Files
tdkpin/tdkpin-rs/README.md
T
ddidderr 7d28818e23 test(game): exercise two minutes of autoplay
Add a seeded autoplay scenario that performs a deliberate full-strength charge
for every launcher ball and operates both flippers from live ball position.
Turn the two-minute run into an end-to-end test covering repeated launches,
flipper edges, bumpers, targets, lock holes, claw capture/release, and drains
while rejecting non-finite state.

Document autoplay as the long-run validation entry point and record the expanded
runtime coverage boundary.

Test Plan:
- `cargo test --all-targets` -- 48 passed
- `cargo clippy --all-targets -- -D warnings` -- passed
- `cargo build --profile production` -- passed
- Windows GNU and macOS x86_64 `cargo check` -- passed
- `git diff --cached --check` -- passed
2026-08-22 21:33:29 +02:00

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3.1 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.
## 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:
```sh
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 `autoplay`, `launcher`, `flippers`, `claw-1`, `claw-6`,
`claw-7`, and `claw-18`; `--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 | `+` | `=` uses the same main-keyboard key |
| Charge launcher | Hold Down arrow, release to launch | - |
| 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 remain available in settings. Physics now uses
the original invariant 100 Hz millipixel substep; exact setting-specific timer
batching for presentation and mechanism animation remains under reconstruction.
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.