Files
tdkpin/tdkpin-rs/README.md
T
ddidderr 26b7a9ecf3 fix(input): match original low-byte key scans
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
2026-08-23 20:37:45 +02:00

3.5 KiB

TDK Pinball Machine for modern PCs

This is a native Rust reconstruction of the 1995 Windows game TDK Pinball Machine. It uses the extracted original artwork and sound, recreates the playfield as a fixed-step simulation, and runs from the same source on Linux, macOS, and Windows.

The game opens at the original 640x460 canvas size and presents every artwork pixel one-for-one. The fixed, non-high-DPI client prevents desktop scaling from distorting or vertically offsetting the pixel-art presentation.

The original program is not required at runtime. All required game assets are embedded in the executable at build time.

Run

Install a current stable Rust toolchain, then run:

cargo run

For a distributable optimized binary:

cargo build --profile production

The binary is written below target/production/. On Linux, Macroquad's native development packages are also required (X11, OpenGL, and ALSA). Windows needs no extra runtime installation; macOS builds with the normal Apple developer command-line tools.

Deterministic mechanics validation

Named scenarios can be advanced without waiting in real time. The simulator uses exact 120 Hz steps, prints its final state as JSON, and can write both the complete step trace and the original-size 640x460 framebuffer:

cargo run -- --simulate claw-6 --at 0.15 \
  --trace /tmp/claw-6.json \
  --screenshot /tmp/claw-6.png

Use --step N instead of --at SECONDS to reproduce one exact update. The available scenarios are loading, attract, highscores, name-entry, effect-7, autoplay, launcher, flippers, panel, targets, claw-1, claw-6, claw-7, and claw-18; --seed N fixes random choices. autoplay charges each ball and operates the flippers from live ball position for long end-to-end validation runs.

Original and modern controls

Action Original key Additional modern key
Start game / add up to 4 players Keypad + or the main +/] position = is also accepted
Charge launcher Hold Down arrow, release to launch -
Left flipper Ctrl (left or right) A or Left arrow
Right flipper Enter (main or keypad) D or Right arrow
Nudge Space, Left Shift, keypad 3 Right Shift aliases keypad 3
Help F1 Enter/Escape returns
Settings TDKPIN.INI before launch F10 opens the portable settings screen
High scores Automatic when a player finishes F9 opens the portable table viewer
Sound F12 -

The five original speed choices remain available in settings. Physics now uses the original invariant 100 Hz millipixel substep, batched as 5/4/3/2/1 steps on the recovered 50/40/30/20/10 ms callbacks. Claw animation, flipper edges, and visible state publication follow the same selected callback cadence.

The help screen is the original artwork in English, German, French, Italian, or Spanish. As instructed on that screen, double-clicking its upper-left exit box closes the program.

Saved data

Settings and the ten-entry high-score table are stored as save.json in the platform's normal per-user application-data directory. On first run, settings are imported from an adjacent original INI (or the embedded distributed TDKPIN.INI), and the table is imported from the original HISCORES.DAT.

Reconstruction status

This repository distinguishes exact recovered material from behavioral reimplementation. See RECONSTRUCTION.md for the evidence ledger, known inference boundaries, and validation performed.