chore(release): prepare v1.1.0
Bump the package version to 1.1.0 for the web port, optional shared high-score service, and post-1.0 parity and edge fixes. Update CHANGELOG.md and refresh the tracked web WASM artifact. Test Plan: - `just test` -- passed (138 game tests, 3 highscore-server tests) - `just clippy` -- passed - `just build-production` -- passed - `just web-build` -- passed - `cargo metadata --locked --format-version 1 --no-deps` -- passed - `git diff --cached --check` -- passed
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@@ -8,19 +8,31 @@ and this project adheres to
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## [Unreleased]
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## [1.1.0] - 2026-08-29
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### Added
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- Add a static WebAssembly (WASM) browser build and web shell for TDK Pinball,
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persisting settings and scores in browser localStorage.
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- Add a standalone Axum and SQLite high-score service (`highscore-server`) for
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an optional shared top-ten leaderboard, including an nginx reverse-proxy
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configuration and API endpoints.
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- Route the browser high-score table through the shared service when available,
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retaining the local-storage fallback when offline or unconfigured.
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### Fixed
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- Allow launcher input while tilted so a waiting ball in the shooter lane is not
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stranded after a tilt, while retaining launch sound suppression.
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- Bundle the official Macroquad browser loader and WASM bootstrap locally so a
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CSP does not require inline JavaScript or code from `not-fl3.github.io`.
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- Add the optional same-origin Axum/SQLite high-score service, browser
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fetch/submit integration, and an nginx reverse-proxy example. Browser
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settings retain their local-storage fallback, while the shared table is
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returned by the service.
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- Keep the web canvas centered at the original fixed 640x460 presentation size
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instead of scaling with the browser viewport.
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- Seed the initial gameplay random stream from the startup clock so the first
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maximum-power launcher shot is not identical on every run.
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- Require an unconsumed record-148 contact before the effect-seven special
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respawn, preventing a released reserve ball from being duplicated after
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both multiball balls drain.
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respawn, preventing a released reserve ball from being duplicated after both
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multiball balls drain.
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- Apply type-4 entry latches only inside each target's registered broadphase,
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preventing an unrelated multiball slot from clearing an upper-left target's
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latch and causing repeated scoring while the ball remains there.
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@@ -40,13 +52,13 @@ and this project adheres to
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a held ball remains velocity-stationary and the moving response retains its
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full normal velocity instead of always subtracting 1,000.
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- Restore `1000:ae6e`'s required-ball special respawn: armed or completed
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effect-seven play grants one final `(17,23)/(0,3040)` ball without consuming
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a marker, clears required state including record 148's contact word, and
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suppresses record 148 until the next broadphase-active type-4 record
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reenables it.
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effect-seven play grants one final `(17,23)/(0,3040)` ball without consuming a
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marker, clears required state including record 148's contact word, and
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suppresses record 148 until the next broadphase-active type-4 record reenables
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it.
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- Replace the invented post-move `y>470` fallback with the original pre-scan
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prediction bounds `x<=0 || x>340000 || y<=0 || y>460000`, including
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one-slot removal during multiball and next-substep handling after a response.
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prediction bounds `x<=0 || x>340000 || y<=0 || y>460000`, including one-slot
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removal during multiball and next-substep handling after a response.
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- Remove the invented 180 ms whole-frame nudge shake; original nudges affect
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ball-slot velocities, sound, and Tilt state without moving the viewport.
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- Match `SndPlaySound(SND_ASYNC|SND_NODEFAULT)` playback: stop the previous WAV
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@@ -57,8 +69,8 @@ and this project adheres to
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collect-bonus, and release-ball states are now visible.
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- Restore display blits from `1008:0996`/`1008:0b9e`: 130x40 score fields at
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X=478, eight places ending at X=606, exact 139x31 configured-player rows,
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11x11 active/status markers, 5x5 remaining-ball markers for every player,
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and strict signed score-status thresholds independent of media awards.
