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SpaceCadetPinball/README.md
Alexander Steffen e2a2037a99
Update README.md to include macOS build instructions
Include instructions for successful build of Space Cadet Pinball on both Intel macOS and Apple Silicon macOS. Small formatting fix.
2021-09-28 21:42:22 -04:00

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# 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> |
Platforms covered by this project: desktop Windows and Linux.
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**Source:**
* `pinball.exe` from `Windows XP` (SHA-1 `2A5B525E0F631BB6107639E2A69DF15986FB0D05`) and its public PDB
* `CADET.EXE` 32bit version from `Full Tilt! Pinball` (SHA-1 `3F7B5699074B83FD713657CD94671F2156DBEDC4`)
**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.
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 game~~
* ~~Resizable window, scaled graphics~~
* ~~Loader for high-res sprites from CADET.DAT~~
* Misc features of Full Tilt: 3 music tracs, multiball, centered textboxes, etc.
* Cross-platform port
* Using SDL2, SDL2_mixer, ImGui
* 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`