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5 changed files with 148 additions and 52 deletions
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@ -1,4 +1,4 @@
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cmake_minimum_required(VERSION 3.16)
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cmake_minimum_required(VERSION 3.0)
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project(SpaceCadetPinball)
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set(CMAKE_CXX_STANDARD 11)
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@ -191,10 +191,13 @@ set_source_files_properties(
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SpaceCadetPinball/imgui_impl_sdl.cpp
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PROPERTIES SKIP_PRECOMPILE_HEADERS 1
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)
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target_precompile_headers(SpaceCadetPinball
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PUBLIC
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SpaceCadetPinball/pch.h
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)
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if(${CMAKE_VERSION} VERSION_GREATER "3.16.0" OR ${CMAKE_VERSION} VERSION_EQUAL "3.16.0")
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target_precompile_headers(SpaceCadetPinball
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PUBLIC
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SpaceCadetPinball/pch.h
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)
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endif()
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target_link_libraries(SpaceCadetPinball ${SDL2_LIBRARY} ${SDL2_MIXER_LIBRARY})
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113
README.md
113
README.md
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@ -1,65 +1,88 @@
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# SpaceCadetPinball
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**Summary:** Reverse engineering of `3D Pinball for Windows – Space Cadet`, a game bundled with Windows.
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<!-- markdownlint-disable-file MD033 -->
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**How to play:** Place compiled executable into a folder containing original game resources (not included).\
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# SpaceCadetPinball
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## Summary
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Reverse engineering of `3D Pinball for Windows – Space Cadet`, a game bundled with Windows.
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## How to play
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Place compiled executable into a folder containing original game resources (not included).\
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Supports data files from Windows and Full Tilt versions of the game.
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**Known source ports:**
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| Platform | Author | URL |
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| --- | --- | --- |
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| PS Vita | Axiom | <https://github.com/suicvne/SpaceCadetPinball_Vita> |
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| Emscripten | alula | <https://github.com/alula/SpaceCadetPinball> <br> Play online: https://alula.github.io/SpaceCadetPinball |
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| Nintendo Switch | averne | https://github.com/averne/SpaceCadetPinball-NX |
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| webOS TV | mariotaku | https://github.com/webosbrew/SpaceCadetPinball |
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## Known source ports
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| Platform | Author | URL |
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| --------------- | --------- | ---------------------------------------------------------------------------------------------------------- |
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| PS Vita | Axiom | <https://github.com/suicvne/SpaceCadetPinball_Vita> |
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| Emscripten | alula | <https://github.com/alula/SpaceCadetPinball> <br> Play online: <https://alula.github.io/SpaceCadetPinball> |
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| Nintendo Switch | averne | <https://github.com/averne/SpaceCadetPinball-NX> |
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| webOS TV | mariotaku | <https://github.com/webosbrew/SpaceCadetPinball> |
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| Android (WIP) | Iscle | https://github.com/Iscle/SpaceCadetPinball |
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Platforms covered by this project: desktop Windows, Linux and macOS.
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\
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\
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\
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\
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\
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\
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**Source:**
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* `pinball.exe` from `Windows XP` (SHA-1 `2A5B525E0F631BB6107639E2A69DF15986FB0D05`) and its public PDB
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* `CADET.EXE` 32bit version from `Full Tilt! Pinball` (SHA-1 `3F7B5699074B83FD713657CD94671F2156DBEDC4`)
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**Tools used:** `Ghidra`, `Ida`, `Visual Studio`
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<br>
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<br>
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<br>
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<br>
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<br>
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<br>
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**What was done:**
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* All structures were populated, globals and locals named.
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* All subs were decompiled, C pseudo code was converted to compilable C++. Loose (namespace?) subs were assigned to classes.
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## Source
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**Compiling:**
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* `pinball.exe` from `Windows XP` (SHA-1 `2A5B525E0F631BB6107639E2A69DF15986FB0D05`) and its public PDB
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* `CADET.EXE` 32bit version from `Full Tilt! Pinball` (SHA-1 `3F7B5699074B83FD713657CD94671F2156DBEDC4`)
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## Tools used
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`Ghidra`, `Ida`, `Visual Studio`
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## What was done
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* All structures were populated, globals and locals named.
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* All subs were decompiled, C pseudo code was converted to compilable C++. Loose (namespace?) subs were assigned to classes.
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## Compiling
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Project uses `C++11` and depends on `SDL2` libs.
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### On Windows
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Project uses `C++11` and depends on `SDL2` libs.\
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On Windows:\
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Download and unpack devel packages for `SDL2` and `SDL2_mixer`.\
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Set paths to them in CMakeLists.txt, see suggested placement in /Libs.\
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Compile with Visual Studio; tested with 2019.
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Set paths to them in `CMakeLists.txt`, see suggested placement in `/Libs`.\
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Compile with Visual Studio; tested with 2019.
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### On Linux
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On Linux:\
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Install devel packages for `SDL2` and `SDL2_mixer`.\
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Compile with CMake; tested with GCC 10, Clang 11.\
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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.
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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.
