Files
tdkpin/tdkpin-rs/CHANGELOG.md
T
ddidderr c1d8e5755f fix(input): restore launcher press and release impulses
The rewrite used a 375-millipixel impulse for both charging and release. The
reconstructed key handlers use the setup scalar 15: every repeated Down keydown
subtracts 15*50, and release subtracts a further 15*100 before clamping.

Use 750-millipixel press increments and the 1,500-millipixel release impulse,
then reproduce the randomized -3800 lower clamp and weak -2280 upper branch.
Derive the ten launcher decoration frames from the original strict multiples of
750 and keep integration/gravity assertions separate from the immediate release
state.

Test Plan:
- `cargo test --all-targets` -- passed, 60 tests
- `cargo clippy --all-targets -- -D warnings` -- passed
- `rumdl check tdkpin-rs/CHANGELOG.md tdkpin-rs/RECONSTRUCTION.md` -- passed
- `git diff --cached --check` -- passed
2026-08-23 17:03:35 +02:00

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Markdown

# Changelog
All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.1.0/),
and this project adheres to
[Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [Unreleased]
### Fixed
- Restore launcher input to the setup scalar: each Down keydown subtracts 750
millipixels, release subtracts 1,500, then applies the recovered `-3800` and
`-2280` clamp/jitter branches and the ten original decoration thresholds.
- Apply the original independent `1.03 - Random * 0.08` X/Y velocity response
after entering radius-bearing type-4 targets, preserving both motion and the
subsequent shared PRNG sequence.
- Check every player against the high-score table when their own last ball is
lost, prefill the original `TDK Pinball Player` name, show the table before
resuming the next player, and use the original signed-high/unsigned-low score
ordering instead of selecting only the maximum score at whole-game end.
- Preserve each player's complete rule-record state across turn changes instead
of globally clearing wheel holes, top targets, 176 active/contact slots,
selected effect, and multiball readiness on every drain.
- Store lock-hole and effect awards in the original per-player secondary score
instead of a global bonus. The fifth hole now transfers
`310000 * score_multiplier`, clears it, increments the multiplier and ball
count, while effect 6 transfers the same display value and drain leaves it
intact.
- Replace the cooldown/float-meter nudge approximation with the original
Left-Shift, keypad-3, and Space formulas using scalar 15, the shared Borland
random stream, 32-bit velocity wrapping, and the decaying 16-bit `+25` tilt
counter with its randomized `30..39` threshold.
- Replace the Xorshift gameplay RNG with the original Borland linear stream and
unbiased `Random(n)` high-word mapping. Launcher variation, effect selection,
claw terminals, and magnetic-field impulses now share the recovered sequence.
- Restore the magnetic-field response as `vx * 0.9` and a randomized
`-3800 * (1 - Random * 0.3)` vertical impulse instead of a fixed upward speed.
- Dispatch the original per-call-site sound sequences instead of assigning one
guessed WAV to each logical event. This removes the nonexistent WAV 2022
playback and restores bank, trigger, capture, nudge, tilt, and drain cues.
- Advance media/extra-ball thresholds only from score additions, preserve
32-bit score wrapping, and restore the ninth-diamond 24,464-point award plus
the later double-score and secondary-score bank states.
- Match the original 640x460 window, native 16x28 score glyphs, and
`TDK Pinball Machine 1.00` title so the recovered artwork is presented
one-for-one instead of enlarged or resampled.