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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)
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_link_libraries(SpaceCadetPinball ${SDL2_LIBRARY} ${SDL2_MIXER_LIBRARY})

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@ -1,76 +1,54 @@
<!-- markdownlint-disable-file MD033 -->
# 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
**Known source ports:**
| 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> |
| 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 |
| Emscripten | alula | <https://github.com/alula/SpaceCadetPinball> <br> 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.
<br>
<br>
<br>
<br>
<br>
<br>
## Source
\
\
\
\
\
\
**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`
## What was done
**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`.\
Set paths to them in CMakeLists.txt, see suggested placement in /Libs.\
Compile with Visual Studio; tested with 2019.
### On Linux
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.
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
**Plans:**
* ~~Decompile original game~~
* ~~Resizable window, scaled graphics~~
* ~~Loader for high-res sprites from CADET.DAT~~
@ -81,8 +59,7 @@ Tested with: macOS Big Sur (Intel) with Xcode 13 & macOS Montery Beta (Apple Sil
* 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.\
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`

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@ -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);

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@ -34,14 +34,6 @@
#include "SDL.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
#include "imgui.h"
#include "imgui_internal.h"

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@ -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: ;
}