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Author SHA1 Message Date
Muzychenko Andrey
d06aa1c736 Changed SDL_mixer version guard.
SDL_MIXER_COMPILEDVERSION is not in Windows release of mixer v2.0.1, so it is back to basics with SDL_MIXER_PATCHLEVEL.
MIX_INIT_FLUIDSYNTH was renamed in 2.0.2, according to headers from Windows releases.
Ref PR #42, #46
2021-10-17 12:00:30 +03:00
Mariotaku
787c623cfe
Backward compatibility for mixer version check (#46)
SDL_MIXER_VERSION_ATLEAST isn't available in SDL Mixer 2.0.1, which will cause build errors.
2021-10-17 09:00:49 +03:00
Iscle
b7bf1563e5
Update README.md (#45)
Co-authored-by: Muzychenko Andrey <33288308+k4zmu2a@users.noreply.github.com>
2021-10-17 07:58:00 +03:00
Mariotaku
f56abf0596
Compatibility and game controller patches (#42)
* Compatibility for old CMake versions (3.0)
Compatibility for SDL Mixer 2.0.1
Basic controller support: LB, RB for flippers, A for plunger, DPAD for table bump

* Update SpaceCadetPinball/Sound.cpp

Co-authored-by: Muzychenko Andrey <33288308+k4zmu2a@users.noreply.github.com>
2021-10-17 07:52:05 +03:00
haruna
a7e3503e2c
fix: lint README to make more linkable (#40)
* fix: lint README to make more linkable

* restore blank lines between `Known source ports` and `Source`
2021-10-17 07:49:17 +03:00
5 changed files with 148 additions and 52 deletions

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@ -1,4 +1,4 @@
cmake_minimum_required(VERSION 3.16) cmake_minimum_required(VERSION 3.0)
project(SpaceCadetPinball) project(SpaceCadetPinball)
set(CMAKE_CXX_STANDARD 11) set(CMAKE_CXX_STANDARD 11)
@ -191,10 +191,13 @@ set_source_files_properties(
SpaceCadetPinball/imgui_impl_sdl.cpp SpaceCadetPinball/imgui_impl_sdl.cpp
PROPERTIES SKIP_PRECOMPILE_HEADERS 1 PROPERTIES SKIP_PRECOMPILE_HEADERS 1
) )
target_precompile_headers(SpaceCadetPinball
PUBLIC if(${CMAKE_VERSION} VERSION_GREATER "3.16.0" OR ${CMAKE_VERSION} VERSION_EQUAL "3.16.0")
SpaceCadetPinball/pch.h target_precompile_headers(SpaceCadetPinball
) PUBLIC
SpaceCadetPinball/pch.h
)
endif()
target_link_libraries(SpaceCadetPinball ${SDL2_LIBRARY} ${SDL2_MIXER_LIBRARY}) target_link_libraries(SpaceCadetPinball ${SDL2_LIBRARY} ${SDL2_MIXER_LIBRARY})

113
README.md
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@ -1,65 +1,88 @@
# SpaceCadetPinball <!-- markdownlint-disable-file MD033 -->
**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).\ # 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. Supports data files from Windows and Full Tilt versions of the game.
**Known source ports:** ## Known source ports
| Platform | Author | URL |
| --- | --- | --- | | Platform | Author | URL |
| PS Vita | Axiom | <https://github.com/suicvne/SpaceCadetPinball_Vita> | | --------------- | --------- | ---------------------------------------------------------------------------------------------------------- |
| Emscripten | alula | <https://github.com/alula/SpaceCadetPinball> <br> Play online: https://alula.github.io/SpaceCadetPinball | | PS Vita | Axiom | <https://github.com/suicvne/SpaceCadetPinball_Vita> |
| Nintendo Switch | averne | https://github.com/averne/SpaceCadetPinball-NX | | Emscripten | alula | <https://github.com/alula/SpaceCadetPinball> <br> Play online: <https://alula.github.io/SpaceCadetPinball> |
| webOS TV | mariotaku | https://github.com/webosbrew/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 |
Platforms covered by this project: desktop Windows, Linux and macOS. Platforms covered by this project: desktop Windows, Linux and macOS.
\
\
\
\
\
\
**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` <br>
<br>
<br>
<br>
<br>
<br>
**What was done:** ## Source
* 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:** * `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
Project uses `C++11` and depends on `SDL2` libs.\
On Windows:\
Download and unpack devel packages for `SDL2` and `SDL2_mixer`.\ Download and unpack devel packages for `SDL2` and `SDL2_mixer`.\
Set paths to them in CMakeLists.txt, see suggested placement in /Libs.\ Set paths to them in `CMakeLists.txt`, see suggested placement in `/Libs`.\
Compile with Visual Studio; tested with 2019. Compile with Visual Studio; tested with 2019.
### On Linux
On Linux:\
Install devel packages for `SDL2` and `SDL2_mixer`.\ Install devel packages for `SDL2` and `SDL2_mixer`.\
Compile with CMake; tested with GCC 10, Clang 11.\ 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. 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.
### 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.
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. Tested with: macOS Big Sur (Intel) with Xcode 13 & macOS Montery Beta (Apple Silicon) with Xcode 13.
**Plans:** ## Plans
* ~~Decompile original game~~
* ~~Resizable window, scaled graphics~~ * ~~Decompile original game~~
* ~~Loader for high-res sprites from CADET.DAT~~ * ~~Resizable window, scaled graphics~~
* Misc features of Full Tilt: 3 music tracks, multiball, centered textboxes, etc. * ~~Loader for high-res sprites from CADET.DAT~~
* Cross-platform port * Misc features of Full Tilt: 3 music tracks, multiball, centered textboxes, etc.
* Using SDL2, SDL2_mixer, ImGui * Cross-platform port
* Maybe: Android port * Using SDL2, SDL2_mixer, ImGui
* Maybe x2: support for other two tables * Maybe: Android port
* Table specific BL (control interactions and missions) is hardcoded, othere parts might be also patched * 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
**On 64-bit bug that killed the game:**\
I did not find it, decompiled game worked in x64 mode on the first try.\ 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.\ 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` Based on public description of the bug (no ball collision), I guess that the bug was in `TEdgeManager::TestGridBox`

