Files
tdkpin/tdkpin-rs
ddidderr bf5b855f44 fix(game): restore swept target sensors
Move claw contact and all eleven initially active type-4 circle records onto a
swept millipixel sensor test with per-object enter latching. Preserve the exact
left-bank and top-gate coordinates, radii, and scores from the initialized
object ledger.

Remove the inferred top-bank completion rule. Each original top target now
scores 500 and independently starts recovered magnetic-gate timing instead of
requiring all three for an invented bonus.

Test Plan:
- `cargo test --all-targets` -- 44 passed
- `cargo clippy --all-targets -- -D warnings` -- passed
- `cargo build --profile production` -- passed
- top sensor contact-latch and re-entry test -- passed
- 20-second deterministic launch remained in active table motion
- `git diff --cached --check` -- passed
2026-08-22 21:12:41 +02:00
..
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2026-08-22 15:52:52 +02:00
2026-08-22 15:52:52 +02:00
2026-08-22 15:52:52 +02:00
2026-08-22 15:52:52 +02:00
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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 launcher, flippers, claw-1, claw-6, claw-7, and claw-18; --seed N fixes random choices for later seeded scenarios.

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.