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
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@@ -10,6 +10,9 @@ and this project adheres to
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### Fixed
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- Replace invented bumper outline/cooldown effects with the original per-record
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5/20/10 callback countdowns and exact overlay-A render rectangles for bumpers
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51-53 and targets 140-147/150-152.
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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.
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