fix(physics): restore live flipper geometry

Replace each invented centerline capsule with the original pair of moving line
records and moving tip circle. Use the exact asymmetric raised coordinates read
from live objects 66-68 and 81-83, while preserving their recovered type-1 and
type-2 fixed-point response coefficients in normal object traversal.

Remove the last generic segment overlap solver. Edge-time ball transfer remains
separate because the original applies it after physics while moving the records.

Test Plan:
- `cargo test --all-targets` -- 43 passed
- `cargo clippy --all-targets -- -D warnings` -- passed
- live left and right key-edge record dumps matched the Rust coordinates
- `git diff --cached --check` -- passed
This commit is contained in:
2026-08-22 21:00:22 +02:00
parent c886a93788
commit e07a915277
4 changed files with 73 additions and 101 deletions
+1 -1
View File
@@ -22,7 +22,7 @@ implementation.
| 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, loading, help, ball, wheel, robot, plunger, media, and diamond frames. |
| Audio | Exact samples | All 16 mono PCM WAV resources are embedded unchanged. Their trigger roles were recovered from resource use and gameplay context. |
| 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. 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. Object 174 is omitted because the original overwrites it with the live ball every frame. Moving flippers remain pending exact integration. |
| 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 now uses its exact two line records plus moving tip circle in both binary positions; the edge-time ball impulse remains pending. Object 174 is omitted because the original overwrites it with the live ball every frame. |
| Ball launcher | Recovered | The initial 32-bit fixed-point coordinates decode to `(325, 413)` in the right shooter lane. The port reproduces the initial `-375` millipixel Down event, 650 ms repeat delay, 40 ms repeats, release impulse, and randomized clamp below the original `-3800` maximum. This replaces the former guessed 330-430 px/s shot. |
| Physics arithmetic | Partly recovered | Production movement uses the original 10 ms millipixel substep, `+15` vertical acceleration, `3800` speed bound, point-path type-2 intersection, one-sided line response, and swept type-1 circle response. Live probes cover ordinary rails, ordinary circles, and a kicked bumper. Type-3/4 triggers, closest-contact selection, persistent contact bookkeeping, and flipper impulses remain pending. |
| Rules | Partly recovered | Player count, controls, wheel holes, magnetic saves, four-position ball lock, target banks, increasing bumper value, nine-part TDK diamond, permanent double scoring for a completed diamond, KByte media progression, and media extra balls follow the original help and code paths. The claw state machine and release table are readable and terminal 18 has live differential evidence; terminals 1, 6, and 7 still need equivalent live coverage. |