The crash that has killed lifecycle2.conf since somewhere in 5.3.26..120 was never in the missile code. The map named Missile::MoveAndCollide because it resolves the nearest preceding symbol; the instruction bytes named the truth: mov eax,[ebx+0x128]; mov eax,[eax]; mov eax,[eax+0xFC] = mech->subsystemArray[0]->member through a NULL slot 0. Roster slot 0 is the CONTROLS MAPPER, and the BT_SPAWN_ENEMY dev enemy never got one -- SetMappingSubsystem is only called on the player's viewpoint mech. The binary never NULL-checks that slot (mech2's advancers, the master perf's duck evaluation and the effectiveness census all deref it bare, correctly: a real mech always has its mapper), so the enemy faulted the first frame it reached one of those reads. Nothing dereferenced a non-player mech's mapper before the gait arc, which is exactly why it lay hidden. The object was proven by the fault-address rule this project already learned: the faulting member offset MOVED 0xFC -> 0x100 across the 5.3.125 build, which added ejectLatch to MechControlsMapper -- a 4-byte layout shift in the very class being dereferenced. The dev enemy now installs a plain MechControlsMapper (inert without device input), preserving the binary's contract. VERIFIED end to end: kill -> respawn -> second kill -> OUT OF LIVES -> mission end -> clean DOS exit, zero exceptions -- the full lifecycle is green for the first time since 5.3.25. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Scene Restorations
Modern re-renderings of the Division dVS scenes recovered from the Glaze developer drive (see HISTORY.md) and this repo's CONTENT tree. The originals ran on Division Ltd.'s pixel-pipeline hardware in 1994–1997; these tools parse the original data files and re-render them in WebGL, in the browser.
Viewers (open in any browser, fully self-contained)
vwe-archive.html— the Scene Archive: 26 curated scenes across all projects — Star Trek (Enterprise-D, Klingon flyby), Hull Pressure (sea demos, fish schools, sunken temple), BattleTech (polar map with mech lineup, Ravine and desert maps, stadium), Red Planet (Blade arena, the Mars canal milestone demo), and the Canyon/Maya-temple Division demos. Fly camera: drag to look, WASD to fly, R resets.trek-scn.html— the original standalone Star Trek restoration (TREK.SCN and KLNGVID.SCN).
Toolkit
divformats.py— parsers for every Division format found on the drive: textVGF/VMF(DIV-VIZ2 geometry/materials, both the 1995VERSION 2:07and 199602:05dialects, with header SCALE support), binaryBGF/BMF(DIV-BIZ2) — the binary block-stream layout was recovered from Division's own reader source (DPL3/BIZREAD.C, 1994), including all 14 vertex layouts, pmesh/tristrip/polygon connectivity, LOD blocks (newer writers nest patches inside LODs; the largest LOD is taken), and embedded materials/textures/ramps — plusTGAand rawSVTtextures,SPLsplines, andSCNscene scripts.audit.py— scans every.SCNon the drive and reports what fraction of its geometry survives, and in which format.extract_all.py— extracts every scene with ≥60 % of its geometry recoverable (108 of 241 on the drive; the rest reference lost models) intoallscenes.json, resolving models/materials/textures across the drive and this repo's CONTENT dirs.gallery_build.py— curates scenes fromallscenes.jsoninto the self-containedvwe-archive.html(viagallery_template.html).convert.py/viewer_template.html— the original single-scene Star Trek pipeline.
Rebuild
python extract_all.py # requires the sda4/ drive dump beside this repo
python gallery_build.py
Fidelity notes
Faithful: vertices, triangles, material colors and shading ramps, textures,
fog and light parameters, spline motion, camera start positions. Approximated:
Division's rasterizer behavior, point sizes, timing (originals ran at 30 Hz).
Not simulated: event-driven SPECIALFX particles. A few dev scenes had camera
start positions inside geometry; those get overridden or auto-framed cameras
(see START_OVERRIDE in gallery_build.py). Scenes missing one or more
models from the drive say so in their header.