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11x11 active/status markers, 5x5 remaining-ball markers for every player, and
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strict signed score-status thresholds independent of media awards.
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- Import exact `[Settings]` `Language`, `Speed`, and singular `Sound` values
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from an adjacent/original TDKPIN.INI before creating portable JSON. Fresh
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installs now inherit the distributed German help setting; F12 is again a
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@@ -71,17 +83,17 @@ and this project adheres to
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DAT995 at `(202,328)`, height 13 and clipped width `(stage-1)*7`; correct the
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previously impossible Pascal-order C interpretation of a 328x202 blit.
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- Restore the original idle/attract timer animation: target and word-quad
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chases, magnetic flashes, five-record strip, four-point chase, DAT801-809
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item progression, and the circular `WELCOME TO THE MACHINE` BITMAP500
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marquee. Each nested phase uses the binary's remainder first: `%32/2`,
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`%32/4`, `%40/4`, `%16/4`, and `%144/8`. Move gameplay item frames to their
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exact `(123,300)` destination.
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chases, magnetic flashes, five-record strip, four-point chase, DAT801-809 item
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progression, and the circular `WELCOME TO THE MACHINE` BITMAP500 marquee. Each
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nested phase uses the binary's remainder first: `%32/2`, `%32/4`, `%40/4`,
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`%16/4`, and `%144/8`. Move gameplay item frames to their exact `(123,300)`
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destination.
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- Match central score/event side effects: every stored collision candidate
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clears its ball slot's capture age, Tilt suppresses all score and rule-record
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mutations, and active multiball doubles points before permanent Double can
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double them again.
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- Scan static, capture, trigger, magnetic, and dynamic record ranges in exact
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ID order with a separately tracked prediction. Preserve the raw scanner's
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- Scan static, capture, trigger, magnetic, and dynamic record ranges in exact ID
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order with a separately tracked prediction. Preserve the raw scanner's
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first-detected-candidate quirk even when a later record is geometrically
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nearer, plus type-3 and dynamic-record broadphase behavior.
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- Run type-3/type-4 processing before response and position publication:
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@@ -89,16 +101,16 @@ and this project adheres to
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candidates, triggers mutate the live motion first, and sensor IDs execute in
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binary order without Hold/Complete prematurely ending the record scan.
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- Apply the collision table's predicted-position broadphase bounds before
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type-1/type-2 detection, including the registered five-pixel ball margin,
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and retain unresolved candidates until the selected response phase.
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- Correct the two relative slingshot initializer chains after records 55 and
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70: circles 56/58/71/73 and lines 57/59/72/74 now accumulate from each
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preceding path endpoint exactly as the 175-record ledger specifies. The
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flagless TDK companion lines also retain their zero contact/link field rather
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than carrying unused synthetic head IDs. Record 57 additionally matches the
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live original's `(75530,354765)/(3000,15)` to
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`(77369,356597)/(1839,1832)` transition; symmetric record 72 matches
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`(235348,356825)/(-3000,15)` to `(233253,358494)/(-2095,1669)`.
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type-1/type-2 detection, including the registered five-pixel ball margin, and
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retain unresolved candidates until the selected response phase.
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- Correct the two relative slingshot initializer chains after records 55 and 70:
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circles 56/58/71/73 and lines 57/59/72/74 now accumulate from each preceding
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path endpoint exactly as the 175-record ledger specifies. The flagless TDK
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companion lines also retain their zero contact/link field rather than carrying
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unused synthetic head IDs. Record 57 additionally matches the live original's
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`(75530,354765)/(3000,15)` to `(77369,356597)/(1839,1832)` transition;
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symmetric record 72 matches `(235348,356825)/(-3000,15)` to
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`(233253,358494)/(-2095,1669)`.
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- Match rectangular type-4 magnetic gates to raw `1000:9b69`: enter only when
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the previous position is inside, then deactivate when the newly predicted
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position exits any edge, replacing a swept-intersection approximation.
