Files
tdkpin/tdkpin-rs/README.md
T
ddidderr 3a00be5661 feat: label crazy-mode high scores instead of hiding them
Previously a game that used crazy mode kept its local high score but
skipped the online submission entirely. The requirement changed: crazy
scores should count like any other score, but be recognisable as crazy.

Changes:
- Crazy-mode use is now tracked per player (Player::crazy_mode_used)
  rather than per game. Balls dropped during one player's turn cannot
  outlive that turn, so only the player who pressed the key is marked;
  the other players' scores stay normal.
- Event::HighScoreCandidate carries { score, crazy } so the app knows
  which kind of score the name-entry dialog is about to record.
- HighScore gains `crazy: bool` with #[serde(default)]. Save files and
  server responses from before this change load as normal scores.
- The high-score table draws a small red "CRAZY" tag in the empty
  column right of the score. That column is free regardless of name or
  score length, so the tag never overlaps text.
- The browser build submits every score again, flag included. The
  companion server change stores it; an older server ignores the field.

Test Plan:
- cargo test
  - crazy_scores_are_flagged_on_the_high_score_candidate
  - high_scores_without_a_crazy_flag_load_as_normal_scores
- Manual: use crazy mode, finish with a qualifying score, and check the
  table (F9) shows the entry with the red CRAZY tag; a normal game's
  entry has none.
2026-10-10 11:14:40 +02:00

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 extra balls - Ctrl+Shift+0

Crazy mode is a modern addition. Its balls bounce off walls, bumpers, and flippers and score through them, but skip sensors, holes, and the claw. When the main ball drains, a crazy ball takes its place before the turn ends. 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.