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`
|