diff --git a/tdkpin-rs/CHANGELOG.md b/tdkpin-rs/CHANGELOG.md index 8a48a7e..d44cd37 100644 --- a/tdkpin-rs/CHANGELOG.md +++ b/tdkpin-rs/CHANGELOG.md @@ -10,6 +10,9 @@ and this project adheres to ### Fixed +- Replace the free-running wheel animation with the original six-callback + 91x90 target rotation, WAVE 2011 start, exact DAT600 frames/target positions, + and state-6 rotation of the five per-player contact/item values. - Restore the complete 281-callback DAT600 panel sequence after the fifth lock hole, including physics suspension, contact/item cleanup, all nine image phases, and the original WAVE 2013/2012/stop boundaries. diff --git a/tdkpin-rs/README.md b/tdkpin-rs/README.md index 65297ee..ba766dc 100644 --- a/tdkpin-rs/README.md +++ b/tdkpin-rs/README.md @@ -44,10 +44,10 @@ cargo run -- --simulate claw-6 --at 0.15 \ ``` Use `--step N` instead of `--at SECONDS` to reproduce one exact update. The -available scenarios are `autoplay`, `launcher`, `flippers`, `panel`, `claw-1`, -`claw-6`, `claw-7`, and `claw-18`; `--seed N` fixes random choices. `autoplay` charges -each ball and operates the flippers from live ball position for long end-to-end -validation runs. +available scenarios are `autoplay`, `launcher`, `flippers`, `panel`, `targets`, +`claw-1`, `claw-6`, `claw-7`, and `claw-18`; `--seed N` fixes random choices. +`autoplay` charges each ball and operates the flippers from live ball position +for long end-to-end validation runs. ## Original and modern controls diff --git a/tdkpin-rs/RECONSTRUCTION.md b/tdkpin-rs/RECONSTRUCTION.md index 45fc65b..011c0a8 100644 --- a/tdkpin-rs/RECONSTRUCTION.md +++ b/tdkpin-rs/RECONSTRUCTION.md @@ -25,7 +25,7 @@ implementation. | Playfield collision layout | Recovered | All 109 active type-2 line objects and 40 static active type-1 circles are transcribed from the original 175-object registration table. The registration routine converts its sideways inputs with `screen = (y, x - 20)` and accumulates explicitly relative objects. Type-2 records retain every recovered Real48 normal/tangent response pair and registered one-sided orientation. Type-1 records retain their swept-circle radius, radial rebound, tangent coupling, and bumper kick. Each flipper uses its exact two line records plus moving tip circle in both positions. Moving-flipper contact ports `1000:7ed9` rather than fitting live samples: delta-specific pivots/edges, integer cross gates, radial/penetration calculations, response-record gain, and position/velocity publication are tested against all four C harness directions and the raised release geometry. Object 174 is overwritten with the live first ball and Rust handles its ball-to-ball role directly. | | Ball launcher and nudge input | Recovered | The initial 32-bit fixed-point coordinates decode to `(325, 413)` in the right shooter lane. Each Down keydown subtracts `15*50 = 750` millipixels, release subtracts another `15*100 = 1500`, and the result follows the recovered randomized `-3800` lower and `-2280` weak upper clamp branches. The ten decoration frames use the same strict 750-millipixel thresholds. Left Shift and keypad 3 apply their directional `(50-Random(20))*15` impulses; Space uses the recovered Real48 horizontal factor and `(60-Random(20))*15` vertical impulse. Each nudge adds 25 to the wrapping 16-bit tilt counter, compares it with `30+Random(10)`, and the detail timer decrements a nonzero counter once per callback. | | Physics