4.7 KiB
SpaceCadetPinball
Summary
Reverse engineering of 3D Pinball for Windows - Space Cadet
, a game bundled with Windows.
How to play
Place compiled executable into a folder containing original game resources (not included).
Supports data files from Windows and Full Tilt versions of the game.
Known source ports
Platform | Author | URL |
---|---|---|
PS Vita | Axiom | https://github.com/suicvne/SpaceCadetPinball_Vita |
Emscripten | alula | https://github.com/alula/SpaceCadetPinball Play online: https://alula.github.io/SpaceCadetPinball |
Nintendo Switch | averne | https://github.com/averne/SpaceCadetPinball-NX |
webOS TV | mariotaku | https://github.com/webosbrew/SpaceCadetPinball |
Android (WIP) | Iscle | https://github.com/Iscle/SpaceCadetPinball |
Nintendo Wii | MaikelChan | https://github.com/MaikelChan/SpaceCadetPinball |
Nintendo 3DS | MaikelChan | https://github.com/MaikelChan/SpaceCadetPinball/tree/3ds |
Nintendo Wii U | IntriguingTiles | https://github.com/IntriguingTiles/SpaceCadetPinball-WiiU |
MorphOS | BeWorld | https://www.morphos-storage.net/?id=1688897 |
AmigaOS 4 | rjd324 | http://aminet.net/package/game/actio/spacecadetpinball-aos4 |
Platforms covered by this project: desktop Windows, Linux and macOS.
Source
pinball.exe
fromWindows XP
(SHA-12A5B525E0F631BB6107639E2A69DF15986FB0D05
) and its public PDBCADET.EXE
32bit version fromFull Tilt! Pinball
(SHA-13F7B5699074B83FD713657CD94671F2156DBEDC4
)
Tools used
Ghidra
, Ida
, Visual Studio
What was done
- All structures were populated, globals and locals named.
- All subs were decompiled, C pseudo code was converted to compilable C++. Loose (namespace?) subs were assigned to classes.
Compiling
Project uses C++11
and depends on SDL2
libs.
On Windows
Download and unpack devel packages for SDL2
and SDL2_mixer
.
Set paths to them in CMakeLists.txt
, see suggested placement in /Libs
.
Compile with Visual Studio; tested with 2019.
On Linux
Install devel packages for SDL2
and SDL2_mixer
.
Compile with CMake; tested with GCC 10, Clang 11.
To cross-compile for Windows, install a 64-bit version of mingw and its SDL2
and SDL2_mixer
distributions, then use the mingwcc.cmake
toolchain.
Some distributions provide a package in their repository. You can use those for easier dependency management and updates.
This project is available as Flatpak on Flathub.
On macOS
- Homebrew: Install the
SDL2
,SDL2_mixer
homebrew packages. - MacPorts: Install the
libSDL2
,libSDL2_mixer
macports packages.
Compile with CMake. Ensure that CMAKE_OSX_ARCHITECTURES
variable is set for either x86_64
Apple Intel or arm64
for Apple Silicon.
Tested with: macOS Big Sur (Intel) with Xcode 13 & macOS Montery Beta (Apple Silicon) with Xcode 13.
Plans
Decompile original gameResizable window, scaled graphicsLoader for high-res sprites from CADET.DATCross-platform port using SDL2, SDL2_mixer, ImGui- Misc features of Full Tilt: 3 music tracks, multiball, centered textboxes, etc.
- Maybe: Text translations
- Maybe: Android port
- Maybe x2: support for other two tables
- Table specific BL (control interactions and missions) is hardcoded, othere parts might be also patched
On 64-bit bug that killed the game
I did not find it, decompiled game worked in x64 mode on the first try.
It was either lost in decompilation or introduced in x64 port/not present in x86 build.
Based on public description of the bug (no ball collision), I guess that the bug was in TEdgeManager::TestGridBox