fix(ui): restore original high-score windows
Replace modern overlays with the reconstructed HighScore child and DIALOG 32514 topology, exact DAT993 background, row coordinates, original strings, unpadded scores, and 21-character edit behavior. Restore OK/Cancel semantics, including Escape preserving the prefilled name and allowing an accepted empty name, with deterministic screenshot scenarios. 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 highscores --step 0 --screenshot /tmp/tdkpin-highscores.png - cargo run --quiet -- --simulate name-entry --step 0 --screenshot /tmp/tdkpin-name-entry.png - git diff --check
This commit is contained in:
@@ -10,6 +10,10 @@ and this project adheres to
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### Fixed
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- Replace modern high-score/name overlays with the reconstructed `HighScore`
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child: exact DAT993 360x300 background, heading/row coordinates, unpadded
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scores, and DIALOG 32514 caption, prompt, 21-character edit, OK, and Cancel.
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Escape now follows original Cancel semantics and empty names are accepted.
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- Restore the staged loading presentation by blitting original DAT994 over
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DAT995 at `(202,328)`, height 13 and clipped width `(stage-1)*7`; correct the
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previously impossible Pascal-order C interpretation of a 328x202 blit.
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+3
-3
@@ -44,9 +44,9 @@ cargo run -- --simulate claw-6 --at 0.15 \
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```
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Use `--step N` instead of `--at SECONDS` to reproduce one exact update. The
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available scenarios are `loading`, `attract`, `autoplay`, `launcher`, `flippers`,
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`panel`, `targets`, `claw-1`, `claw-6`, `claw-7`, and `claw-18`; `--seed N` fixes
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random choices.
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available scenarios are `loading`, `attract`, `highscores`, `name-entry`,
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`autoplay`, `launcher`, `flippers`, `panel`, `targets`, `claw-1`, `claw-6`,
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`claw-7`, and `claw-18`; `--seed N` fixes random choices.
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`autoplay` charges each ball and operates the flippers from live ball position
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for long end-to-end validation runs.
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@@ -27,7 +27,7 @@ implementation.
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| Physics arithmetic | Recovered Real48 core | Production movement uses the original 10 ms millipixel substep, `+15` vertical acceleration, Real48 `3800/speed` clamp, 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, transfer normal impulse to the other ball, then apply `normal_velocity-1000` to the moving ball; 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. |
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| 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; the following completed bank enables double scoring, and later completions add 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. Turn changes mirror the original save/load of all 175 collision record states: wheel/top targets, active/contact slots, selected effect, and multiball readiness remain attached to their player. 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. |
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| 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, and each add operation can advance at most one media threshold. |
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| 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 name screen before the table is shown and play resumes. Persisted updates use portable JSON rather than rewriting the Win16 file. |
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| 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. |
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| Configuration | Behaviorally compatible | Sound, language, and five detail levels are retained. Storage moves from a local Win16 INI file to the platform user-data directory. |
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| 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. |
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+102
-45
@@ -193,6 +193,20 @@ impl App {
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self.loading_until = get_time() + 60.0;
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}
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pub fn set_simulation_highscores(&mut self) {
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self.game = None;
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self.return_screen = Screen::Attract;
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self.screen = Screen::HighScores;
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}
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pub fn set_simulation_name_entry(&mut self) {
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self.game = Some(Game::new(1));
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self.return_screen = Screen::Playing;
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self.pending_score = 6_537_393;
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"TDK Pinball Player".clone_into(&mut self.name);
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self.screen = Screen::NameEntry;
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}
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pub fn render_simulation(&self) {
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self.draw_logical();
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}
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@@ -409,32 +423,46 @@ impl App {
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fn update_name_entry(&mut self) {
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while let Some(character) = get_char_pressed() {
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if !character.is_control() && self.name.chars().count() < 21 {
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if !character.is_control()
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&& u32::from(character) <= 0xff
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&& self.name.chars().count() < 21
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{
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self.name.push(character);
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}
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}
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if is_key_pressed(KeyCode::Backspace) {
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self.name.pop();
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}
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if is_key_pressed(KeyCode::Enter) && !self.name.trim().is_empty() {
