The page depended on the externally hosted miniquad bundle, which violates a same-origin `script-src 'self'` policy and makes the game depend on a third party at runtime. Vendor the current official loader alongside the web assets and move the WASM `load` call into a local bootstrap script, preserving plugin registration order without inline JavaScript. Document the CSP requirement for WebAssembly compilation and same-origin connections. The vendored bundle is the current response from the official Macroquad loader URL and was syntax-checked before committing. Test Plan: - `just web-build` -- passed - `node --check web/mq_js_bundle.js web/storage.js web/bootstrap.js` -- passed - `prettier --check web/storage.js web/bootstrap.js` -- passed - Browser smoke test with `script-src 'self' 'wasm-unsafe-eval'` and `connect-src 'self'` -- passed; 640x460 canvas and no CSP/script errors - `git diff --cached --check` -- passed
237 lines
16 KiB
Markdown
237 lines
16 KiB
Markdown
# Changelog
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All notable changes to this project will be documented in this file.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.1.0/),
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and this project adheres to
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[Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [Unreleased]
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### Fixed
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- Bundle the official Macroquad browser loader and WASM bootstrap locally so a
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CSP does not require inline JavaScript or code from `not-fl3.github.io`.
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- Add the optional same-origin Axum/SQLite high-score service, browser
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fetch/submit integration, and an nginx reverse-proxy example. Browser
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settings retain their local-storage fallback, while the shared table is
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returned by the service.
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- Seed the initial gameplay random stream from the startup clock so the first
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maximum-power launcher shot is not identical on every run.
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- Require an unconsumed record-148 contact before the effect-seven special
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respawn, preventing a released reserve ball from being duplicated after
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both multiball balls drain.
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- Apply type-4 entry latches only inside each target's registered broadphase,
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preventing an unrelated multiball slot from clearing an upper-left target's
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latch and causing repeated scoring while the ball remains there.
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## [1.0.0] - 2026-08-29
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### Fixed
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- Restore the common response's standard dot-product tangent
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`tv=(vx*nx+vy*ny)/length`: `tv*0.02*response_tangent` updates spin, while the
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current response opposes its sign with magnitude
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`abs(normal_velocity)*response_tangent` (negative when `tv==0`). Live probes
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match horizontal drain `(-302,-1809)`, ordinary circle `(94,564)`, bumper
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`(197,3096)`, relative record 57 `(1839,1832)` with spin `-5.28`, and record
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72 `(-2095,1669)` with spin `+5.46`.
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- Gate dynamic record 174/175 impulse transfer on the other slot's capture age:
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a held ball remains velocity-stationary and the moving response retains its
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full normal velocity instead of always subtracting 1,000.
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- Restore `1000:ae6e`'s required-ball special respawn: armed or completed
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effect-seven play grants one final `(17,23)/(0,3040)` ball without consuming
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a marker, clears required state including record 148's contact word, and
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suppresses record 148 until the next broadphase-active type-4 record
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reenables it.
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- Replace the invented post-move `y>470` fallback with the original pre-scan
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prediction bounds `x<=0 || x>340000 || y<=0 || y>460000`, including
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one-slot removal during multiball and next-substep handling after a response.
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- Remove the invented 180 ms whole-frame nudge shake; original nudges affect
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ball-slot velocities, sound, and Tilt state without moving the viewport.
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- Match `SndPlaySound(SND_ASYNC|SND_NODEFAULT)` playback: stop the previous WAV
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before every new resource and use full host mixer volume instead of an
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invented 72 percent attenuation/overlap.
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- Load and draw all DAT400-407 player/effect sprites at `(55,79)`, preserving
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the original saved 14x14 wheel overlap at `(84,77)`; selected bonuses,
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collect-bonus, and release-ball states are now visible.
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- Restore display blits from `1008:0996`/`1008:0b9e`: 130x40 score fields at
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X=478, eight places ending at X=606, exact 139x31 configured-player rows,
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11x11 active/status markers, 5x5 remaining-ball markers for every player,
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and strict signed score-status thresholds independent of media awards.
