diff --git a/CMakeLists.txt b/CMakeLists.txt index a7bf214..d729de1 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -1,4 +1,4 @@ -cmake_minimum_required(VERSION 3.0) +cmake_minimum_required(VERSION 3.16) project(SpaceCadetPinball) set(CMAKE_CXX_STANDARD 11) @@ -191,13 +191,10 @@ set_source_files_properties( SpaceCadetPinball/imgui_impl_sdl.cpp PROPERTIES SKIP_PRECOMPILE_HEADERS 1 ) - -if(${CMAKE_VERSION} VERSION_GREATER "3.16.0" OR ${CMAKE_VERSION} VERSION_EQUAL "3.16.0") - target_precompile_headers(SpaceCadetPinball - PUBLIC - SpaceCadetPinball/pch.h - ) -endif() +target_precompile_headers(SpaceCadetPinball + PUBLIC + SpaceCadetPinball/pch.h +) target_link_libraries(SpaceCadetPinball ${SDL2_LIBRARY} ${SDL2_MIXER_LIBRARY}) diff --git a/README.md b/README.md index a0dda1c..b81a792 100644 --- a/README.md +++ b/README.md @@ -1,88 +1,65 @@ - - # SpaceCadetPinball +**Summary:** Reverse engineering of `3D Pinball for Windows – Space Cadet`, a game bundled with Windows. -## 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).\ +**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. -## Known source ports - -| Platform | Author | URL | -| --------------- | --------- | ---------------------------------------------------------------------------------------------------------- | -| PS Vita | Axiom | | -| Emscripten | alula |
Play online: | -| Nintendo Switch | averne | | -| webOS TV | mariotaku | | -| Android (WIP) | Iscle | https://github.com/Iscle/SpaceCadetPinball | +**Known source ports:** +| Platform | Author | URL | +| --- | --- | --- | +| PS Vita | Axiom | | +| Emscripten | alula |
Play online: https://alula.github.io/SpaceCadetPinball | +| Nintendo Switch | averne | https://github.com/averne/SpaceCadetPinball-NX | +| webOS TV | mariotaku | https://github.com/webosbrew/SpaceCadetPinball | 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`) -
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+**Tools used:** `Ghidra`, `Ida`, `Visual Studio` -## Source +**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. -* `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 +**Compiling:** +Project uses `C++11` and depends on `SDL2` libs.\ +On Windows:\ Download and unpack devel packages for `SDL2` and `SDL2_mixer`.\ -Set paths to them in `CMakeLists.txt`, see suggested placement in `/Libs`.\ -Compile with Visual Studio; tested with 2019. - -### On Linux +Set paths to them in CMakeLists.txt, see suggested placement in /Libs.\ +Compile with Visual Studio; tested with 2019. +On Linux:\ Install devel packages for `SDL2` and `SDL2_mixer`.\ 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. - -### 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. +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.\ Tested with: macOS Big Sur (Intel) with Xcode 13 & macOS Montery Beta (Apple Silicon) with Xcode 13. -## Plans - -* ~~Decompile original game~~ -* ~~Resizable window, scaled graphics~~ -* ~~Loader for high-res sprites from CADET.DAT~~ -* Misc features of Full Tilt: 3 music tracks, multiball, centered textboxes, etc. -* Cross-platform port - * Using SDL2, SDL2_mixer, ImGui - * Maybe: Android port -* 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 +**Plans:** + * ~~Decompile original game~~ + * ~~Resizable window, scaled graphics~~ + * ~~Loader for high-res sprites from CADET.DAT~~ + * Misc features of Full Tilt: 3 music tracks, multiball, centered textboxes, etc. + * Cross-platform port + * Using SDL2, SDL2_mixer, ImGui + * Maybe: Android port + * 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` diff --git a/SpaceCadetPinball/Sound.cpp b/SpaceCadetPinball/Sound.cpp index 4fa9336..902c042 100644 --- a/SpaceCadetPinball/Sound.cpp +++ b/SpaceCadetPinball/Sound.cpp @@ -1,13 +1,14 @@ #include "pch.h" #include "Sound.h" + int Sound::num_channels; bool Sound::enabled_flag = false; int* Sound::TimeStamps = nullptr; bool Sound::Init(int channels, bool enableFlag) { - Mix_Init(MIX_INIT_MID_Proxy); + Mix_Init(MIX_INIT_MID); auto result = Mix_OpenAudio(MIX_DEFAULT_FREQUENCY, MIX_DEFAULT_FORMAT, 2, 1024); SetChannels(channels); Enable(enableFlag); diff --git a/SpaceCadetPinball/pch.h b/SpaceCadetPinball/pch.h index 9a49af3..c1fa767 100644 --- a/SpaceCadetPinball/pch.h +++ b/SpaceCadetPinball/pch.h @@ -34,14 +34,6 @@ #include "SDL.h" #include -// 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 #include "imgui.h" #include "imgui_internal.h" diff --git a/SpaceCadetPinball/winmain.cpp b/SpaceCadetPinball/winmain.cpp index eb154a2..f8951e8 100644 --- a/SpaceCadetPinball/winmain.cpp +++ b/SpaceCadetPinball/winmain.cpp @@ -741,69 +741,6 @@ int winmain::event_handler(const SDL_Event* event) default: ; } 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: ; }