Crazy mode first shipped as a side list of "crazy balls" with reduced
physics (walls, bumpers, flippers only) next to the original primary and
secondary slots. That is not what was wanted: a ball in the machine is a
ball, with no main/second/extra distinction. This replaces the two-slot
engine with one ordered list and moves the shortcut to a single key.
Ball model (src/game.rs)
- Game::balls: Vec<Ball> replaces `ball`, `secondary_ball`, and
`crazy_balls`. The list is never empty while the game runs; a waiting
ball is simply a ball with in_launcher set.
- advance_ball_slots runs one timer callback: every ball, in slot order,
integrates up to `substeps` steps through the single integrator
step_ball (record scan, ball-to-ball contact, rule dispatch, drain) and
stops after its first collision, exactly like the original slot pass.
- BallPass carries the ball's current index plus the slot number and
ball count from the start of the callback. The original keeps slot two
numbered 2 for the rest of a callback even after slot one drained, and
type-three contact records publish that number as their owner; keeping
it per pass preserves that.
- Effect seven's ball goes to `spawned_balls` and joins after all slot
passes, as the original publishes slot two only after slot one's pass.
- lose_ball removes a drained ball while others remain (Drain event,
normal scoring once one ball is left) and only the last ball takes the
special respawn or ends the player's ball. remove_ball keeps the claw's
captured/entry indices and the claw and lock-hole contact owners
pointing at the same physical ball when an earlier slot leaves.
- The claw stores a ball index instead of a Primary/Secondary enum.
- Nudge, flipper kicks, multiball scoring, and the "no third ball from
effect seven" guard are expressed over the list. With one or two balls
the original order, random draws, and ownership rules are unchanged;
all existing parity and multiball tests pass after a mechanical port
(test-only shims fixed_update, advance_secondary_ball, drain,
secondary/set_secondary/take_secondary keep them readable).
- Crazy mode adds ten ordinary balls (capped at MAX_BALLS = 64 because
contact records reserve 99 as a sentinel) and marks the player.
Deliberate differences from the original (also in PARITY_AUDIT.md),
mostly because there is no longer a special slot one:
- A ball resting on the shooter stop returns to an empty launcher from
any slot; the original deleted a slot-two ball there. If the launcher
is occupied the ball leaves the table without costing a ball.
- Flipper kicks, record countdowns, and target rotation keep running for
balls in play while another ball waits in the launcher.
- Ball-to-ball contact skips only the claw-held ball; every ball's hit
is published as last_collision_id.
- Stress runs with 10-64 balls showed balls trapped forever: two balls
settle into one lock hole, one fills it (contact 99), and the rim then
reflects the other from the inside. A filled hole's rim now only
repels balls moving towards its center. Lock-hole owners of a removed
ball are cleared/renumbered like the claw owner.
Input (src/app.rs)
- Crazy mode is the bare main-row 0 key. It overlaps no original or
modern binding and has no browser default action, so the WASM build
receives it. The Ctrl+Shift+0 combo and its Shift-release nudge
suppression are gone.
- Rendering draws every ball not held by the claw.
Simulator: snapshots report `balls: [...]` instead of `ball` and
`secondary_ball`; autoplay flips for any ball near a flipper.
Test Plan:
- cargo test (160 tests), including new ones:
a_ball_moves_the_same_in_any_slot (same ball in slot one vs. behind a
waiting ball follows the identical trajectory),
crazy_mode_adds_ten_ordinary_balls_and_marks_the_player,
the_turn_ends_only_when_the_last_ball_drains,
shooter_stop_rearms_a_returning_ball_from_any_slot,
crazy_mode_is_capped_and_rejected_after_the_game.
- A temporary release-mode stress test (not committed) ran 12 seeded
two-player games with crazy mode, autoplay flippers, and nudges to
completion, and 4 seeds at the 64-ball cap for 30k frames, asserting
finite state, a non-empty ball list, and valid claw indices.
- Manual: during a game press 0 (also in the browser build); ten balls
appear, each can be captured by the claw, lock holes, and targets, and
the turn ends only after the last ball drains.
Previously a game that used crazy mode kept its local high score but
skipped the online submission entirely. The requirement changed: crazy
scores should count like any other score, but be recognisable as crazy.
Changes:
- Crazy-mode use is now tracked per player (Player::crazy_mode_used)
rather than per game. Balls dropped during one player's turn cannot
outlive that turn, so only the player who pressed the key is marked;
the other players' scores stay normal.
