Files
TeslaRel410/restoration
CydandClaude Fable 5 f25abf1da5 BT410 5.3.130: the cockpit was shaking the wrong way -- a sign bug in the gyro torque, and a decode that stays unlanded on purpose
Re-reading landed code against the decomp turned up a real defect.
Gyroscope::ApplyDamageTorque (binary @004b2de4) finished with
Vector3D::Negate, which flips all three components; the binary negates
ONLY x in place after zeroing y.  So the z component of the body force
has carried the wrong sign on every damage shake and every collision
crunch since that function landed.  Fixed.  Flagged for the same
treatment: ApplyVerticalImpulse ends with bodyForce.y = bodyForce.x,
which wants its binary address found and checked.

The other half of the sitting is a decision NOT to land something.  The
master perf's second census (@0049fe80) computes three damage means into
mech+0x354/8/c -- over the hull zones, over every subsystem's private
zone, and over the myomers' private zones (the same 0x51155c GUID the
mobility scan proved).  A reader hunt found none: the apparent hits are
on OTHER objects at the same offsets, the gyro's damage multipliers and a
myomers cell, which is a good reminder that a bare offset grep proves
nothing when offsets are per-class.  No attribute row binds them either.
Landing it would be three loops feeding dead memory, so it stays decoded
and recorded until a consumer turns up.

Regression soak: mobility scan, telemetry and drive all unchanged, zero
faults.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 01:05:24 -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.