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@@ -107,11 +119,11 @@ and this project adheres to
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- Match the multiball nudge path's saved-slot behavior: consume the active
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formula's random draws, then add one shared fixed/random impulse to both slot
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velocity records instead of applying different formulas to each ball.
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- Restore auxiliary response thresholds/kicks for bumpers 51-53 and line
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records 55, 74, and 107, including weak-hit bumper scoring, WAVE 2019 on
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kicked unscored rails, and the original tilt suppression.
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- Preserve every collision record's `+0x49` layer mask and select upper layer
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1 or lower layer 2 from the ball's previous 250,000-millipixel Y boundary.
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- Restore auxiliary response thresholds/kicks for bumpers 51-53 and line records
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55, 74, and 107, including weak-hit bumper scoring, WAVE 2019 on kicked
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unscored rails, and the original tilt suppression.
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- Preserve every collision record's `+0x49` layer mask and select upper layer 1
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or lower layer 2 from the ball's previous 250,000-millipixel Y boundary.
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- Match the original detail callback's slot-major integration order, stop a
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slot's remaining 10 ms substeps after its first collision/action, delay a
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newly requested second ball until the next callback, and retain ball-two
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@@ -119,9 +131,9 @@ and this project adheres to
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- Run type-3 captures and type-4 triggers for both live ball slots, including
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per-slot capture age/contact ownership, exact captured-slot removal, survivor
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promotion, and the effect-seven ball-number guard against a third ball.
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- Spawn effect-seven ball 2 from record 148 at `(17,23)` with exact
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`(0,3040)` millipixel velocity, instead of launching a guessed second ball
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upward from the shooter lane.
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- Spawn effect-seven ball 2 from record 148 at `(17,23)` with exact `(0,3040)`
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millipixel velocity, instead of launching a guessed second ball upward from
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the shooter lane.
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- Treat record 148 as the special/multiball hole represented by player item 20;
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capturing it preserves all five lock-hole items and contacts instead of
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inventing an immediate wheel reset. Its exact 17x17 overlay-A Word-Quad at
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@@ -132,12 +144,12 @@ and this project adheres to
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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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- Render the nine in-bank hit states for record heads 90/93/96/99/102 and
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109/112/115/118 from their exact overlay-A bounds until bank completion
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rearms each three-line group.
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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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only for an active ball, pauses in the launcher, and survives a normal drain.
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109/112/115/118 from their exact overlay-A bounds until bank completion rearms
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each three-line group.
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- Replace the free-running wheel animation with the original six-callback 91x90
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target rotation, WAVE 2011 start, exact DAT600 frames/target positions, and
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state-6 rotation of the five per-player contact/item values. It advances only
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for an active ball, pauses in the launcher, and survives a normal drain.
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- Restore the complete 281-callback DAT600 panel sequence after the fifth lock
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hole, including physics suspension, contact/item cleanup, all nine image
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phases, and the original WAVE 2013/2012/stop boundaries. A fifth lock captured
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@@ -148,9 +160,9 @@ and this project adheres to
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- Remove the invented attract-screen instruction panel and stop assigning the
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original F2/F3 keys to modern overlays. The idle view is the original table;
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optional settings/high-score viewers move to F10/F9.
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- Batch physics and flipper publication on the original 50/40/30/20/10-ms
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detail callbacks with exactly 5/4/3/2/1 internal 10-ms substeps, instead of
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exposing every substep on host render frames.
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- Batch physics and flipper publication on the original 50/40/30/20/10-ms detail
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callbacks with exactly 5/4/3/2/1 internal 10-ms substeps, instead of exposing
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every substep on host render frames.
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- Separate flipper key flags from rendered/collision position so press/release
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edges and WAVE 2021 occur only when the detail timer processes them.
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- Add a bit-exact Borland Real48 core and route speed clamps, type-1 circles,
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@@ -158,8 +170,8 @@ and this project adheres to
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magnetic impulses through its original rounding behavior.