- Event::HighScoreCandidate carries { score, crazy } so the app knows
which kind of score the name-entry dialog is about to record.
- HighScore gains `crazy: bool` with #[serde(default)]. Save files and
server responses from before this change load as normal scores.
- The high-score table draws a small red "CRAZY" tag in the empty
column right of the score. That column is free regardless of name or
score length, so the tag never overlaps text.
- The browser build submits every score again, flag included. The
companion server change stores it; an older server ignores the field.
Test Plan:
- cargo test
- crazy_scores_are_flagged_on_the_high_score_candidate
- high_scores_without_a_crazy_flag_load_as_normal_scores
- Manual: use crazy mode, finish with a qualifying score, and check the
table (F9) shows the entry with the red CRAZY tag; a normal game's
entry has none.
Pressing Ctrl+Shift+0 during a game drops ten balls at fixed points
spread over the open playfield (CRAZY_BALL_POSITIONS): two near the top
bumpers, a row in the middle, and four above the slingshots. Repeated
presses add another ten each time.
The original engine is a faithful two-slot reconstruction (primary and
secondary ball) whose claw, lock-hole, special-hole, and effect-seven
rules all assume at most two balls. Rather than generalising that
engine, crazy balls live in a separate Game::crazy_balls list with a
reduced step:
- gravity, speed clamp, and the same static record ranges as the main
scan (walls, passive circles, bumpers, flippers);
- wall and bumper rules, so they score, light banks, and kick normally;
- flipper kicks and nudge impulses;
- no sensors, holes, magnets, claw, or ball-to-ball collisions.
A crazy ball that leaves the board, hits the drain, or comes to rest on
the shooter stop is removed. When the primary ball drains (and no
secondary or special respawn takes priority), a crazy ball is promoted
into the primary slot, so the turn only ends once every ball is gone.
The promoted ball then runs the full original rules.
Because the mode is effectively a cheat, Game records that it was used
and the browser build skips the online high-score submission for that
game; the local table still records the score.
The App suppresses the nudge that releasing Shift would otherwise fire
after the combo. Ctrl also raises the left flipper while held, which
is left as is. Browsers may reserve Ctrl+Shift+0 for themselves.
A new `crazy` simulation scenario starts a game with crazy balls.
Test Plan:
- cargo test: new tests check every drop point is clear of all static
records, that the balls move, score, and eventually drain without
costing a ball, that a primary drain promotes a crazy ball, and that a
finished game rejects the mode.
- Manual: start a game, press Ctrl+Shift+0, release Shift, and confirm
ten balls appear and no nudge/tilt sound plays.
Keep browser settings and the existing local save fallback, but route the
browser high-score table through the same-origin service when it is available.
The WASM storage bridge now accepts fetched score JSON and queues one validated
submission at a time. The JavaScript plugin fetches the canonical table,
submits accepted name-entry scores, ignores stale responses, retries failures,
and feeds successful responses back into the running game.
Update the web and project documentation to describe the optional shared
leaderboard and regenerate the tracked browser artifact. A missing service
continues to leave the local table usable; the service documentation records
that anonymous client scores are intentionally not tamper-resistant.
Test Plan:
- `just test` -- passed (3 service tests and 137 game tests)
- `just clippy` -- passed
- `just web-build` -- passed
- `cargo +nightly fmt -- --check` -- passed
- `node --check web/storage.js` and `prettier --check web/storage.js` -- passed
- `rumdl check --flavor commonmark CHANGELOG.md README.md web/README.md highscore-server/README.md` -- passed
- Browser WASM load through same-origin API proxy -- passed
- `git diff --cached --check` -- passed
Expose the existing Macroquad game as a static WASM website while preserving
native desktop behavior. Native-only simulation/file-export code and the
per-user filesystem save path are now separated from the browser build.
The browser version uses a small WASM-only storage support crate and a
Macroquad-compatible JavaScript plugin to persist the same JSON settings and
high scores in localStorage. Browser audio decoding starts in an owned
background coroutine so the game can render its original loading/attract
screens while the embedded sounds finish loading. The checked-in web bundle
contains the optimized WASM, centered black HTML shell, and build/serve
instructions.