arithmetic | Recovered Real48 core | Production movement uses the original 10 ms millipixel substep, `+15` vertical acceleration, Real48 `3800/speed` clamp, type-2 distance/cross gates, type-1 midpoint normal, surface-distance candidate ordering, persistent Real48 spin, and the common impulse response. Dynamic records 174/175 transfer normal impulse to the other ball before applying `normal_velocity-1000` to the moving ball. The original Borland seed update, high-word `Random(n)`, and normalized Real48 random register result drive launcher variation, effects, claw terminals, magnetic fields, and trigger response. Type-4 triggers retain a separate transient entry flag; type-3 captures retain per-player 16-bit contact words, deep-inside pull/hold progression to age 300, first-contact sound, and `99`/`2` completion sentinels. Zero-spin C harnesses and retained-spin Wine probes are tested separately rather than conflated. | -| Rules | Recovered gameplay paths | Player count, controls, the five three-line bumper-value groups, four three-line TDK-diamond groups, five doubling-value lock holes, wheel-reset target, seven-way effect selector/consumer including multiball, permanent double scoring, and four exact media/extra-ball thresholds follow original help/code paths, globals, and object flags. The ninth diamond pays the original 24,464 completion value; the following completed bank enables double scoring, and later completions add 100,000 to the per-player secondary score. Completing all five lock holes suspends physics for the full 281-callback DAT600 panel animation, clears contact/item state at the recovered boundaries, and uses the exact WAVE 2013/2012/stop sequence. Turn changes mirror the original save/load of all 175 collision record states: wheel/top targets, active/contact slots, selected effect, and multiball readiness remain attached to their player. Claw contact and all initially active type-4 targets use recovered records. The top three targets score 500 each and independently enable the left, center, or right magnetic field record; each field pulls the ball upward until it exits and then deactivates. The claw state machine and release table have live differential coverage for all four random terminals. | +| Rules | Recovered gameplay paths | Player count, controls, the five three-line bumper-value groups, four three-line TDK-diamond groups, five doubling-value lock holes, wheel-reset target, seven-way effect selector/consumer including multiball, permanent double scoring, and four exact media/extra-ball thresholds follow original help/code paths, globals, and object flags. The ninth diamond pays the original 24,464 completion value; the following completed bank enables double scoring, and later completions add 100,000 to the per-player secondary score. Record 121 runs the six-callback DAT600 target rotation with exact 91x90 frames/target points and rotates the five contact/item values at state 6. Completing all five lock holes suspends physics for the full 281-callback panel animation, clears contact/item state at the recovered boundaries, and uses the exact WAVE 2013/2012/stop sequence. Turn changes mirror the original save/load of all 175 collision record states: wheel/top targets, active/contact slots, selected effect, and multiball readiness remain attached to their player. Claw contact and all initially active type-4 targets use recovered records. The top three targets