diff --git a/tdkpin-rs/CHANGELOG.md b/tdkpin-rs/CHANGELOG.md index c5b253c..bdf868b 100644 --- a/tdkpin-rs/CHANGELOG.md +++ b/tdkpin-rs/CHANGELOG.md @@ -153,8 +153,9 @@ and this project adheres to - Dispatch the original per-call-site sound sequences instead of assigning one guessed WAV to each logical event. This removes the nonexistent WAV 2022 playback and restores bank, trigger, capture, nudge, tilt, and drain cues. - Type-4 WAVE 2004 now precedes its score mutation so a simultaneously crossed - media marker leaves WAVE 2007 audible, as in the monophonic original. + Type-4 WAVE 2004 and bumper WAVE 2006 now precede their score mutations so a + simultaneously crossed media marker leaves WAVE 2007 audible, as in the + monophonic original. - Advance media/extra-ball thresholds only from score additions, preserve 32-bit score wrapping, and restore the ninth-diamond ordering: its 24,464 award remains single, then permanent double scoring and all three magnetic diff --git a/tdkpin-rs/RECONSTRUCTION.md b/tdkpin-rs/RECONSTRUCTION.md index 2545d3f..2910274 100644 --- a/tdkpin-rs/RECONSTRUCTION.md +++ b/tdkpin-rs/RECONSTRUCTION.md @@ -26,7 +26,7 @@ implementation. | 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. With two balls, the key path still consumes those active-window draws, then applies its separately recovered fixed/shared random slot impulse to both saved velocities. 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, four-sided pre-scan prediction bounds `(0,340000] x (0,460000]`, type-2 distance/cross gates, type-1 midpoint normal, first-detected candidate selection, persistent Real48 spin, and the common impulse response. The scan follows record chunks 1-5, 6, 7-88, 89, 90-128, 129-133, 134-139, 140-152, 153-154, 155-173, and dynamic 174/175 while carrying prediction separately from mutable motion. Negative auxiliary thresholds and kick coefficients are retained for bumpers 51-53 and lines 55/74/107, including weak-hit score behavior, unscored-rail WAVE 2019, and tilt suppression. Type-3 reads the pre-movement coordinate for pull/hold, obeys its prediction broadphase, and contributes its recovered radial rim candidate when a nonzero contact is outside the deep zone. Type-4 randomization mutates motion before the selected candidate is resolved and before position publication; only rectangular magnetic records rewrite prediction. Detail callbacks freeze their starting ball count, run all 5/4/3/2/1 substeps for slot 1 before slot 2, stop a slot after its first collision/reset/removal, and apply effect-seven spawn requests after the current batch. Dynamic records 174/175 use their 21-pixel prediction bounds and transfer normal impulse only when the other slot's capture age is nonpositive; successful transfer then applies `normal_velocity-1000`, while a held slot remains unchanged and leaves the moving normal velocity intact. Effect seven spawns record/slot 2 from record 148 coordinates `(17000,23000)` with exact `(0,3040)` velocity. Both slots traverse the same type-3/type-4 dispatcher. Capture age is saved per slot, contact words retain ball ownership, a completed multiball capture removes exactly that slot and promotes the survivor when needed, and effect seven's argument-2 guard prevents a third 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 shared 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, then immediately enables permanent double scoring and all three magnetic fields before that collision's static 1,500-point award; every later completed bank adds 100,000 to the per-player secondary score. Bumpers 51-53 and targets 140-147/150-152 use the original 5/20/10 active-callback countdowns and exact overlay-A render rectangles. 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. Effect seven retains required state through active multiball; when the last ball is lost, `1000:ae6e` grants one uncharged special respawn at `(17000,23000)/(0,3040)`, clears required state, and suppresses record 148 until a broadphase-active type-4 record clears `0x0875`. Turn changes mirror the original save/load of all 175 collision active/contact states plus wheel/top targets and selected effect. 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 rectangular field requires the previous position inside, applies its Real48/random pull, and deactivates when raw `1000:9b69` finds the resulting `07db/07df` prediction outside any edge. 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. The central helper suppresses all mutation during Tilt, applies a 2x active-multiball factor, and then independently applies the permanent 2x factor, allowing the original 4x stack. 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; media markers use the binary's signed-high/unsigned-low comparison, and each add operation can advance at most one threshold. Type-4 WAVE 2004 dispatch precedes score mutation, leaving a crossed marker's WAVE 2007 as the audible asynchronous sample. Rendering separately follows `1008:0996`'s eight-place 130x40 fields/right edge X=606 and `1008:0b9e`'s strict signed status thresholds; configured-player rows and 5x5 remaining-ball markers retain their exact dimensions and current/noncurrent counts. | +| 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. The central helper suppresses all mutation during Tilt, applies a 2x active-multiball factor, and then independently applies the permanent 2x factor, allowing the original 4x stack. 