fix(ui): render cumulative bumper-value items
The five word quads at indices 1 through 5 are the visible progression for the recovered bumper-value byte. The original activates them cumulatively as the value rises from 1,000 to 6,000. Rust implemented the score progression but did not render any of these player items during gameplay. Share the exact quad bounds with the attract animation and draw the first value/1000-1 regions from DAT997. Seed the deterministic targets scenario with the maximum recovered value so framebuffer validation covers all five lamps. Test Plan: - `cargo test --workspace --all-targets --all-features` -- 120 passed - `cargo clippy --workspace --all-targets --all-features -- -D warnings` -- passed - `rumdl check --flavor commonmark RECONSTRUCTION.md CHANGELOG.md` -- passed - `cargo run -- --simulate targets --step 26 --screenshot /tmp/tdkpin-targets-bumper.png` -- passed; all five recovered regions visually inspected at 640x460 - `git diff --cached --check` -- passed
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@@ -97,6 +97,8 @@ and this project adheres to
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- Replace invented bumper outline/cooldown effects with the original per-record
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5/20/10 callback countdowns and exact overlay-A render rectangles for bumpers
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51-53 and targets 140-147/150-152.
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- Render the five cumulative bumper-value lamps from original player items 1-5
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at their recovered Word-Quad bounds as the value rises from 1,000 to 6,000.
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- Replace the free-running wheel animation with the original six-callback
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91x90 target rotation, WAVE 2011 start, exact DAT600 frames/target positions,
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and state-6 rotation of the five per-player contact/item values. It advances
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