score 500 each and independently enable the left, center, or right magnetic field record; each field pulls the ball upward until it exits and then deactivates. The claw state machine and release table have live differential coverage for all four random terminals. | | Numeric scoring | Recovered gameplay values | Static scores come from the initialized 175-object ledger. Dynamic bumper progression, target-bank completion, diamond awards, 10k-160k lock bonuses, 310k transfer, six effect values, multiball mode, and all four media thresholds are transcribed from `1000:b476`, `1000:c4e1`, `1000:bc36`, and live state probes. Lock and effect awards share the original per-player secondary score and display multiplier; the fifth hole transfers and clears it, increments the multiplier, and grants the recovered ball award. Score mutation uses the original 32-bit wrapping behavior, and each add operation can advance at most one media threshold. | | High scores | Recovered visible flow; portable storage | The original 276-byte table is decoded as ten `IWIK`-XOR-obfuscated little-endian scores plus ten 22-byte names. Each player is checked immediately when their own last ball is lost; qualifying scores use the original signed-high/unsigned-low comparison and a `TDK Pinball Player`-prefilled name screen before the table is shown and play resumes. Persisted updates use portable JSON rather than rewriting the Win16 file. | | Configuration | Behaviorally compatible | Sound, language, and five detail levels are retained. Storage moves from a local Win16 INI file to the platform user-data directory. | diff --git a/tdkpin-rs/src/app.rs b/tdkpin-rs/src/app.rs index d10db07..40f6e37 100644 --- a/tdkpin-rs/src/app.rs +++ b/tdkpin-rs/src/app.rs @@ -11,6 +11,14 @@ use std::path::Path; const WIDTH: f32 = 640.0; const HEIGHT: f32 = 460.0; +const TARGET_POSITIONS: [[(f32, f32); 5]; 6] = [ + [(9.0, 41.0), (23.0, 11.0), (56.0, 14.0), (63.0, 47.0), (35.0, 63.0)], + [(11.0, 45.0), (18.0, 13.0), (52.0, 11.0), (63.0, 42.0), (39.0, 64.0)], + [(13.0, 50.0), (15.0, 17.0), (46.0, 9.0), (64.0, 37.0), (44.0, 62.0)], + [(17.0, 55.0), (11.0, 23.0), (39.0, 7.0), (64.0, 30.0), (50.0, 59.0)], + [(21.0, 60.0), (9.0, 28.0), (35.0, 7.0), (62.0, 25.0), (54.0, 56.0)], + [(8.0, 35.0), (26.0, 8.0), (59.0, 18.0), (59.0, 50.0), (27.0, 61.0)], +]; #[derive(Clone, Copy, Debug, PartialEq, Eq)] enum Screen { @@ -369,21 +377,11 @@ impl App { if let Some(frame) = game.panel_frame { self.draw_panel_animation(frame); - } - - if game.wheel_animation > 0.0 { - let frame = animation_frame(f64::from(0.65 - game.wheel_animation), 18.0, 5); - draw_texture_ex( - &self.assets.wheel, - 80.0, - 49.0, - WHITE, - DrawTextureParams { - dest_size: Some(vec2(68.0, 60.0)), - source: Some(Rect::new(frame as f32 * 68.0, 0.0, 68.0, 60.0)), - ..Default::default() - }, - ); + } else if let Some(state) = game + .target_rotation_state + .or_else(|| game.wheel_holes.iter().any(|filled| *filled).then_some(6)) + { + self.draw_target_rotation(game, state); } for (index, bumper) in BUMPERS.into_iter().enumerate() { if game.bumper_flash[index] > 0.0 { @@ -630,6 +628,43 @@ impl App { } } + #[allow(clippy::cast_precision_loss)] + fn draw_target_rotation(&self, game: &Game, state: u8) { + if state == 0 || state > 6 { + return; + } + if state < 6 { + draw_texture_region( + &self.assets.wheel, + 79.0, + 33.0, + 91.0, + 90.0, + f32::from(state - 1) * 91.0, + 0.0, + ); + } else { + draw_texture_region( + &self.assets.inactive_table, + 79.0, + 33.0, + 91.0, + 90.0, + 79.0, + 33.0, + ); + } + for (active, (x, y)) in game + .wheel_holes + .iter() + .zip(TARGET_POSITIONS[usize::from(state - 1)]) + { + if *active { + draw_texture(&self.assets.panel_target, 79.0 + x, 33.0 + y, WHITE); + } + } + } + #[allow(clippy::cast_precision_loss)] fn draw_displays(&self, game: &Game) { for region in [ @@ -898,11 +933,6 @@ fn draw_texture_region( ); } -#[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)] -fn animation_frame(elapsed: f64, frames_per_second: f64, frame_count: usize) -> usize { - ((elapsed.max(0.0) * frames_per_second) as usize) % frame_count -} - fn draw_centered(text: &str, baseline: f32, font_size: u16, color: Color) { draw_centered_at(text, WIDTH * 0.5, baseline, font_size, color); } diff --git a/tdkpin-rs/src/assets.rs b/tdkpin-rs/src/assets.rs index 7101479..0fba435 100644 --- a/tdkpin-rs/src/assets.rs +++ b/tdkpin-rs/src/assets.rs @@ -15,6 +15,7 @@ pub struct Assets { pub panel_pair_narrow_b: Texture2D, pub panel_pair_wide_a: Texture2D, pub panel_pair_wide_b: Texture2D, + pub panel_target: Texture2D, pub robot: Texture2D, pub plunger: Texture2D, pub ball: Texture2D, @@ -54,10 +55,11 @@ impl Assets { ]; let wheel_bytes = include_bytes!("../assets/original/images/dat_00600.png"); let wheel = texture(wheel_bytes); - let panel_pair_narrow_a = masked_atlas_pair(wheel_bytes, 0, 45, 45, 90); - let panel_pair_narrow_b = masked_atlas_pair(wheel_bytes, 90, 135, 45, 90); - let panel_pair_wide_a = masked_atlas_pair(wheel_bytes, 271, 362, 91, 90); - let panel_pair_wide_b = masked_atlas_pair(wheel_bytes, 453, 362, 91, 90); + let panel_pair_narrow_a = masked_atlas_pair(wheel_bytes, 0, 90, 45, 90, 45, 90); + let panel_pair_narrow_b = masked_atlas_pair(wheel_bytes, 90, 90, 135, 90, 45, 90); + let panel_pair_wide_a = masked_atlas_pair(wheel_bytes, 271, 90, 362, 90, 91, 90); + let panel_pair_wide_b = masked_atlas_pair(wheel_bytes, 453, 90, 362, 90, 91, 90); + let panel_target = masked_atlas_pair(wheel_bytes, 455, 0, 455, 17, 17, 17); let robot = texture(include_bytes!("../assets/original/images/dat_00900.png")); let plunger = texture(include_bytes!("../assets/original/images/dat_00901.png")); let ball = masked_texture( @@ -152,6 +154,7 @@ impl Assets { panel_pair_narrow_b, panel_pair_wide_a, panel_pair_wide_b, + panel_target, robot, plunger, ball, @@ -223,7 +226,9 @@ fn monochrome_texture(bytes: &[u8]) -> Texture2D { fn masked_atlas_pair( bytes: &[u8], image_x: usize, + image_y: usize, mask_x: usize, + mask_y: usize, width: usize, height: usize, ) -> Texture2D { @@ -237,8 +242,8 @@ fn masked_atlas_pair( for y in 0..height { for x in 0..width { let output_index = (y * width + x) * 4; - let image_index = ((y + 90) * atlas_width + image_x + x) * 4; - let mask_index = ((y + 90) * atlas_width + mask_x + x) * 4; + let image_index = ((y + image_y) * atlas_width + image_x + x) * 4; + let mask_index = ((y + mask_y) * atlas_width + mask_x + x) * 4; output.bytes[output_index..output_index + 3] .copy_from_slice(&atlas.bytes[image_index..image_index + 3]); output.bytes[output_index + 3] = u8::MAX - atlas.bytes[mask_index]; diff --git a/tdkpin-rs/src/game.rs b/tdkpin-rs/src/game.rs index 9192502..735b3ac 100644 --- a/tdkpin-rs/src/game.rs +++ b/tdkpin-rs/src/game.rs @@ -268,7 +268,7 @@ pub struct Game { flipper_inputs: Flippers, pub claw: Claw, pub bumper_flash: [f32; 3], - pub wheel_animation: