Replace the empty Rust scaffold with a playable native reconstruction of the 1995 Win16 game. Embed the complete decoded asset set, retain the original 640x460 presentation and localized help, and implement a resizable letterboxed Macroquad frontend for Linux, macOS, and Windows. Recreate the multiplayer ball flow, flippers, nudging, target banks, wheel, robot, lock, magnets, bumper progression, TDK diamond multiplier, media extra balls, sound dispatch, settings, and high-score entry. The physics engine uses a fixed time step and 101 static collision segments transcribed from the original 175-object table. Portable JSON persistence imports and decodes the original XOR-obfuscated high-score file on first run. Document the evidence boundary explicitly: artwork and PCM samples are exact, static geometry is recovered, and several numeric scoring/impulse values remain best-evidence behavioral tuning rather than bit-identical Win16 arithmetic. Add a native three-OS CI matrix and retain every decoded resource for future fidelity work. Test Plan: - `diff -qr original/assets/decoded tdkpin-rs/assets/original` with the two intentionally added legacy root files excluded -- passed - `cargo fmt --all -- --check` -- passed - `cargo check --all-targets` -- passed - `cargo test --all-targets` -- passed, 8 tests - `cargo clippy --all-targets -- -D warnings` -- passed - `cargo build --profile production` -- passed - `cargo check --all-targets --target x86_64-pc-windows-gnu` -- passed - `cargo check --all-targets --target x86_64-apple-darwin` -- passed - `cargo run` graphical start, launch, collision, and score smoke test -- passed; audible output was unavailable because the host has no ALSA device
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34 B
Plaintext
2 lines
34 B
Plaintext
assets/original/TDKPIN.INI binary
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