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5 changed files with 51 additions and 147 deletions

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

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@ -1,88 +1,65 @@
<!-- markdownlint-disable-file MD033 -->
# SpaceCadetPinball # SpaceCadetPinball
**Summary:** Reverse engineering of `3D Pinball for Windows Space Cadet`, a game bundled with Windows.
## Summary **How to play:** Place compiled executable into a folder containing original game resources (not included).\
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> | | PS Vita | Axiom | <https://github.com/suicvne/SpaceCadetPinball_Vita> |
| Emscripten | alula | <https://github.com/alula/SpaceCadetPinball> <br> Play online: <https://alula.github.io/SpaceCadetPinball> | | Emscripten | alula | <https://github.com/alula/SpaceCadetPinball> <br> Play online: https://alula.github.io/SpaceCadetPinball |
| Nintendo Switch | averne | <https://github.com/averne/SpaceCadetPinball-NX> | | Nintendo Switch | averne | https://github.com/averne/SpaceCadetPinball-NX |
| webOS TV | mariotaku | <https://github.com/webosbrew/SpaceCadetPinball> | | 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.
\
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\
**Source:**
* `pinball.exe` from `Windows XP` (SHA-1 `2A5B525E0F631BB6107639E2A69DF15986FB0D05`) and its public PDB
* `CADET.EXE` 32bit version from `Full Tilt! Pinball` (SHA-1 `3F7B5699074B83FD713657CD94671F2156DBEDC4`)
<br> **Tools used:** `Ghidra`, `Ida`, `Visual Studio`
<br>
<br>
<br>
<br>
<br>
## 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 **Compiling:**
* `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 On macOS:\
**Homebrew**: Install the `SDL2`, `SDL2_mixer` homebrew packages.\
* **Homebrew**: Install the `SDL2`, `SDL2_mixer` homebrew packages. **MacPorts**: Install the `libSDL2`, `libSDL2_mixer` macports 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.\
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~~
* ~~Decompile original game~~ * ~~Resizable window, scaled graphics~~
* ~~Resizable window, scaled graphics~~ * ~~Loader for high-res sprites from CADET.DAT~~
* ~~Loader for high-res sprites from CADET.DAT~~ * Misc features of Full Tilt: 3 music tracks, multiball, centered textboxes, etc.
* Misc features of Full Tilt: 3 music tracks, multiball, centered textboxes, etc. * Cross-platform port
* Cross-platform port
* Using SDL2, SDL2_mixer, ImGui * Using SDL2, SDL2_mixer, ImGui
* Maybe: Android port * Maybe: Android port
* Maybe x2: support for other two tables * Maybe x2: support for other two tables
* Table specific BL (control interactions and missions) is hardcoded, othere parts might be also patched * 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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@ -1,13 +1,14 @@
#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_Proxy); Mix_Init(MIX_INIT_MID);
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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@ -34,14 +34,6 @@
#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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@ -741,69 +741,6 @@ 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: ;
} }