f32, + pub target_rotation_state: Option, pub panel_frame: Option, pub nudge_shake: f32, pub launcher_charge: f32, @@ -312,7 +312,7 @@ impl Game { flipper_inputs: Flippers::default(), claw: Claw::default(), bumper_flash: [0.0; 3], - wheel_animation: 0.0, + target_rotation_state: None, panel_frame: None, nudge_shake: 0.0, launcher_charge: 0.0, @@ -456,6 +456,7 @@ impl Game { fn timer_tick(&mut self, elapsed: f32, substeps: u8, events: &mut Vec) { self.update_claw(elapsed, events); + self.update_target_rotation(events); let panel_active = self.update_panel_completion(events); if !self.claw.ball_suspended && !panel_active { for _ in 0..substeps { @@ -493,6 +494,29 @@ impl Game { self.apply_flipper_kicks(); } + fn update_target_rotation(&mut self, events: &mut Vec) { + let Some(state) = self.target_rotation_state else { + return; + }; + if state >= 6 { + self.target_rotation_state = None; + return; + } + let next = state + 1; + self.target_rotation_state = Some(next); + if next == 1 { + events.push(Event::Sound(2011)); + } + if next == 6 { + self.wheel_holes.rotate_left(1); + let first = self.record_contacts[129]; + for record_id in 129..133 { + self.record_contacts[record_id] = self.record_contacts[record_id + 1]; + } + self.record_contacts[133] = first; + } + } + fn update_panel_completion(&mut self, events: &mut Vec) -> bool { let Some(frame) = self.panel_frame else { return false; @@ -591,7 +615,6 @@ impl Game { #[allow(clippy::too_many_lines)] fn fixed_update(&mut self, dt: f32, events: &mut Vec) { self.bumper_cooldown = (self.bumper_cooldown - dt).max(0.0); - self.wheel_animation = (self.wheel_animation - dt).max(0.0); self.nudge_shake = (self.nudge_shake - dt).max(0.0); for flash in &mut self.bumper_flash { *flash = (*flash - dt).max(0.0); @@ -898,9 +921,11 @@ impl Game { } } } - if wall.flags & 0x0400 != 0 { - self.wheel_animation = 0.65; - events.push(Event::Sound(2011)); + if wall.flags & 0x0400 != 0 + && self.target_rotation_state.is_none() + && self.panel_frame.is_none() + { + self.target_rotation_state = Some(0); } if wall.flags & 0x0004 != 0 { events.push(Event::Sound(2012)); @@ -1081,7 +1106,6 @@ impl Game { CaptureStep::Complete => {} } self.wheel_holes.fill(false); - self.wheel_animation = 0.65; self.multiball_state = MultiballState::Ready; self.reset_ball_to_launcher(); events.push(Event::Wheel); @@ -1384,7 +1408,7 @@ impl Game { self.tilt_counter = 0; self.tilt_counter_accumulator = 0.0; self.bumper_flash.fill(0.0); - self.wheel_animation = 0.0; + self.target_rotation_state = None; self.panel_frame = None; self.claw = Claw::default(); self.flipper_inputs = Flippers::default(); @@ -2475,6 +2499,26 @@ mod tests { ); } + #[test] + fn target_rotation_uses_six_callbacks_and_rotates_player_state() { + let mut game = Game::new(1); + game.wheel_holes = [true, false, true, false, false]; + game.record_contacts[129..=133].copy_from_slice(&[11, 22, 33, 44, 55]); + game.target_rotation_state = Some(0); + let mut events = Vec::new(); + + for expected in 1..=6 { + game.timer_tick(0.030, 0, &mut events); + assert_eq!(game.target_rotation_state, Some(expected)); + } + assert_eq!(events, [Event::Sound(2011)]); + assert_eq!(game.wheel_holes, [false, true, false, false, true]); + assert_eq!(&game.record_contacts[129..=133], &[22, 33, 44, 55, 11]); + + game.timer_tick(0.030, 0, &mut events); + assert_eq!