fix(ui): restore effect and player display assets

Load and render DAT400-407 effect panels with the preserved wheel overlap, and add deterministic effect-7 coverage. Restore exact 1008:0996/0b9e score fields, configured-player rows, current/status indicators, signed status thresholds, and six 5x5 per-player ball-marker slots.

Test Plan:
- cargo test --all-targets
- cargo clippy --all-targets --all-features -- -D warnings
- rumdl check CHANGELOG.md RECONSTRUCTION.md README.md
- cargo run --quiet -- --simulate effect-7 --step 0 --screenshot /tmp/tdkpin-effect7.png
- cargo run --quiet -- --simulate launcher --step 0 --screenshot /tmp/tdkpin-display.png
- git diff --check
This commit is contained in:
2026-08-23 19:21:28 +02:00
parent 0643138c0e
commit c84df73857
7 changed files with 46 additions and 4 deletions
+1 -1
View File
@@ -19,7 +19,7 @@ implementation.
| Subsystem | Rust status | Evidence and boundary |
| --- | --- | --- |
| Artwork | Exact | All 34 custom DIB images, three standard bitmaps, icon, and palette derivatives are preserved in `assets/original/`. The game uses the original 640x460 table, help, ball, wheel, robot, plunger, media, and item frames. Loading presents DAT995 and advances the original DAT994 strip at raw `1000:531e` destination `(202,328)`, height 13, and clipped width `(stage-1)*7` through stages 2-35. |
| Artwork | Exact | All 34 custom DIB images, three standard bitmaps, icon, and palette derivatives are preserved in `assets/original/`. The game uses the original 640x460 table, help, ball, wheel, robot, plunger, media, and item frames. DAT400-407 expose the current per-player bonus/collect/release effect at `(55,79)` while preserving the saved 14x14 wheel overlap. Loading presents DAT995 and advances the original DAT994 strip at raw `1000:531e` destination `(202,328)`, height 13, and clipped width `(stage-1)*7` through stages 2-35. |
| Audio | Exact samples and recovered dispatch | All 16 mono PCM WAV resources are embedded unchanged. Playback is emitted at the reconstructed call sites, including multi-sound bank completions and nudge-then-tilt ordering. WAV 2022 is loaded by the original generic resource loop but has no playback call and is therefore never played by Rust. |
| Help and languages | Exact | Original resource images 1001-1005 are displayed directly. |
| 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. Every static record retains its `+0x49` layer mask; the scanner selects layer 1 below the old Y value 250,000 and layer 2 at or above it, while mask 3 records remain shared. Before detection, the raw `1000:9b69` predicted position must lie in the record bounds derived with the registered five-pixel ball margin. 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. Detection retains unresolved normal/material candidates so later scan-time motion changes can participate in the selected response. Raw stack slot `SS:...d8a2` makes the first detected record ID win; later nearer candidates are stored but never applied, and both C/Rust have two-candidate regression coverage for this quirk. 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. |