Files
tdkpin/tdkpin-rs/CHANGELOG.md
T
ddidderr 0e7208e03a fix(config): import original INI semantics
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
2026-08-23 19:12:31 +02:00

136 lines
8.9 KiB
Markdown

# Changelog
All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.1.0/),
and this project adheres to
[Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [Unreleased]
### Fixed
- Import exact `[Settings]` `Language`, `Speed`, and singular `Sound` values
from an adjacent/original TDKPIN.INI before creating portable JSON. Fresh
installs now inherit the distributed German help setting; F12 is again a
silent runtime-only toggle and cannot leak into a later save.
- Replace modern high-score/name overlays with the reconstructed `HighScore`
child: exact DAT993 360x300 background, heading/row coordinates, unpadded
scores, and DIALOG 32514 caption, prompt, 21-character edit, OK, and Cancel.
Escape now follows original Cancel semantics and empty names are accepted.
- Restore the staged loading presentation by blitting original DAT994 over
DAT995 at `(202,328)`, height 13 and clipped width `(stage-1)*7`; correct the
previously impossible Pascal-order C interpretation of a 328x202 blit.
- Restore the original idle/attract timer animation: target and word-quad
chases, magnetic flashes, five-record strip, four-point chase, DAT801-809
item progression, and the circular `WELCOME TO THE MACHINE` BITMAP500
marquee. Move gameplay item frames to their exact `(123,300)` destination.
- Match central score/event side effects: every stored collision candidate
clears its ball slot's capture age, Tilt suppresses all score and rule-record
mutations, and active multiball doubles points before permanent Double can
double them again.
- Scan static, capture, trigger, magnetic, and dynamic record ranges in exact
ID order with a separately tracked prediction. Preserve the raw scanner's
first-detected-candidate quirk even when a later record is geometrically
nearer, plus type-3 and dynamic-record broadphase behavior.
- Run type-3/type-4 processing before response and position publication:
captures now test the old position, contacted type-3 rims contribute radial
candidates, triggers mutate the live motion first, and sensor IDs execute in
binary order without Hold/Complete prematurely ending the record scan.
- Apply the collision table's predicted-position broadphase bounds before
type-1/type-2 detection, including the registered five-pixel ball margin,
and retain unresolved candidates until the selected response phase.
- Match rectangular type-4 magnetic gates to raw `1000:9b69`: enter only when
the previous position is inside, then deactivate when the newly predicted
position exits any edge, replacing a swept-intersection approximation.
- Decay the 16-bit tilt counter once per selected 50/40/30/20/10 ms detail
callback, replacing an invented independent 30 ms accumulator.
- Match the multiball nudge path's saved-slot behavior: consume the active
formula's random draws, then add one shared fixed/random impulse to both slot
velocity records instead of applying different formulas to each ball.
- Restore auxiliary response thresholds/kicks for bumpers 51-53 and line
records 55, 74, and 107, including weak-hit bumper scoring, WAVE 2019 on
kicked unscored rails, and the original tilt suppression.
- Preserve every collision record's `+0x49` layer mask and select upper layer
1 or lower layer 2 from the ball's previous 250,000-millipixel Y boundary.
- Match the original detail callback's slot-major integration order, stop a
slot's remaining 10 ms substeps after its first collision/action, delay a
newly requested second ball until the next callback, and retain ball-two
identity while a captured/drained ball one is collapsed.
- Run type-3 captures and type-4 triggers for both live ball slots, including
per-slot capture age/contact ownership, exact captured-slot removal, survivor
promotion, and the effect-seven ball-number guard against a third ball.
- Spawn effect-seven ball 2 from record 148 at `(17,23)` with exact
`(0,3040)` millipixel velocity, instead of launching a guessed second ball
upward from the shooter lane.
- 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.
- Restore the complete 281-callback DAT600 panel sequence after the fifth lock
hole, including physics suspension, contact/item cleanup, all nine image
phases, and the original WAVE 2013/2012/stop boundaries.
