Files
tdkpin/tdkpin-rs
ddidderr b786a75544 fix(game): restore the six-way effect target
Implement the flagged object-84 selector and initially inactive type-4 object
149. Choose a different effect from 1-6, render the enabled target from its
original active-table rectangle, award its static 500 points, then apply the
recovered bonus or cashout action and disable it until reselected.

This replaces the final unimplemented help-screen target effect with its
original dispatcher values.

Test Plan:
- `cargo test --all-targets` -- 49 passed
- `cargo clippy --all-targets -- -D warnings` -- passed
- `cargo build --profile production` -- passed
- live object-84 probe activated record 149 and selected effect 3
- effect selection/consumption test -- passed
- `git diff --cached --check` -- passed
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..
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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:

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.

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 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 for the evidence ledger, known inference boundaries, and validation performed.