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; media markers use the binary's signed-high/unsigned-low comparison, and each add operation can advance at most one threshold. Type-4 WAVE 2004 and bumper WAVE 2006 dispatch before their score mutations, leaving a crossed marker's WAVE 2007 as the audible asynchronous sample. Rendering separately follows `1008:0996`'s eight-place 130x40 fields/right edge X=606 and `1008:0b9e`'s strict signed status thresholds; configured-player rows and 5x5 remaining-ball markers retain their exact dimensions and current/noncurrent counts. | | 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 DIALOG 32514 flow with the exact caption, prompt, 21-character limit, OK/Cancel semantics, and allowance for an empty accepted name. The `HighScore` child uses exact DAT993 at 360x300, heading `(180,27)`, name/rank X=30, right-aligned score X=320, and ten 20-pixel rows before play resumes. Persisted updates use portable JSON rather than rewriting the Win16 file. | | Configuration | Recovered behavior; portable follow-up storage | Before portable JSON exists, Rust reads the original case-insensitive `[Settings]` keys `Language`, `Speed`, and singular `Sound` from the executable-adjacent INI, falling back to the embedded distributed TDKPIN.INI. Values retain the Win16 defaults/clamps; the shipped file therefore selects German, speed 3, and sound-on because its plural `Sounds` line does not override singular `Sound`. F12 toggles only runtime playback without UI or persistence. Later explicit F10 changes use the platform user-data directory. | | Windows UI shell | Original gameplay surface with native host shell | Win16 window ownership and GDI calls are replaced by a fixed native window, but the visible game, help resources, automatic per-player high-score flow, original keys, and 640x460 logical pixels are retained. Idle mode advances on the selected detail callback and reproduces `idle_transition_tick`: target/word-quad/record-strip chases, magnetic flashes, four-point chase, DAT801-809 item progression, and the circular BITMAP500 `WELCOME TO THE MACHINE` marquee composited over exact DAT997 regions. F2/F3 remain unassigned as in normal original operation; optional portable settings and table viewers use F10/F9 and do not replace gameplay input. | diff --git a/tdkpin-rs/src/game.rs b/tdkpin-rs/src/game.rs index e85ad48..5953f8f 100644 --- a/tdkpin-rs/src/game.rs +++ b/tdkpin-rs/src/game.rs @@ -835,20 +835,8 @@ impl Game { } } - if let Some(index) = hit_circle - .and_then(|circle_id| BUMPERS.iter().position(|bumper| bumper.id == circle_id)) - && !self.tilted - { - let points = self - .player() - .bumper_value - .saturating_sub(if auxiliary_fired { 0 } else { 1_000 }); - if points != 0 { - self.add_score(points, events); - } - self.record_countdowns[usize::from(BUMPERS[index].id)] = 5; - events.push(Event::Bumper); - events.push(Event::Sound(2006)); + if let Some(circle_id) = hit_circle { + self.apply_bumper_rule(circle_id, auxiliary_fired, events); } match scan.action { @@ -1237,20 +1225,8 @@ impl Game { if auxiliary_fired && matches!(object_id, 55 | 74 | 107) { events.push(Event::Sound(2019)); } - } else if let Some((object_id, false)) = hit - && let Some(index) = BUMPERS.iter().position(|bumper| bumper.id == object_id) - && !self.tilted - { - let points = self - .player() - .bumper_value - .saturating_sub(if auxiliary_fired { 0 } else { 1_000 }); - if points != 0 { - self.add_score(points, events); - } - self.record_countdowns[usize::from(BUMPERS[index].id)] = 5; - events.push(Event::Bumper); - events.push(Event::Sound(2006)); + } else if let Some((object_id, false)) = hit { + self.apply_bumper_rule(object_id, auxiliary_fired, events); } match scan.action { BallAction::Keep | BallAction::Suspend => self.secondary_ball = Some(ball), @@ -1259,6 +1235,27 @@ impl Game { collided || scan.action == BallAction::Suspend } + fn apply_bumper_rule( + &mut self, + object_id: u8, + auxiliary_fired: bool, + events: &mut Vec, + ) { + if self.tilted || !BUMPERS.iter().any(|bumper| bumper.id == object_id) { + return; + } + self.record_countdowns[usize::from(object_id)] = 5; + events.push(Event::Bumper); + events.push(Event::Sound(2006)); + let points = self + .player() + .bumper_value + .saturating_sub(if auxiliary_fired { 0 } else { 1_000 }); + if points != 0 { + self.add_score(points, events); + } + } + fn apply_wall_rule(&mut self, object_id: u8, events: &mut Vec) { if self.tilted { return; @@ -2692,6 +2689,28 @@ mod tests { ); } + #[test] + fn bumper_sound_precedes_a_crossed_media_marker() { + let mut game = Game::new(1); + game.players[0].score = 139_000; + let mut events = Vec::new(); + + game.apply_bumper_rule(51, true, &mut events); + + assert_eq!(game.record_countdown(51), 5); + assert_eq!(game.player().score, 140_000); + assert_eq!( + events, + [ + Event::Bumper, + Event::Sound(2006), + Event::Media, + Event::ExtraBall, + Event::Sound(2007), + ] + ); + } + #[test] fn wheel_reset_arms_effect_seven_multiball() { let mut game = Game::new_with_seed(1, 7);