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### On macOS
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* **Homebrew**: Install the `SDL2`, `SDL2_mixer` homebrew packages.
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* **MacPorts**: Install the `libSDL2`, `libSDL2_mixer` macports packages.
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Compile with CMake. Ensure that `CMAKE_OSX_ARCHITECTURES` variable is set for either `x86_64` Apple Intel or `arm64` for Apple Silicon.
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On macOS:\
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**Homebrew**: Install the `SDL2`, `SDL2_mixer` homebrew packages.\
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**MacPorts**: Install the `libSDL2`, `libSDL2_mixer` macports packages.\
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Compile with CMake. Ensure that `CMAKE_OSX_ARCHITECTURES` variable is set for either `x86_64` Apple Intel or `arm64` for Apple Silicon.\
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Tested with: macOS Big Sur (Intel) with Xcode 13 & macOS Montery Beta (Apple Silicon) with Xcode 13.
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**Plans:**
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* ~~Decompile original game~~
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* ~~Resizable window, scaled graphics~~
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* ~~Loader for high-res sprites from CADET.DAT~~
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* Misc features of Full Tilt: 3 music tracks, multiball, centered textboxes, etc.
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* Cross-platform port
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* Using SDL2, SDL2_mixer, ImGui
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* Maybe: Android port
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* Maybe x2: support for other two tables
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* Table specific BL (control interactions and missions) is hardcoded, othere parts might be also patched
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## Plans
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* ~~Decompile original game~~
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* ~~Resizable window, scaled graphics~~
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* ~~Loader for high-res sprites from CADET.DAT~~
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* Misc features of Full Tilt: 3 music tracks, multiball, centered textboxes, etc.
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* Cross-platform port
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* Using SDL2, SDL2_mixer, ImGui
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* Maybe: Android port
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* Maybe x2: support for other two tables
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* Table specific BL (control interactions and missions) is hardcoded, othere parts might be also patched
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## On 64-bit bug that killed the game
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**On 64-bit bug that killed the game:**\
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I did not find it, decompiled game worked in x64 mode on the first try.\
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It was either lost in decompilation or introduced in x64 port/not present in x86 build.\
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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 @@
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#include "pch.h"
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#include "Sound.h"
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int Sound::num_channels;
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bool Sound::enabled_flag = false;
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int* Sound::TimeStamps = nullptr;
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bool Sound::Init(int channels, bool enableFlag)
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{
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Mix_Init(MIX_INIT_MID);
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Mix_Init(MIX_INIT_MID_Proxy);
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auto result = Mix_OpenAudio(MIX_DEFAULT_FREQUENCY, MIX_DEFAULT_FORMAT, 2, 1024);
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SetChannels(channels);
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Enable(enableFlag);
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@ -34,6 +34,14 @@
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#include "SDL.h"
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#include <SDL_mixer.h>
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// MIX_INIT_FLUIDSYNTH was renamed to MIX_INIT_MID in SDL_mixer v2.0.2
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constexpr int MIX_INIT_MID_Proxy =
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#if SDL_MIXER_PATCHLEVEL >= 2
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MIX_INIT_MID;
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#else
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MIX_INIT_FLUIDSYNTH;
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#endif
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//https://github.com/ocornut/imgui 7b913db1ce9dd2fd98e5790aa59974dd4496be3b
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#include "imgui.h"
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#include "imgui_internal.h"
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@ -741,6 +741,69 @@ int winmain::event_handler(const SDL_Event* event)
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default: ;
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}
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break;
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case SDL_JOYDEVICEADDED:
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if (SDL_IsGameController(event->jdevice.which))
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{
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SDL_GameControllerOpen(event->jdevice.which);
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}
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break;
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case SDL_JOYDEVICEREMOVED:
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{
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SDL_GameController *controller = SDL_GameControllerFromInstanceID(event->jdevice.which);
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if (controller)
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{
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SDL_GameControllerClose(controller);
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}
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}
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break;
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case SDL_CONTROLLERBUTTONDOWN:
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switch (event->cbutton.button)
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{
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case SDL_CONTROLLER_BUTTON_A:
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pb::keydown(Options.Key.Plunger);
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break;
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case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
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pb::keydown(Options.Key.LeftFlipper);
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break;
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case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
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pb::keydown(Options.Key.RightFlipper);
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
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pb::keydown(Options.Key.LeftTableBump);
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
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pb::keydown(Options.Key.RightTableBump);
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
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pb::keydown(Options.Key.BottomTableBump);
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break;
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default: ;
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}
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break;
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case SDL_CONTROLLERBUTTONUP:
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switch (event->cbutton.button)
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{
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case SDL_CONTROLLER_BUTTON_A:
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pb::keyup(Options.Key.Plunger);
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break;
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case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
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pb::keyup(Options.Key.LeftFlipper);
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break;
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case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
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pb::keyup(Options.Key.RightFlipper);
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
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pb::keyup(Options.Key.LeftTableBump);
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
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pb::keyup(Options.Key.RightTableBump);
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
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pb::keyup(Options.Key.BottomTableBump);
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break;
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default: ;
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}
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break;
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default: ;
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}
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