Test Plan:
- `just test` -- passed, 135 tests
- `just clippy` -- passed
- `cargo clippy --target wasm32-unknown-unknown -- -D warnings` -- passed
- `cargo +nightly fmt --check` and web-storage format check -- passed
- `just web-build` -- passed; packaged WASM matches the production artifact
- Browser smoke test at `http://127.0.0.1:8000/` -- rendered the centered
game, started gameplay, opened settings, and restored a changed language
from browser storage in a fresh page with no runtime errors
The Win16 handlers mask the keyboard scan to its low byte. Main and keypad
Enter therefore both produce the right-flipper scan 0x1c, both Ctrl keys
produce the left-flipper scan 0x1d, and scan 0x1b is the physical
main-keyboard plus/right-bracket position accepted alongside keypad plus. Rust
omitted main Enter and scan 0x1b, and incorrectly assigned Right Ctrl to the
right flipper.
Map the native keys to those recovered scan semantics. Keep A/D, arrows, and
Equal only as explicit modern aliases and document the distinction.
Test Plan:
- `cargo test --workspace --all-targets --all-features` -- 125 passed
- `cargo clippy --workspace --all-targets --all-features -- -D warnings` -- passed
- `rumdl check --flavor commonmark README.md RECONSTRUCTION.md CHANGELOG.md` -- passed
- `git diff --cached --check` -- passed
Load case-insensitive Language, Speed, and singular Sound values from an adjacent or embedded TDKPIN.INI before portable JSON exists, preserving Win16 defaults and clamps. Separate runtime playback from stored settings so F12 remains a silent, non-persistent toggle exactly like the original.
Test Plan:
- cargo test --all-targets
- cargo clippy --all-targets --all-features -- -D warnings
- rumdl check CHANGELOG.md RECONSTRUCTION.md README.md
- git diff --check
Replace the free-running 68x60 wheel animation with the original six-callback
91x90 DAT600 mechanism. Start WAVE 2011 at state one, advance once per selected
detail timer, and rotate the five per-player lock contact/item values exactly at
state six.
Decode the 17x17 DAT600 target image/mask pair and render all six recovered
position sets over the correct atlas or overlay-B base. Preserve filled targets
in their resting state after rotation and add a deterministic `targets` scenario
for trace and framebuffer validation.
Test Plan:
- `cargo test --all-targets` -- passed, 74 tests
- `cargo clippy --all-targets -- -D warnings` -- passed
- `rumdl check CHANGELOG.md README.md RECONSTRUCTION.md` -- passed
- rendered all six target-rotation states -- visually verified
- `git diff --cached --check` -- passed
Replace the immediate five-hole cleanup with the original 281-callback panel
state machine. Suspend physics, clear contact/item state at the recovered
boundaries, and emit WAVE 2013, WAVE 2012, and stop events at frames
1/45/58/66/129/159/222/230/238 before resuming after cleanup.
Decode DAT600's four AND/OR mask-image pairs into transparent native textures
and render all nine phase formulas with the original source rectangles,
destination offsets, variable heights, and opaque wheel copies. Add a `panel`
simulation scenario for deterministic trace and framebuffer validation.
Test Plan:
- `cargo test --all-targets` -- passed, 72 tests
- `cargo clippy --all-targets -- -D warnings` -- passed
- `rumdl check CHANGELOG.md README.md RECONSTRUCTION.md` -- passed
- rendered panel frames 1, 66, 159, 238, and completion -- visually verified
- `git diff --cached --check` -- passed
Remove the invented attract-screen instruction panel so idle mode presents the
original table artwork without a modern overlay. Keep the original plus-key
start flow and automatic high-score presentation.
Stop assigning F2 and F3 to modern screens; those keys are normally inactive in
the original executable outside dormant debug paths. Retain optional portable
settings and high-score viewers on F10 and F9, documenting them as additional
host controls rather than original behavior.
Test Plan:
- `cargo test --all-targets` -- passed, 70 tests
- `cargo clippy --all-targets -- -D warnings` -- passed
- `rumdl check CHANGELOG.md README.md RECONSTRUCTION.md` -- passed
- `git diff --cached --check` -- passed
Replace the host-frame 10 ms publication loop with the original timer matrix:
50/40/30/20/10 ms callbacks execute exactly 5/4/3/2/1 internal physics
substeps. Ball state, claw progression, and flipper geometry are now visible only
at the selected callback boundary rather than leaking intermediate substeps.
Separate flipper input flags from flipper position. Key changes are sampled by
the timer, then produce one delta edge, WAVE 2021, collision response, and
rendered position update after physics, matching the Win16 callback order. Clear
both input and position state on turn reset and keep tilt decay on the same timer
cadence.
