Files
TeslaRel410/restoration
CydandClaude Fable 5 ed218483ec BT410 5.3.81: the canopy question answered -- our wire is right, the bridge cannot decode it
Decoding the articulated run's fifodump settles it, and the answer is not in
our code.  26133 vr_flush_dcs_artic records this run (was ~200), every one
n=1 with a 12-byte body: [handle][sine][cosine].  Sample: handle 0x684,
sine -0.04536 cosine 0.99897 = -2.60 deg, then -7.60 deg.  That is the torso
twist sweeping, authentically encoded -- our HingeRenderable emits exactly
what the 1995 engine emits.

vrboard's 0x1f parser accepts record widths 12, 2 and 5 floats but only
applies the 12-float form: "joint sin/cos records: axis semantics unknown --
the flushed matrix stands (mech limbs won't articulate yet)".  So the canopy's
DCS never rotates in the bridge's scene while its camera picks the twist up by
another route, and the two diverge -- the artefact.  anim_abs reading 0 in the
same run is innocent: the root only re-flushes when localToWorld changes, and
this mech is deliberately stationary.

The axis genuinely is not on the wire: dpl_SetDCSXAxis/YAxis/ZAxis all take
(dcs, sin, cos) and all produce the same record (DPL_VPX.H:23-25), so the
board carries it per node.  A stream-only decoder cannot recover it.

Two ways forward, both legitimate: tell the bridge the axis out of band (the
.SKL's Type=hingex/y/z names it per node -- a handle->axis map at scene-build
time, and this fixes the leg gait too), or use the engine's other hinge path
(HingeRenderable::Execute is written both ways behind #if SINGLE_AXIS_HINGE;
the #else branch writes a full matrix, producing the 12-float records the
bridge already applies).  Both are the shipped engine's own code.

The reconstruction's articulation work is done and correct as of 5.3.80; what
remains is a decoder gap in the viewing tool.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 20:53:26 -05:00
..

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 19941997; 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: text VGF/VMF (DIV-VIZ2 geometry/materials, both the 1995 VERSION 2:07 and 1996 02:05 dialects, with header SCALE support), binary BGF/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 — plus TGA and raw SVT textures, SPL splines, and SCN scene scripts.
  • audit.py — scans every .SCN on 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) into allscenes.json, resolving models/materials/textures across the drive and this repo's CONTENT dirs.
  • gallery_build.py — curates scenes from allscenes.json into the self-contained vwe-archive.html (via gallery_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.