Represent press and release as distinct deferred flipper edges. Keep upward position/velocity transfer unchanged, and apply the position-preserving return-stroke velocity recovered from a live ball at `(125,390)`, mirrored for the right flipper. The downstroke now assigns raw `(3519,6302)` before the next physics clamp, matching the original instead of moving geometry silently. Test Plan: - `cargo test --all-targets` -- 48 passed - `cargo clippy --all-targets -- -D warnings` -- passed - `cargo build --profile production` -- passed - live downstroke transfer test -- passed within one raw unit - `git diff --cached --check` -- passed
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.