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insert_high_score(
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&mut self.saved.high_scores,
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HighScore {
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name: self.name.trim().to_owned(),
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score: self.pending_score,
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},
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);
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self.save();
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if self.game.as_ref().is_some_and(|game| game.finished) {
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self.game = None;
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self.return_screen = Screen::Attract;
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} else {
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self.return_screen = Screen::Playing;
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}
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self.screen = Screen::HighScores;
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let click = is_mouse_button_pressed(MouseButton::Left).then(Self::logical_mouse);
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let clicked_ok = click.is_some_and(|point| Rect::new(255.0, 256.0, 60.0, 23.0).contains(point));
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let clicked_cancel =
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click.is_some_and(|point| Rect::new(324.0, 256.0, 60.0, 23.0).contains(point));
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if is_key_pressed(KeyCode::Escape) || clicked_cancel {
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"TDK Pinball Player".clone_into(&mut self.name);
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self.accept_high_score_name();
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} else if is_key_pressed(KeyCode::Enter) || clicked_ok {
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self.accept_high_score_name();
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}
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}
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fn accept_high_score_name(&mut self) {
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insert_high_score(
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&mut self.saved.high_scores,
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HighScore {
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name: self.name.clone(),
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score: self.pending_score,
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},
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);
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self.save();
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if self.game.as_ref().is_some_and(|game| game.finished) {
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self.game = None;
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self.return_screen = Screen::Attract;
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} else {
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self.return_screen = Screen::Playing;
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}
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self.screen = Screen::HighScores;
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}
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fn draw_logical(&self) {
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let mut camera = Camera2D::from_display_rect(Rect::new(0.0, 0.0, WIDTH, HEIGHT));
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camera.render_target = Some(self.render_target.clone());
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@@ -1079,36 +1107,47 @@ impl App {
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#[allow(clippy::cast_precision_loss)]
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fn draw_high_scores(&self) {
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draw_texture(&self.assets.inactive_table, 0.0, 0.0, WHITE);
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draw_panel(124.0, 32.0, 392.0, 398.0);
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draw_centered("TDK HIGHSCORES", 72.0, 28, BLACK);
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self.draw_modal_background();
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draw_rectangle(140.0, 58.0, 360.0, 22.0, Color::from_rgba(0, 0, 128, 255));
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draw_rectangle_lines(140.0, 58.0, 360.0, 22.0, 2.0, WHITE);
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draw_text("HighScore", 147.0, 74.0, 14.0, WHITE);
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draw_texture(&self.assets.highscore_background, 140.0, 80.0, WHITE);
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draw_centered_at("HIGH SCORES", 320.0, 122.0, 18, BLACK);
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for (index, entry) in self.saved.high_scores.iter().take(10).enumerate() {
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let y = 110.0 + index as f32 * 29.0;
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draw_text(format!("{:>2}.", index + 1), 153.0, y, 17.0, BLACK);
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draw_text(&entry.name, 190.0, y, 17.0, BLACK);
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let score = format!("{:09}", entry.score);
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draw_text(&score, 389.0, y, 17.0, Color::from_rgba(0, 72, 102, 255));
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let rank = index + 1;
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let y = 155.0 + index as f32 * 20.0;
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let prefix = if rank < 10 { " " } else { "" };
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draw_text(
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format!("{prefix}{rank}. {}", entry.name),
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170.0,
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y,
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16.0,
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BLACK,
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);
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let score = entry.score.to_string();
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let width = measure_text(&score, None, 16, 1.0).width;
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draw_text(&score, 460.0 - width, y, 16.0, BLACK);
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}
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draw_centered("ENTER / ESC TO RETURN", 409.0, 14, BLACK);
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}
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fn draw_name_entry(&self) {
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draw_texture(&self.assets.active_table, 0.0, 0.0, WHITE);
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draw_panel(112.0, 145.0, 416.0, 170.0);
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draw_centered("NEW TDK HIGHSCORE", 183.0, 28, BLACK);
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draw_centered(
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&format!("SCORE {:09}", self.pending_score),