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- Import exact `[Settings]` `Language`, `Speed`, and singular `Sound` values
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from an adjacent/original TDKPIN.INI before creating portable JSON. Fresh
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installs now inherit the distributed German help setting; F12 is again a
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silent runtime-only toggle and cannot leak into a later save.
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- Replace modern high-score/name overlays with the reconstructed `HighScore`
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child: exact DAT993 360x300 background, heading/row coordinates, unpadded
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scores, and DIALOG 32514 caption, prompt, 21-character edit, OK, and Cancel.
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Escape now follows original Cancel semantics and empty names are accepted.
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- Restore the staged loading presentation by blitting original DAT994 over
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DAT995 at `(202,328)`, height 13 and clipped width `(stage-1)*7`; correct the
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previously impossible Pascal-order C interpretation of a 328x202 blit.
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- Restore the original idle/attract timer animation: target and word-quad
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chases, magnetic flashes, five-record strip, four-point chase, DAT801-809
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item progression, and the circular `WELCOME TO THE MACHINE` BITMAP500
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marquee. Each nested phase uses the binary's remainder first: `%32/2`,
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`%32/4`, `%40/4`, `%16/4`, and `%144/8`. Move gameplay item frames to their
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exact `(123,300)` destination.
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- Match central score/event side effects: every stored collision candidate
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clears its ball slot's capture age, Tilt suppresses all score and rule-record
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mutations, and active multiball doubles points before permanent Double can
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double them again.
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- Scan static, capture, trigger, magnetic, and dynamic record ranges in exact
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ID order with a separately tracked prediction. Preserve the raw scanner's
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first-detected-candidate quirk even when a later record is geometrically
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nearer, plus type-3 and dynamic-record broadphase behavior.
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- Run type-3/type-4 processing before response and position publication:
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captures now test the old position, contacted type-3 rims contribute radial
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candidates, triggers mutate the live motion first, and sensor IDs execute in
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binary order without Hold/Complete prematurely ending the record scan.
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- Apply the collision table's predicted-position broadphase bounds before
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type-1/type-2 detection, including the registered five-pixel ball margin,
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and retain unresolved candidates until the selected response phase.
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- Correct the two relative slingshot initializer chains after records 55 and
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70: circles 56/58/71/73 and lines 57/59/72/74 now accumulate from each
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preceding path endpoint exactly as the 175-record ledger specifies. The
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flagless TDK companion lines also retain their zero contact/link field rather
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than carrying unused synthetic head IDs. Record 57 additionally matches the
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live original's `(75530,354765)/(3000,15)` to
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`(77369,356597)/(1839,1832)` transition; symmetric record 72 matches
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`(235348,356825)/(-3000,15)` to `(233253,358494)/(-2095,1669)`.
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- Match rectangular type-4 magnetic gates to raw `1000:9b69`: enter only when
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the previous position is inside, then deactivate when the newly predicted
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position exits any edge, replacing a swept-intersection approximation.
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- Decay the 16-bit tilt counter once per selected 50/40/30/20/10 ms detail
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callback, replacing an invented independent 30 ms accumulator.
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- Match the multiball nudge path's saved-slot behavior: consume the active
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formula's random draws, then add one shared fixed/random impulse to both slot
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velocity records instead of applying different formulas to each ball.
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- Restore auxiliary response thresholds/kicks for bumpers 51-53 and line
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records 55, 74, and 107, including weak-hit bumper scoring, WAVE 2019 on
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kicked unscored rails, and the original tilt suppression.
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- Preserve every collision record's `+0x49` layer mask and select upper layer
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1 or lower layer 2 from the ball's previous 250,000-millipixel Y boundary.
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- Match the original detail callback's slot-major integration order, stop a
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slot's remaining 10 ms substeps after its first collision/action, delay a
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newly requested second ball until the next callback, and retain ball-two
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identity while a captured/drained ball one is collapsed.