- Remove the invented attract-screen instruction panel and stop assigning the
original F2/F3 keys to modern overlays. The idle view is the original table;
optional settings/high-score viewers move to F10/F9.
- Batch physics and flipper publication on the original 50/40/30/20/10-ms
detail callbacks with exactly 5/4/3/2/1 internal 10-ms substeps, instead of
exposing every substep on host render frames.
- Separate flipper key flags from rendered/collision position so press/release
edges and WAVE 2021 occur only when the detail timer processes them.
- Add a bit-exact Borland Real48 core and route speed clamps, type-1 circles,
type-2 segments, moving flippers, capture pulls, trigger randomization, and
magnetic impulses through its original rounding behavior.
- Preserve per-ball Real48 spin and use it in collision tangent response, so
zero-spin C fixtures and retained-spin Wine traces are both represented.
- Implement dynamic records 174/175 with bidirectional ball impulse transfer
and the original post-collision speed clamp instead of a one-sided secondary
bounce.
- Split collision contact state into per-player 16-bit type-3 contact words and
transient type-4 entry flags. Type-3 records now use the original deep-inside
gate, `v*0.9 +/-150` pull, stationary sound/contact publication, 5-step age
progression to 300, and `99`/`2` completion sentinels.
- Replace the live-fitted flipper transfer polynomials with the reconstructed
`1000:7ed9` millipixel geometry gates, penetration, gain, response-record,
velocity, and position calculations for both directions and both balls.
- Preserve every gameplay millipixel across the float-only render projection so
exact integer physics results are not changed when stored for drawing.
- Restore launcher input to the setup scalar: each Down keydown subtracts 750
millipixels, release subtracts 1,500, then applies the recovered `-3800` and
`-2280` clamp/jitter branches and the ten original decoration thresholds.
- Apply the original independent `1.03 - Random * 0.08` X/Y velocity response
after entering radius-bearing type-4 targets, preserving both motion and the
subsequent shared PRNG sequence.
- Check every player against the high-score table when their own last ball is
lost, prefill the original `TDK Pinball Player` name, show the table before
resuming the next player, and use the original signed-high/unsigned-low score
ordering instead of selecting only the maximum score at whole-game end.
- Preserve each player's complete rule-record state across turn changes instead
of globally clearing wheel holes, top targets, 176 active/contact slots,
selected effect, and multiball readiness on every drain.
- Store lock-hole and effect awards in the original per-player secondary score
instead of a global bonus. The fifth hole now transfers
`310000 * score_multiplier`, clears it, increments the multiplier and ball
count, while effect 6 transfers the same display value and drain leaves it
intact.
- Replace the cooldown/float-meter nudge approximation with the original
Left-Shift, keypad-3, and Space formulas using scalar 15, the shared Borland
random stream, 32-bit velocity wrapping, and the decaying 16-bit `+25` tilt
counter with its randomized `30..39` threshold.
- Replace the Xorshift gameplay RNG with the original Borland linear stream and
unbiased `Random(n)` high-word mapping. Launcher variation, effect selection,
claw terminals, and magnetic-field impulses now share the recovered sequence.
- Restore the magnetic-field response as `vx * 0.9` and a randomized
`-3800 * (1 - Random * 0.3)` vertical impulse instead of a fixed upward speed.
- Dispatch the original per-call-site sound sequences instead of assigning one
guessed WAV to each logical event. This removes the nonexistent WAV 2022
playback and restores bank, trigger, capture, nudge, tilt, and drain cues.
- Advance media/extra-ball thresholds only from score additions, preserve
32-bit score wrapping, and restore the ninth-diamond 24,464-point award plus
the later double-score and secondary-score bank states.
- Match the original 640x460 window, native 16x28 score glyphs, and
`TDK Pinball Machine 1.00` title so the recovered artwork is presented
one-for-one instead of enlarged or resampled.