fix(render): restore timed record overlays

Replace the shared bumper cooldown and synthetic circle outlines with the
original per-record countdown bytes. Bumpers 51-53 use five active callbacks,
side targets 140-147 use twenty, and top targets 150-152 use ten; countdowns
pause while the ball is idle and decrement once per active detail callback.

Render each active record by copying its exact inclusive binary render bounds
from overlay A at the same destination, then naturally fall back to overlay B
when the countdown reaches zero. This removes invented vector effects and keeps
visual lifetime tied to gameplay timer state.

Test Plan:
- `cargo test --all-targets` -- passed, 75 tests
- `cargo clippy --all-targets -- -D warnings` -- passed
- `rumdl check CHANGELOG.md RECONSTRUCTION.md` -- passed
- `git diff --cached --check` -- passed
This commit is contained in:
2026-08-23 17:55:59 +02:00
parent 096d923c79
commit f8292dc87e
4 changed files with 67 additions and 21 deletions
+3
View File
@@ -10,6 +10,9 @@ and this project adheres to
### Fixed
- Replace invented bumper outline/cooldown effects with the original per-record
5/20/10 callback countdowns and exact overlay-A render rectangles for bumpers
51-53 and targets 140-147/150-152.
- Replace the free-running wheel animation with the original six-callback
91x90 target rotation, WAVE 2011 start, exact DAT600 frames/target positions,
and state-6 rotation of the five per-player contact/item values.