Use the exact record 148 spawn point and the reconstructed 0.8 * 3800 millipixel velocity for ball slot two. This removes the guessed shooter-lane launch and keeps the multiball lifecycle tied to the recovered effect-seven path. Test Plan: - cargo test --all-targets - cargo clippy --all-targets --all-features -- -D warnings - rumdl check CHANGELOG.md RECONSTRUCTION.md README.md - git diff --check
86 lines
5.3 KiB
Markdown
86 lines
5.3 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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- 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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- 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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- 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.
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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.
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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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- 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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- 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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- Advance media/extra-ball thresholds only from score additions, preserve
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32-bit score wrapping, and restore the ninth-diamond 24,464-point award plus
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the later double-score and secondary-score bank states.
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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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