1
0
Fork 0
mirror of https://github.com/k4zmu2a/SpaceCadetPinball.git synced 2024-11-13 05:38:03 +01:00
SpaceCadetPinball/README.md

40 lines
1.6 KiB
Markdown
Raw Normal View History

2021-01-29 17:34:45 +01:00
# SpaceCadetPinball
**Summary:** Reverse engineering of `3D Pinball for Windows Space Cadet`, a game bundled with Windows.
2021-02-20 13:58:16 +01:00
**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.
2021-01-29 17:34:45 +01:00
\
\
\
\
\
\
2021-02-20 13:58:16 +01:00
**Source:**
* `pinball.exe` from `Windows XP` (SHA-1 `2A5B525E0F631BB6107639E2A69DF15986FB0D05`) and its public PDB
* `CADET.EXE` 32bit version from `Full Tilt! Pinball` (SHA-1 `3F7B5699074B83FD713657CD94671F2156DBEDC4`)
2021-01-29 17:34:45 +01:00
**Tools used:** `Ghidra`, `Ida`, `Visual Studio`
**What was done:**
* All structures were populated, globals and locals named.
2021-02-20 13:58:16 +01:00
* All subs were decompiled, C pseudo code was converted to compilable C++. Loose (namespace?) subs were assigned to classes.
2021-01-29 17:34:45 +01:00
**Compiling:**\
Project uses `C++11` features and depends on Windows libs.\
Compile with Visual Studio; tested with 2017 and 2019.
**Plans:**
* ~~Decompile original game~~
2021-02-20 13:58:16 +01:00
* ~~Resizable window, scaled graphics~~
* ~~Loader for high-res sprites from CADET.DAT~~
2021-10-30 11:54:30 +02:00
* ~~Cross-platform port using SDL2, SDL2_mixer, ImGui~~
* Text translations
* Misc features of Full Tilt: 3 music tracks, multiball, centered textboxes, etc.
2021-01-29 17:34:45 +01:00
* 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`