Test Plan:
- `cargo test --all-targets` -- passed, 70 tests
- `cargo clippy --all-targets -- -D warnings` -- passed
- `rumdl check CHANGELOG.md README.md RECONSTRUCTION.md` -- passed
- `git diff --cached --check` -- passed
Replace the float nudge direction, cooldown, and decaying meter with the
scan-code-specific Win16 behavior. Left Shift and keypad 3 now use the original
random directional impulse, while Space uses the reconstructed random horizontal
and vertical formulas with scalar 15 and wrapping millipixel velocities.
Track the original 16-bit tilt counter: each nudge adds 25, compares against
30 + Random(10), and the selected detail timer decrements a nonzero counter once
per callback. Allow the same input while a ball waits in the launcher, retain
bonus state when tilt latches, clear flippers immediately, and keep Right Shift
only as a documented modern alias for keypad 3.
Test Plan:
- `cargo test --all-targets` -- passed, 57 tests
- `cargo clippy --all-targets -- -D warnings` -- passed
- `rumdl check tdkpin-rs/CHANGELOG.md tdkpin-rs/README.md tdkpin-rs/RECONSTRUCTION.md` -- passed
- `git diff --cached --check` -- passed
The recovered client enlarged the 640x460 canvas to 960x690 and shrank the
score glyphs, so artwork and numeric displays no longer matched the original
pixel presentation. Restore the native window dimensions and title, render
score digits at their recovered 16x28 size, and align the score fields to the
original layout. Update the user and reconstruction documentation accordingly.
Test Plan:
- `cargo test --workspace --all-targets --all-features` -- passed, 52 tests
- `cargo clippy --workspace --all-targets --all-features -- -D warnings` -- passed
- `rumdl check --flavor commonmark CHANGELOG.md README.md RECONSTRUCTION.md` -- passed
- `git diff --cached --check` -- passed
- `cargo +nightly fmt --all -- --check` -- baseline fails on existing import formatting in touched and untouched Rust files
- `prettier --check CHANGELOG.md README.md RECONSTRUCTION.md --prose-wrap always --print-width 80` -- baseline fails on existing whole-file formatting in README.md and RECONSTRUCTION.md
Map detail levels 1-5 to the recovered 50, 40, 30, 20, and 10 ms callback
periods for claw animation while retaining the invariant 10 ms physics step.
This removes the hard-coded default cadence from non-default configurations.
Keep repaint batching documented separately because Rust exposes intermediate
physics states instead of reproducing Win16 GDI callback batching.
Test Plan:
- `cargo test --all-targets` -- 51 passed
- `cargo clippy --all-targets -- -D warnings` -- passed
- `cargo build --profile production` -- passed
- all five claw cadence boundary tests -- passed
- `git diff --cached --check` -- passed
Add a seeded autoplay scenario that performs a deliberate full-strength charge
for every launcher ball and operates both flippers from live ball position.
Turn the two-minute run into an end-to-end test covering repeated launches,
flipper edges, bumpers, targets, lock holes, claw capture/release, and drains
while rejecting non-finite state.
Document autoplay as the long-run validation entry point and record the expanded
runtime coverage boundary.
Test Plan:
- `cargo test --all-targets` -- 48 passed
- `cargo clippy --all-targets -- -D warnings` -- passed
- `cargo build --profile production` -- passed
- Windows GNU and macOS x86_64 `cargo check` -- passed
- `git diff --cached --check` -- passed
Replace the guessed variable-rate floating integration with the original 10 ms
millipixel step, 15-unit gravity, and 3800-unit speed limit. Restore every
registered type-2 Real48 response pair, one-sided start-to-end orientation, and
the original normal/tangent velocity transform validated against live shooter
wall traces.
Restore repeat-driven plunger charging and its release-time randomized clamp.
The shooter route now follows table orientation instead of coordinate-specific
gate exceptions. Remove the synthetic ball-search impulse so future stuck balls
remain visible reconstruction failures, and include collision ids in deterministic
traces for differential work on circles and triggers.
Test Plan:
- `cargo test --all-targets` -- 42 passed
- `cargo clippy --all-targets -- -D warnings` -- passed
- `cargo build --profile production` -- passed
- charged launcher scenario cleared the shooter lane -- passed
- all recovered rails accepted front-side and rejected back-side probes
- `git diff --cached --check` -- passed
Remove the Enter shortcut so the start flow matches the original plus-key handler. Use the recovered player-add sound resource for both the first and subsequent players.