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- Run type-3 captures and type-4 triggers for both live ball slots, including
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per-slot capture age/contact ownership, exact captured-slot removal, survivor
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promotion, and the effect-seven ball-number guard against a third ball.
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- Spawn effect-seven ball 2 from record 148 at `(17,23)` with exact
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`(0,3040)` millipixel velocity, instead of launching a guessed second ball
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upward from the shooter lane.
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- Treat record 148 as the special/multiball hole represented by player item 20;
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capturing it preserves all five lock-hole items and contacts instead of
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inventing an immediate wheel reset. Its exact 17x17 overlay-A Word-Quad at
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`(9,14)` remains visible until the required contact is consumed.
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- Replace invented bumper outline/cooldown effects with the original per-record
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5/20/10 callback countdowns and exact overlay-A render rectangles for bumpers
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51-53 and targets 140-147/150-152.
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- Render the five cumulative bumper-value lamps from original player items 1-5
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at their recovered Word-Quad bounds as the value rises from 1,000 to 6,000.
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- Render the nine in-bank hit states for record heads 90/93/96/99/102 and
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109/112/115/118 from their exact overlay-A bounds until bank completion
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rearms each three-line group.
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- Replace the free-running wheel animation with the original six-callback
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91x90 target rotation, WAVE 2011 start, exact DAT600 frames/target positions,
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and state-6 rotation of the five per-player contact/item values. It advances
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only for an active ball, pauses in the launcher, and survives a normal drain.
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- Restore the complete 281-callback DAT600 panel sequence after the fifth lock
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hole, including physics suspension, contact/item cleanup, all nine image
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phases, and the original WAVE 2013/2012/stop boundaries. A fifth lock captured
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during multiball still transfers its capped 160,000-step award but defers the
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panel until a later single-ball completion. Any subsequent type-3 reset with
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all five contacts set, including the special hole, also starts the panel as
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`1000:9e85` does.
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- Remove the invented attract-screen instruction panel and stop assigning the
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original F2/F3 keys to modern overlays. The idle view is the original table;
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optional settings/high-score viewers move to F10/F9.
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- Batch physics and flipper publication on the original 50/40/30/20/10-ms
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detail callbacks with exactly 5/4/3/2/1 internal 10-ms substeps, instead of
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exposing every substep on host render frames.
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- Separate flipper key flags from rendered/collision position so press/release
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edges and WAVE 2021 occur only when the detail timer processes them.
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- Add a bit-exact Borland Real48 core and route speed clamps, type-1 circles,
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type-2 segments, moving flippers, capture pulls, trigger randomization, and
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magnetic impulses through its original rounding behavior.
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- Preserve per-ball Real48 spin and use it in collision tangent response, so
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zero-spin C fixtures and retained-spin Wine traces are both represented.
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- Implement dynamic records 174/175 with bidirectional ball impulse transfer
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and the original post-collision speed clamp instead of a one-sided secondary
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bounce.
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- Split collision contact state into per-player 16-bit type-3 contact words and
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transient type-4 entry flags. Type-3 records now use the original deep-inside
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gate, `v*0.9 +/-150` pull, stationary sound/contact publication, 5-step age
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progression to 300, and `99`/`2` completion sentinels.
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- Replace the live-fitted flipper transfer polynomials with the reconstructed
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`1000:7ed9` millipixel geometry gates, penetration, gain, response-record,
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velocity, and position calculations for both directions and both balls.
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- Preserve every gameplay millipixel across the float-only render projection so
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exact integer physics results are not changed when stored for drawing.
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- Restore launcher input to the setup scalar: each Down keydown subtracts 750
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millipixels, release subtracts 1,500, then applies the recovered `-3800` and
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`-2280` clamp/jitter branches and the ten original decoration thresholds.
