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.
4.5 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.
Browser version
Build and serve the WASM website locally with:
just web-serve
Then open http://127.0.0.1:8000/. The browser build keeps the original
640x460 presentation centered on a black page and stores settings and a local
fallback table in browser storage unless the optional same-origin
/api/highscores service is deployed. See web/README.md and
highscore-server/README.md for deployment details.
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, claw-18, and crazy; --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 | - |
| Crazy mode: drop 10 more balls | - | 0 (main row) |
Crazy mode is a modern addition. Each press drops ten balls at fixed points on
the playfield, up to 64 balls in play. They are ordinary balls: every ball runs
the same physics, sensors, holes, claw, and scoring, and the player's ball ends
only when the last one drains. A player who used crazy mode still enters the
high-score table, with their entry labelled CRAZY.
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
Native settings and the ten-entry high-score table are stored as save.json in
the platform's normal per-user application-data directory. Browser settings
and the fallback table use localStorage; a deployed browser build uses the
same-origin high-score service as its shared table when available. On first
run, native 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.