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218.0,
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21,
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BLACK,
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);
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draw_rectangle(
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153.0,
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235.0,
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334.0,
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38.0,
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Color::from_rgba(0, 191, 209, 255),
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self.draw_modal_background();
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let x = 185.0;
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let y = 168.0;
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draw_rectangle(x, y, 270.0, 124.0, Color::from_rgba(192, 192, 192, 255));
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draw_rectangle_lines(x, y, 270.0, 124.0, 2.0, WHITE);
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draw_rectangle_lines(x + 2.0, y + 2.0, 266.0, 120.0, 2.0, DARKGRAY);
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draw_rectangle(x + 4.0, y + 4.0, 262.0, 20.0, Color::from_rgba(0, 0, 128, 255));
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draw_text(
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"Congratulations! This is a Top Ten Score!",
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x + 9.0,
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y + 19.0,
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12.0,
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WHITE,
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);
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draw_text("Please input your name:", x + 15.0, y + 44.0, 14.0, BLACK);
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draw_rectangle(x + 15.0, y + 52.0, 240.0, 21.0, WHITE);
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draw_rectangle_lines(x + 14.0, y + 51.0, 242.0, 23.0, 2.0, DARKGRAY);
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draw_text(
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format!(
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"{}{}",
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@@ -1119,12 +1158,30 @@ impl App {
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""
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}
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),
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164.0,
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262.0,
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23.0,
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x + 18.0,
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y + 68.0,
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14.0,
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BLACK,
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);
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draw_centered("TYPE YOUR NAME, THEN PRESS ENTER", 296.0, 14, BLACK);
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Self::draw_dialog_button(x + 70.0, y + 88.0, "OK", true);
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Self::draw_dialog_button(x + 139.0, y + 88.0, "Cancel", false);
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}
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fn draw_modal_background(&self) {
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if self.game.is_some() {
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self.draw_game();
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} else {
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self.draw_attract();
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}
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}
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fn draw_dialog_button(x: f32, y: f32, label: &str, default: bool) {
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if default {
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draw_rectangle_lines(x - 2.0, y - 2.0, 64.0, 27.0, 1.0, BLACK);
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}
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draw_rectangle(x, y, 60.0, 23.0, Color::from_rgba(192, 192, 192, 255));
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draw_rectangle_lines(x, y, 60.0, 23.0, 2.0, WHITE);
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draw_centered_at(label, x + 30.0, y + 17.0, 13, BLACK);
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}
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fn present(&self) {
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@@ -8,6 +8,7 @@ pub struct Assets {
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pub inactive_table: Texture2D,
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pub loading: Texture2D,
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pub loading_progress: Texture2D,
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pub highscore_background: Texture2D,
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pub help: [Texture2D; 5],
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pub media: [Texture2D; 4],
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pub diamond: [Texture2D; 9],
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@@ -31,6 +32,7 @@ impl Assets {
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let inactive_table = texture(include_bytes!("../assets/original/images/dat_00998.png"));
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let loading = texture(include_bytes!("../assets/original/images/dat_00995.png"));
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let loading_progress = texture(include_bytes!("../assets/original/images/dat_00994.png"));
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let highscore_background = texture(include_bytes!("../assets/original/images/dat_00993.png"));
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let help = [
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texture(include_bytes!("../assets/original/images/dat_01001.png")),
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texture(include_bytes!("../assets/original/images/dat_01002.png")),
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@@ -149,6 +151,7 @@ impl Assets {
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inactive_table,
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loading,
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loading_progress,
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highscore_background,
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help,
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media,
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diamond,
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@@ -63,6 +63,8 @@ async fn run_simulation(request: Request) -> Result<(), String> {
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match request.scenario {
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Scenario::Loading => app.set_simulation_loading(request.target_step),
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Scenario::Attract => app.set_simulation_attract(request.target_step),