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- Apply the original independent `1.03 - Random * 0.08` X/Y velocity response
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after entering radius-bearing type-4 targets, preserving both motion and the
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subsequent shared PRNG sequence.
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- Check every player against the high-score table when their own last ball is
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lost, prefill the original `TDK Pinball Player` name, show the table before
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resuming the next player, and use the original signed-high/unsigned-low score
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ordering instead of selecting only the maximum score at whole-game end.
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- Preserve each player's complete rule-record state across turn changes instead
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of globally clearing wheel holes, top targets, 176 active/contact slots,
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selected effect, and multiball readiness on every drain.
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- Store lock-hole and effect awards in the original per-player secondary score
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instead of a global bonus. The fifth hole now transfers
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`310000 * score_multiplier`, clears it, increments the multiplier and ball
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count, while effect 6 transfers the same display value and drain leaves it
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intact.
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- Replace the cooldown/float-meter nudge approximation with the original
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Left-Shift, keypad-3, and Space formulas using scalar 15, the shared Borland
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random stream, 32-bit velocity wrapping, and the decaying 16-bit `+25` tilt
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counter with its randomized `30..39` threshold.
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- Preserve held flipper keys and raised geometry across ordinary drains. Tilt
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and a player's final ball now clear the key latch, release a raised flipper
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through its normal WAVE 2021 timer edge, and require physical key-up before
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the same key can raise it again.
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- Match the original low-byte keyboard scans: both Ctrl keys operate the left
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flipper, both Enter keys operate the right, and the physical `0x1b`
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main-keyboard plus/right-bracket position starts or adds players.
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- Dispatch add-player, nudge, and F12 sound-toggle actions on key release through
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the original `1000:638e` timing rather than on their initial key press.
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- Enforce the original auxiliary-window input gate: F1 and F12 are ignored while
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Help, HighScore, or name-entry UI is open instead of controlling the main
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game through a child window.
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- Route a single-ball type-3 completion during Tilt through `1000:ae6e` instead
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of granting a free launcher reset: lock holes consume the ball, while record
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148 can still take its required-state special-respawn branch.
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- Replace the Xorshift gameplay RNG with the original Borland linear stream and
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unbiased `Random(n)` high-word mapping. Launcher variation, effect selection,
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claw terminals, and magnetic-field impulses now share the recovered sequence.
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- Preserve the Borland seed across game-over/high-score flow so a new game
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continues the program-global random stream instead of reseeding per game.
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- Restore the magnetic-field response as `vx * 0.9` and a randomized
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`-3800 * (1 - Random * 0.3)` vertical impulse instead of a fixed upward speed.
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- Dispatch the original per-call-site sound sequences instead of assigning one
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guessed WAV to each logical event. This removes the nonexistent WAV 2022
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playback and restores bank, trigger, capture, nudge, tilt, and drain cues.
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Type-4 WAVE 2004 and bumper WAVE 2006 now precede their score mutations so a
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simultaneously crossed media marker leaves WAVE 2007 audible, as in the
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monophonic original. A tilted drain suppresses WAVE 2008 before reset, while
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a following flipper-release edge may still play WAVE 2021 after reset.
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Bumper/TDK bank completion WAVE 2017 likewise precedes its 50,000 or
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10,000..24,464 award, preserving the marker cue when that award crosses one.
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- Advance media/extra-ball thresholds only from score additions, preserve
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32-bit score wrapping, and restore the ninth-diamond ordering: its 24,464
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award remains single, then ball-scoped double scoring and all three magnetic
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fields activate before the collision's static score. Further completed banks
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during that ball add 100,000 to the secondary score; a normal ball end clears
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the multiplier, while effect seven's special respawn preserves it. Marker
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comparisons retain the binary's signed-high/unsigned-low 32-bit ordering
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after score wrap.
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- Match the original 640x460 window, native 16x28 score glyphs, and
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`TDK Pinball Machine 1.00` title so the recovered artwork is presented
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one-for-one instead of enlarged or resampled.
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