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SpaceCadetPinball | ||
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CompileAndPackage.ps1 | ||
CompileForDrMemory.bat | ||
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SpaceCadetPinball.sln |
SpaceCadetPinball
Summary: Reverse engineering of 3D Pinball for Windows – Space Cadet
, a game bundled with Windows.
How to play: Place compiled exe into a folder containing original game resources (not included).
Supports data files from Windows and Full Tilt versions of the game.
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
features and depends on Windows libs.
Compile with Visual Studio; tested with 2017 and 2019.
Plans:
Decompile original gameResizable window, scaled graphicsLoader for high-res sprites from CADET.DATCross-platform port using SDL2, SDL2_mixer, ImGui- Text translations
- Misc features of Full Tilt: 3 music tracks, multiball, centered textboxes, etc.
- 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