Files
tdkpin/tdkpin-rs/CHANGELOG.md
T
ddidderr 2549eaa459 fix(timing): batch state on original detail callbacks
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
2026-08-23 17:41:18 +02:00

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4.3 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
- 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.