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- Preserve per-ball Real48 spin and use it in collision tangent response, so
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zero-spin C fixtures and retained-spin Wine traces are both represented.
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- Implement dynamic records 174/175 with bidirectional ball impulse transfer
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and the original post-collision speed clamp instead of a one-sided secondary
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- Implement dynamic records 174/175 with bidirectional ball impulse transfer and
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the original post-collision speed clamp instead of a one-sided secondary
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bounce.
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- Split collision contact state into per-player 16-bit type-3 contact words and
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transient type-4 entry flags. Type-3 records now use the original deep-inside
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@@ -199,11 +211,12 @@ and this project adheres to
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- Match the original low-byte keyboard scans: both Ctrl keys operate the left
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flipper, both Enter keys operate the right, and the physical `0x1b`
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main-keyboard plus/right-bracket position starts or adds players.
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- Dispatch add-player, nudge, and F12 sound-toggle actions on key release through
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the original `1000:638e` timing rather than on their initial key press.
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- Dispatch add-player, nudge, and F12 sound-toggle actions on key release
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through the original `1000:638e` timing rather than on their initial key
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press.
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- Enforce the original auxiliary-window input gate: F1 and F12 are ignored while
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Help, HighScore, or name-entry UI is open instead of controlling the main
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game through a child window.
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Help, HighScore, or name-entry UI is open instead of controlling the main game
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through a child window.
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- Route a single-ball type-3 completion during Tilt through `1000:ae6e` instead
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of granting a free launcher reset: lock holes consume the ball, while record
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148 can still take its required-state special-respawn branch.
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@@ -219,18 +232,18 @@ and this project adheres to
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playback and restores bank, trigger, capture, nudge, tilt, and drain cues.
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Type-4 WAVE 2004 and bumper WAVE 2006 now precede their score mutations so a
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simultaneously crossed media marker leaves WAVE 2007 audible, as in the
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monophonic original. A tilted drain suppresses WAVE 2008 before reset, while
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a following flipper-release edge may still play WAVE 2021 after reset.
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monophonic original. A tilted drain suppresses WAVE 2008 before reset, while a
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following flipper-release edge may still play WAVE 2021 after reset.
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Bumper/TDK bank completion WAVE 2017 likewise precedes its 50,000 or
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10,000..24,464 award, preserving the marker cue when that award crosses one.
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- Advance media/extra-ball thresholds only from score additions, preserve
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32-bit score wrapping, and restore the ninth-diamond ordering: its 24,464
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award remains single, then ball-scoped double scoring and all three magnetic
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fields activate before the collision's static score. Further completed banks
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during that ball add 100,000 to the secondary score; a normal ball end clears
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the multiplier, while effect seven's special respawn preserves it. Marker
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comparisons retain the binary's signed-high/unsigned-low 32-bit ordering
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after score wrap.
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- Advance media/extra-ball thresholds only from score additions, preserve 32-bit
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score wrapping, and restore the ninth-diamond ordering: its 24,464 award
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remains single, then ball-scoped double scoring and all three magnetic fields
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activate before the collision's static score. Further completed banks during
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that ball add 100,000 to the secondary score; a normal ball end clears the
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multiplier, while effect seven's special respawn preserves it. Marker
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comparisons retain the binary's signed-high/unsigned-low 32-bit ordering after
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score wrap.
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- Match the original 640x460 window, native 16x28 score glyphs, and
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`TDK Pinball Machine 1.00` title so the recovered artwork is presented
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one-for-one instead of enlarged or resampled.
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Generated
+1
-1
@@ -551,7 +551,7 @@ dependencies = [
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[[package]]
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name = "tdkpin-rs"
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version = "1.0.0"
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version = "1.1.0"
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dependencies = [
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"directories",
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"futures-util",
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@@ -1,6 +1,6 @@
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[package]
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name = "tdkpin-rs"
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version = "1.0.0"
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version = "1.1.0"
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edition = "2024"
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[dependencies]
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