Bug: filling the fifth wheel hole with several balls in play awarded the transfer, multiplier, and extra ball, but did not run the wheel replacement. The original deferred the 281-frame panel until a later launcher reset, which with crazy-mode balls could be a long time, while the full wheel kept every hole closed. Requirement: a full wheel must be replaced with the same animation and scoring as in single-ball play. Balls still in play keep moving, with the wheel's outer border as a solid boundary and no hole captures until the replacement is done. Changes: - complete_lock_hole starts the panel for a multiball fill too (if one is not already running). The single-ball path is unchanged and still restarts it unconditionally, as in the original. Scoring was already identical and is untouched. - timer_tick only freezes physics during the panel while every ball waits in the launcher. That is always the case for the single-ball replacement (the locking ball was reset), so it is frozen exactly as before; during multiball the balls in play keep integrating. - While the panel runs, check_lock_holes captures nothing and retain_wheel_rim adds a circle around the wheel hub (record 134's center, 48 px ball-center radius, enclosing the five hole posts) with the hub's material. It only repels balls moving towards it, so a ball already inside rolls out instead of being caged. - Stress runs then showed balls trapped for good at the bottom of a hole pocket, cradled between the hub and a post, after another ball filled that hole or the panel closed it. The pocket bottom lies outside the hole's capture zone, so nothing ever moved them. A filled or closed hole now kicks such a ball (more than 4 px inside its rim) out of its center, radially away from the hub at 3 px/step, a path that clears both neighbouring posts. Balls arriving from outside are reflected by the rim before getting that deep. - A lock or special-hole capture that removes the last remaining ball of a multiball callback now resets it to the launcher (or finishes it when tilted), exactly like the single-ball capture, instead of ending the player's ball. Test Plan: - cargo test (164 tests), including full_wheel_during_multiball_replaces_it_while_balls_play_on (rim bounce, no captures, balls move, wheel cleared after the panel), filled_or_closed_lock_hole_kicks_out_a_ball_resting_in_its_pocket (the exact trapped position seen in stress runs), and the updated fifth_multiball_lock_starts_the_panel_and_caps_survivor_reaward. - A temporary release-mode stress run (not committed): 40 seeded two-player games with crazy mode, autoplay flippers, and nudges all finished; 62 wheel replacements happened during multiball; no invariant violations. - Manual: in crazy mode fill the fifth wheel hole; the replacement animation plays while the other balls keep moving and bounce off the wheel instead of dropping into its holes.
9.0 KiB
Rust player-experience parity audit
Audit date: 2026-08-23
Decision
The Rust rewrite passes the reconstructed-binary requirements for the same game and player experience at the 640x460 logical gameplay boundary. No known raw, placeholder, guessed, partial, or unverified gameplay unit remains in the Rust path. This is a semantic and presentation result, not a claim that a native Rust executable is a byte-identical Win16 implementation.
The authoritative source is the preserved executable with SHA-256
a9022f1894e3e6e21fc42e8f6c932f7c549ca77f63aaa0c488bb9d55d9d0174c,
the complete readable C under ../original/reconstructed/, and the zero-gap C
ledger in ../original/C_RECONSTRUCTION_FINAL_AUDIT.md.
Requirement matrix
| Requirement | Binary/C basis | Rust evidence | Result |
|---|---|---|---|
| Original presentation | All 63 resources round-trip; DAT/bitmap bounds and GDI call sites are reconstructed | Original images/samples are embedded; loading, attract, game, panel, target, effect-seven, high-score, and name-entry scenarios export 640x460 frames | Verified |
| Collision inventory | All 175 initialized records are typed in OBJECTS.tsv; raw scan order is address-linked |
109 type-2 lines, 40 type-1 circles, all type-3/4 mechanisms, layer masks, response fields, and initial activity are represented; relative chains 54-59 and 69-74 have record-exact tests | Verified |
| Fixed-point/Real48 physics | 1000:c79c and Borland runtime arithmetic are reconstructed; the DOS reference probe is bit-exact |
10 ms millipixel steps, both speed clamps, four board bounds, first-record selection, signed dot-product tangent response, spin, auxiliary kick, and dynamic-ball transfer use exact-width arithmetic | Verified |
| Live collision behavior | Stopped Wine probes expose position, velocity, and six-byte spin | Rails, circles, bumper, record 2, record 57, and record 72 have exact expected transitions in Rust and C tests | Verified |
| Timer ordering | 1000:eab1 fixes 5/4/3/2/1 substeps, ball-slot order, countdowns, mechanisms, flippers, and Tilt decay |
Timer-batch, collision-break, per-slot, target-rotation, panel, claw, countdown, and Tilt tests cover the recovered callback order | Verified |
| Attract mode | Raw 1000:01b7-063b distinguishes quotient and remainder outputs; marquee GDI lifetime is reconstructed |
%32/2, %32/4, %40/4, %16/4, %144/8, magnetic %32, and six-callback marquee cycles are tested and rendered |
Verified |
| Inputs | 1000:638e/6bf8 define low-byte scans, Key-Up actions, auxiliary-window gate, launcher impulses, nudges, Tilt, and flipper latches |
Both Ctrl/Enter aliases, both plus positions, release-time add/nudge/F12, held launcher, flipper rearm, and auxiliary-window blocking follow those paths | Verified |
| Rules and scoring | 1000:b476, 1000:c4e1, 1000:bc36, 1000:ae6e, and 1000:9e85 define awards and state transitions |
Bank progression, ninth-diamond order, ball-scoped double, marker comparison, lock transfer, special hole, all seven effects, Type-3 Tilt finish, and score/sound ordering have focused tests | Verified |
