VPX_PF_WATCH (fork, cpu/paging.cpp): on a guest page fault at the watched linear address, dump guest registers, the last 64 serial RX deliveries with guest cs:eip at each, the code bytes at the faulting EIP and the stack top. serialnamedpipe's doReceive feeds the ring. Armed in podrun.sh and launch_pod.ps1. The first catch decoded the residual fault completely: CS:EIP 00FF:000066D4 in the DPMI host, EBX = F000CA60 -- an IVT entry read as a dword, segment F000 offset CA60, a BIOS default interrupt handler -- and the faulting access is [EBX+0x3004], whose 0x80000000 segment-base wrap gives exactly cr2 7000FA64. The host probes a word 0x3004 bytes past a real-mode vector value treated as a flat pointer: harmless for its own low-memory handlers, a fault for BIOS F000:xxxx defaults. The serial ring shows a steady 1-byte/1-3ms vRIO stream with nothing special at the fault -- the stream determines which vectors get walked, not the crash itself. The 0x3004 appears nowhere in DPMI32VM.OVL or 32RTM.EXE as an immediate, so the probe now also dumps code bytes at EIP; faulthunt.sh loops runs until the next catch. Shipped baseline streak: 4/4 clean -- consistent with exposure, not yet discriminating. The inside view now loads the COCKPIT skeleton: the fleet-wide X-variant naming convention (MAD->MAX etc., all 64 skeletons present) selects the same 25-joint chain with a single object -- max_cop.bgf, the MAX_COP canopy shell with the PUNCH-texel windows from the capture forensics. The donor names the same mechanism from the decomp side (inside = SkeletonType_A with '_cop' selection). Fallback to the body skeleton when no X file exists. 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.