Test Plan:
- cargo fmt --check
- cargo test
- cargo clippy --all-targets --all-features -- -D warnings
- git diff --cached --check
Add named launcher, flipper, and claw scenarios that advance at exact 120 Hz steps with stable seeds. Emit per-step JSON state/event traces and optionally capture the logical 640x460 framebuffer at any requested time or step.
Cover parser behavior, deterministic replay, launcher timing, flipper edges, and complete capture/release/idle cycles for all claw terminals.
Test Plan:
- cargo fmt --check
- cargo test
- cargo clippy --all-targets --all-features -- -D warnings
- cargo run -- --simulate claw-6 --at 0.15 --screenshot /tmp/tdkpin-sim-validation/claw-6-after-flush.png --trace /tmp/tdkpin-sim-validation/claw-6.json
- Inspect both generated 640x460 PNGs and JSON traces
- git diff --cached --check
Match the recovered Win16 registration flow: the first plus press creates Player 1 and additional presses add Players 2 through 4 until the initial launch. Down now belongs only to charging and releasing the plunger.
Test Plan:
- cargo fmt --check
- cargo test
- cargo clippy --all-targets --all-features -- -D warnings
- live: verify Down cannot leave attract mode
- live: start with plus, add Player 2, hold Down through partial/full plunger frames, and release onto the table
- git diff --check
Start each ball at the recovered right-lane coordinates and charge the
plunger while Down is held, firing only on release. Render all eleven frames
of resource 901, preserve object 25 as the returning-ball catch, and use the
object table's center-contact extents without adding the art radius twice.
Test Plan:
- cargo fmt --all -- --check
- cargo test
- cargo clippy --all-targets --all-features -- -D warnings
- runtime smoke: start, hold Down, release, and inspect the right shooter lane
High-DPI sizing and a resizable client allowed the 640x460 canvas to be placed
inside a much taller window, producing the large internal black band captured in
the gameplay recording. Open an aspect-correct fixed 960x690 client with high-DPI
framebuffer scaling disabled, giving every platform a predictable 1.5x canvas.
Use exact active-table patches for the cyan score fields and derive transparent
numeral glyphs from the recovered Win16 bitmap font. Fill the complete display
slots, move the KBytes readout clear of its border, and place shortcuts on a
readable footer so no dynamic text is clipped or left over an inactive panel.
Test Plan:
- `cargo fmt -- --check` -- passed
- `cargo test --all-targets` -- passed
- `cargo clippy --all-targets -- -D warnings` -- passed
- launched the Linux window and confirmed a 960x690 client with no letterbox,
full-width cyan fields, recovered score digits, and readable footer -- passed
- `git diff --check` -- passed
Replace the empty Rust scaffold with a playable native reconstruction of the
1995 Win16 game. Embed the complete decoded asset set, retain the original
640x460 presentation and localized help, and implement a resizable letterboxed
Macroquad frontend for Linux, macOS, and Windows.
Recreate the multiplayer ball flow, flippers, nudging, target banks, wheel,
robot, lock, magnets, bumper progression, TDK diamond multiplier, media extra
balls, sound dispatch, settings, and high-score entry. The physics engine uses
a fixed time step and 101 static collision segments transcribed from the
original 175-object table. Portable JSON persistence imports and decodes the
original XOR-obfuscated high-score file on first run.
Document the evidence boundary explicitly: artwork and PCM samples are exact,
static geometry is recovered, and several numeric scoring/impulse values remain
best-evidence behavioral tuning rather than bit-identical Win16 arithmetic.
Add a native three-OS CI matrix and retain every decoded resource for future
fidelity work.
Test Plan:
- `diff -qr original/assets/decoded tdkpin-rs/assets/original` with the two
intentionally added legacy root files excluded -- passed
- `cargo fmt --all -- --check` -- passed
- `cargo check --all-targets` -- passed
- `cargo test --all-targets` -- passed, 8 tests
- `cargo clippy --all-targets -- -D warnings` -- passed
- `cargo build --profile production` -- passed
- `cargo check --all-targets --target x86_64-pc-windows-gnu` -- passed
- `cargo check --all-targets --target x86_64-apple-darwin` -- passed
- `cargo run` graphical start, launch, collision, and score smoke test -- passed;
audible output was unavailable because the host has no ALSA device