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@ -1,14 +1,13 @@
#include "pch.h" #include "pch.h"
#include "Sound.h" #include "Sound.h"
int Sound::num_channels; int Sound::num_channels;
bool Sound::enabled_flag = false; bool Sound::enabled_flag = false;
int* Sound::TimeStamps = nullptr; int* Sound::TimeStamps = nullptr;
bool Sound::Init(int channels, bool enableFlag) bool Sound::Init(int channels, bool enableFlag)
{ {
Mix_Init(MIX_INIT_MID); Mix_Init(MIX_INIT_MID_Proxy);
auto result = Mix_OpenAudio(MIX_DEFAULT_FREQUENCY, MIX_DEFAULT_FORMAT, 2, 1024); auto result = Mix_OpenAudio(MIX_DEFAULT_FREQUENCY, MIX_DEFAULT_FORMAT, 2, 1024);
SetChannels(channels); SetChannels(channels);
Enable(enableFlag); Enable(enableFlag);

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@ -34,6 +34,14 @@
#include "SDL.h" #include "SDL.h"
#include <SDL_mixer.h> #include <SDL_mixer.h>
// MIX_INIT_FLUIDSYNTH was renamed to MIX_INIT_MID in SDL_mixer v2.0.2
constexpr int MIX_INIT_MID_Proxy =
#if SDL_MIXER_PATCHLEVEL >= 2
MIX_INIT_MID;
#else
MIX_INIT_FLUIDSYNTH;
#endif
//https://github.com/ocornut/imgui 7b913db1ce9dd2fd98e5790aa59974dd4496be3b //https://github.com/ocornut/imgui 7b913db1ce9dd2fd98e5790aa59974dd4496be3b
#include "imgui.h" #include "imgui.h"
#include "imgui_internal.h" #include "imgui_internal.h"

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@ -741,6 +741,69 @@ int winmain::event_handler(const SDL_Event* event)
default: ; default: ;
} }
break; break;
case SDL_JOYDEVICEADDED:
if (SDL_IsGameController(event->jdevice.which))
{
SDL_GameControllerOpen(event->jdevice.which);
}
break;
case SDL_JOYDEVICEREMOVED:
{
SDL_GameController *controller = SDL_GameControllerFromInstanceID(event->jdevice.which);
if (controller)
{
SDL_GameControllerClose(controller);
}
}
break;
case SDL_CONTROLLERBUTTONDOWN:
switch (event->cbutton.button)
{
case SDL_CONTROLLER_BUTTON_A:
pb::keydown(Options.Key.Plunger);
break;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
pb::keydown(Options.Key.LeftFlipper);
break;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
pb::keydown(Options.Key.RightFlipper);
break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
pb::keydown(Options.Key.LeftTableBump);
break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
pb::keydown(Options.Key.RightTableBump);
break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
pb::keydown(Options.Key.BottomTableBump);
break;
default: ;
}
break;
case SDL_CONTROLLERBUTTONUP:
switch (event->cbutton.button)
{
case SDL_CONTROLLER_BUTTON_A:
pb::keyup(Options.Key.Plunger);
break;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
pb::keyup(Options.Key.LeftFlipper);
break;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
pb::keyup(Options.Key.RightFlipper);
break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
pb::keyup(Options.Key.LeftTableBump);
break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
pb::keyup(Options.Key.RightTableBump);
break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
pb::keyup(Options.Key.BottomTableBump);
break;
default: ;
}
break;
default: ; default: ;
} }