Files
tdkpin/tdkpin-rs/README.md
T
ddidderr e815391980 fix(ui): preserve the original canvas and display styling
High-DPI sizing and a resizable client allowed the 640x460 canvas to be placed
inside a much taller window, producing the large internal black band captured in
the gameplay recording. Open an aspect-correct fixed 960x690 client with high-DPI
framebuffer scaling disabled, giving every platform a predictable 1.5x canvas.

Use exact active-table patches for the cyan score fields and derive transparent
numeral glyphs from the recovered Win16 bitmap font. Fill the complete display
slots, move the KBytes readout clear of its border, and place shortcuts on a
readable footer so no dynamic text is clipped or left over an inactive panel.

Test Plan:
- `cargo fmt -- --check` -- passed
- `cargo test --all-targets` -- passed
- `cargo clippy --all-targets -- -D warnings` -- passed
- launched the Linux window and confirmed a 960x690 client with no letterbox,
  full-width cyan fields, recovered score digits, and readable footer -- passed
- `git diff --check` -- passed
2026-08-22 17:03:46 +02:00

66 lines
2.2 KiB
Markdown

# 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 960x690, an exact 1.5x enlargement of its original 640x460
canvas, so modern desktop scaling cannot distort or vertically offset 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:
```sh
cargo run
```
For a distributable optimized binary:
```sh
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.
## Original and modern controls
| Action | Original key | Additional modern key |
| --- | --- | --- |
| Choose 1-4 players | `+` | `=` |
| Start or launch ball | Down arrow | Enter starts a game |
| Left flipper | Left Ctrl | `A` or Left arrow |
| Right flipper | Keypad Enter | Right Ctrl, `D`, or Right arrow |
| Nudge | Space, either Shift, keypad `3` | - |
| Help | F1 | Enter/Escape returns |
| Settings | F2 | - |
| High scores | F3 | - |
| Sound | F12 | - |
The five original speed choices are retained as simulation-detail settings.
They change fixed-step resolution without changing the speed of play.
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
Settings and the ten-entry high-score table are stored as `save.json` in the
platform's normal per-user application-data directory. On first run, the table
is imported from the original `HISCORES.DAT` included with this reconstruction.
## Reconstruction status
This repository distinguishes exact recovered material from behavioral
reimplementation. See [RECONSTRUCTION.md](RECONSTRUCTION.md) for the evidence
ledger, known inference boundaries, and validation performed.