| Multiball | Records 148, 174, and 175 plus timer collapse/spawn paths define ownership and lifetime | Deferred spawn, per-slot capture age, survivor promotion, no-third-ball guard, nudge, fifth-lock deferral/reset, special respawn, and contact clearing are tested | Verified |
| Player turns | 1000:ae6e saves all record activity/contact mirrors and advances live players |
Four-player bounds, add-before-launch, per-player rule state, final-ball high-score ordering, flipper key lifetime, and normal/special drain behavior are tested | Verified |
| Audio | Sixteen WAV resources and every in-image play/stop call are inventoried | Samples are unchanged; monophonic async replacement, full volume, Tilt suppression, threshold precedence, panel stops, and no-WAV-2022 behavior are represented | Verified |
| High scores/configuration | The 276-byte IWIK table, dialog 32514, HighScore child, and INI reads are reconstructed |
Signed-high comparisons, all ten entries, 21-byte name semantics, OK/Cancel flow, localized help, original settings names/defaults, and screenshots are tested | Verified |
| Randomness | The Borland LCG, high-product Random(n), Real48 result, and program-global seed are reconstructed |
All gameplay draws use one exact stream; seeded traces are repeatable and the final seed continues across games | Verified |
| Stability/build | Native replacement must preserve finite state and compile on supported hosts | Production Linux build, 125 Rust tests, strict Clippy, two-minute finite autoplay, and Windows/macOS cross-target checks pass; native CI covers all three hosts | Verified |
Differential evidence
- Record 2 special response:
(157000,453000)/(0,3000)publishes the special ball at(17000,23000)/(0,3040)and continues to(16698,21191)/(-302,-1809). - Record 57 left relative slingshot:
(75530,354765)/(3000,15)becomes(77369,356597)/(1839,1832), Real48 spin-5.28(83 5d 8f c2 f5 a8). - Record 72 right relative slingshot:
(235348,356825)/(-3000,15)becomes(233253,358494)/(-2095,1669), Real48 spin+5.46(83 86 eb 51 b8 2e). - Ordinary circle 155, the outer/inner shooter rails, bumper response, all four
claw terminals, moving flippers, Type-3/4 records, scoring, and multiball
also have focused C/Rust or Wine-backed tests documented in
RECONSTRUCTION.md.
Deliberate host substitutions
- The native fixed window replaces ObjectWindows/Win16 ownership, but retains the title, logical client size, original pixels, controls, modal gameplay blocking, and visible flows.
- Portable JSON replaces writes to
HISCORES.DATandTDKPIN.INI; the original files are imported, while table ordering, names, settings, and UI semantics remain unchanged. F9/F10 expose additional viewers/settings without replacing any original gameplay key. - Windows and macOS were cross-checked in this Linux checkout; native execution on those hosts is delegated to the repository's three-OS CI matrix. The semantic core is platform-independent and has no target-specific branches.
Modern additions and their divergences
Crazy mode (main-row 0) adds up to 64 live balls. To make every ball behave
identically, the two original timer slots became one ordered ball list. One-
and two-ball play keeps the recovered slot order, slot-numbered contact
ownership, deferred effect-seven spawn, survivor identity, nudge draws, and
multiball scoring, and all multiball tests above still pass. These deliberate
differences follow from treating every ball alike:
- A ball resting on the shooter stop returns to the launcher from any slot (the original deleted a slot-two ball there) unless another ball already waits.
- Flipper kicks, record countdowns, and target rotation continue for balls in play while another ball waits in the launcher.
- Ball-to-ball contact ignores only the claw-held ball, and every ball's collision is published as the last collision record.
- When a ball leaves, claw and lock-hole contact owners move with their ball, and a lock hole the leaving ball was settling into is freed.
- The rim of a filled lock hole only repels balls from the outside, so a ball that was settling into it when another ball filled it rolls back out.
- The release-ball effect (effect seven) frees a parked special-hole ball whenever one is parked, not only when exactly one ball is in play. The released ball owns the hole's contact under its own slot number.
- The claw re-targets a shooter-lane release (terminal frame 18) to a table release whenever more than one ball is in play during its ride, not only when the capture began in multiball.
- A full wheel during multiball starts the 281-frame replacement immediately (the original deferred it to the next launcher reset). The table only freezes while every ball waits in the launcher; otherwise balls keep moving, the lock holes do not capture, and the wheel's outer rim (record 134's center, 48 px ball contact radius) repels balls from outside.
- A ball resting inside a filled or closed lock hole's pocket is kicked out from the hole center, radially away from the hub. A capture that removes the last ball of a multiball callback resets it to the launcher like a single-ball capture instead of ending the ball.
- High-score entries carry a
crazyflag that both local storage and the shared service persist; older entries default to normal scores.
Reproducible final gates
cargo build --profile production
cargo test --workspace --all-targets --all-features
cargo clippy --workspace --all-targets --all-features -- -D warnings
cargo check --target x86_64-pc-windows-gnu
cargo check --target x86_64-apple-darwin
bash original/tools/test_reconstructed_c.sh
python3 original/tools/audit_reconstruction.py --require-complete
The C ledger gate reports zero raw, partial, restored, unknown, blocked, or unclassified required units. The only files intentionally outside commits are user diagnostic media in the repository root.