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Scenario::HighScores => app.set_simulation_highscores(),
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Scenario::NameEntry => app.set_simulation_name_entry(),
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_ => app.set_simulation_game(simulation.game().clone()),
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}
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app.render_simulation();
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@@ -228,4 +228,18 @@ mod tests {
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assert!(!scores.iter().any(|entry| entry.name == "WRAPPED"));
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assert!(!qualifies_high_score(&scores, u32::MAX));
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}
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#[test]
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fn original_dialog_allows_an_accepted_empty_name() {
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let mut scores = parse_original_high_scores(ORIGINAL_HIGHSCORES);
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insert_high_score(
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&mut scores,
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HighScore {
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name: String::new(),
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score: 6_537_393,
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},
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);
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assert_eq!(scores[0].name, "");
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}
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}
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@@ -15,6 +15,8 @@ const MAX_SIMULATION_STEPS: u64 = 72_000;
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pub enum Scenario {
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Loading,
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Attract,
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HighScores,
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NameEntry,
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Autoplay,
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Launcher,
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Flippers,
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@@ -31,6 +33,8 @@ impl Scenario {
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match self {
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Self::Loading => "loading",
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Self::Attract => "attract",
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Self::HighScores => "highscores",
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Self::NameEntry => "name-entry",
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Self::Autoplay => "autoplay",
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Self::Launcher => "launcher",
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Self::Flippers => "flippers",
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@@ -51,6 +55,8 @@ impl Scenario {
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Self::Claw18 => Some(18),
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Self::Loading
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| Self::Attract
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| Self::HighScores
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| Self::NameEntry
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| Self::Autoplay
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| Self::Launcher
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| Self::Flippers
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@@ -67,6 +73,8 @@ impl FromStr for Scenario {
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match value {
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"loading" => Ok(Self::Loading),
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"attract" => Ok(Self::Attract),
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"highscores" => Ok(Self::HighScores),
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"name-entry" => Ok(Self::NameEntry),
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"autoplay" => Ok(Self::Autoplay),
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"launcher" => Ok(Self::Launcher),
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"flippers" => Ok(Self::Flippers),
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@@ -77,7 +85,7 @@ impl FromStr for Scenario {
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"claw-7" => Ok(Self::Claw7),
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"claw-18" => Ok(Self::Claw18),
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_ => Err(format!(
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"unknown scenario {value:?}; expected loading, attract, autoplay, launcher, flippers, panel, targets, claw-1, claw-6, claw-7, or claw-18"
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"unknown scenario {value:?}; expected loading, attract, highscores, name-entry, autoplay, launcher, flippers, panel, targets, claw-1, claw-6, claw-7, or claw-18"
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)),
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}
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}
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||||
@@ -161,7 +169,7 @@ fn seconds_to_step(value: &str) -> Result<u64, String> {
|
||||
}
|
||||
|
||||
pub const fn usage() -> &'static str {
|
||||
"Usage:\n tdkpin-rs\n tdkpin-rs --simulate SCENARIO [--at SECONDS | --step N] [--screenshot FILE.png] [--trace FILE.json] [--seed N]\n\nScenarios: loading, attract, autoplay, launcher, flippers, panel, targets, claw-1, claw-6, claw-7, claw-18"
|
||||
"Usage:\n tdkpin-rs\n tdkpin-rs --simulate SCENARIO [--at SECONDS | --step N] [--screenshot FILE.png] [--trace FILE.json] [--seed N]\n\nScenarios: loading, attract, highscores, name-entry, autoplay, launcher, flippers, panel, targets, claw-1, claw-6, claw-7, claw-18"
|
||||
}
|
||||
|
||||
#[derive(Debug, Serialize, PartialEq)]
|
||||
@@ -242,7 +250,10 @@ impl Simulation {
|
||||
} else {
|
||||
controls_for(self.scenario, self.step)
|
||||
};
|
||||
let events = if matches!(self.scenario, Scenario::Loading | Scenario::Attract) {
|
||||
let events = if matches!(
|
||||
self.scenario,
|
||||
Scenario::Loading | Scenario::Attract | Scenario::HighScores | Scenario::NameEntry
|
||||
) {
|
||||
Vec::new()
|
||||
} else {
|
||||
self.game.update(SIMULATION_DT, 3, controls)
|
||||
@@ -336,7 +347,6 @@ impl Simulation {
|
||||
|
||||
fn controls_for(scenario: Scenario, step: u64) -> Controls {
|
||||
match scenario {
|
||||
Scenario::Loading | Scenario::Attract => Controls::default(),
|
||||
Scenario::Autoplay => unreachable!("autoplay controls need mutable simulation state"),
|
||||
Scenario::Launcher => Controls {
|
||||
launch_down: step < u64::from(SIMULATION_HZ),
|
||||
@@ -350,7 +360,11 @@ fn controls_for(scenario: Scenario, step: u64) -> Controls {
|
||||
..Controls::default()
|
||||
}
|
||||
}
|
||||
Scenario::Panel
|
||||
Scenario::Loading
|
||||
| Scenario::Attract
|
||||
| Scenario::HighScores
|
||||
| Scenario::NameEntry
|
||||
| Scenario::Panel
|
||||
| Scenario::Targets
|
||||
| Scenario::Claw1
|
||||
| Scenario::Claw6
|
||||
|
||||
Reference in New Issue
Block a user