(game.target_rotation_state, None); + } + #[test] fn claw_release_table_decodes_the_original_thousandth_pixel_coordinates() { for (frame, expected_position, expected_velocity) in [ diff --git a/tdkpin-rs/src/simulation.rs b/tdkpin-rs/src/simulation.rs index 8794908..afe105d 100644 --- a/tdkpin-rs/src/simulation.rs +++ b/tdkpin-rs/src/simulation.rs @@ -17,6 +17,7 @@ pub enum Scenario { Launcher, Flippers, Panel, + Targets, Claw1, Claw6, Claw7, @@ -30,6 +31,7 @@ impl Scenario { Self::Launcher => "launcher", Self::Flippers => "flippers", Self::Panel => "panel", + Self::Targets => "targets", Self::Claw1 => "claw-1", Self::Claw6 => "claw-6", Self::Claw7 => "claw-7", @@ -43,7 +45,7 @@ impl Scenario { Self::Claw6 => Some(6), Self::Claw7 => Some(7), Self::Claw18 => Some(18), - Self::Autoplay | Self::Launcher | Self::Flippers | Self::Panel => None, + Self::Autoplay | Self::Launcher | Self::Flippers | Self::Panel | Self::Targets => None, } } } @@ -57,12 +59,13 @@ impl FromStr for Scenario { "launcher" => Ok(Self::Launcher), "flippers" => Ok(Self::Flippers), "panel" => Ok(Self::Panel), + "targets" => Ok(Self::Targets), "claw-1" => Ok(Self::Claw1), "claw-6" => Ok(Self::Claw6), "claw-7" => Ok(Self::Claw7), "claw-18" => Ok(Self::Claw18), _ => Err(format!( - "unknown scenario {value:?}; expected autoplay, launcher, flippers, panel, claw-1, claw-6, claw-7, or claw-18" + "unknown scenario {value:?}; expected autoplay, launcher, flippers, panel, targets, claw-1, claw-6, claw-7, or claw-18" )), } } @@ -146,7 +149,7 @@ fn seconds_to_step(value: &str) -> Result { } pub const fn usage() -> &'static str { - "Usage:\n tdkpin-rs\n tdkpin-rs --simulate SCENARIO [--at SECONDS | --step N] [--screenshot FILE.png] [--trace FILE.json] [--seed N]\n\nScenarios: autoplay, launcher, flippers, panel, claw-1, claw-6, claw-7, claw-18" + "Usage:\n tdkpin-rs\n tdkpin-rs --simulate SCENARIO [--at SECONDS | --step N] [--screenshot FILE.png] [--trace FILE.json] [--seed N]\n\nScenarios: autoplay, launcher, flippers, panel, targets, claw-1, claw-6, claw-7, claw-18" } #[derive(Debug, Serialize, PartialEq)] @@ -202,6 +205,10 @@ impl Simulation { game.panel_frame = Some(0); game.wheel_holes.fill(true); } + if scenario == Scenario::Targets { + game.target_rotation_state = Some(0); + game.wheel_holes = [true, false, true, false, false]; + } let initial_events = scenario .claw_terminal() .map_or_else(Vec::new, |terminal| game.begin_claw_scenario(terminal)); @@ -326,7 +333,12 @@ fn controls_for(scenario: Scenario, step: u64) -> Controls { ..Controls::default() } } - Scenario::Panel | Scenario::Claw1 | Scenario::Claw6 | Scenario::Claw7 | Scenario::Claw18 => { + Scenario::Panel + | Scenario::Targets + | Scenario::Claw1 + | Scenario::Claw6 + | Scenario::Claw7 + | Scenario::Claw18 => { Controls::default() } } @@ -461,6 +473,20 @@ mod tests { assert_eq!(events.iter().filter(|event| **event == "Sound(2012)").count(), 2); } + #[test] + fn target_scenario_runs_all_six_rotation_states() { + let mut simulation = Simulation::new(Scenario::Targets, 1); + simulation.advance_to(4); + assert_eq!(simulation.game.target_rotation_state, Some(1)); + assert_eq!(simulation.trace[4].events, ["Sound(2011)"]); + + simulation.advance_to(22); + assert_eq!(simulation.game.target_rotation_state, Some(6)); + assert_eq!(simulation.game.wheel_holes, [false, true, false, false, true]); + simulation.advance_to(26); + assert_eq!(simulation.game.target_rotation_state, None); + } + #[test] fn every_claw_scenario_completes_its_seeded_capture() { for scenario in [