mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2024-11-25 02:10:19 +01:00
Compare commits
No commits in common. "d06aa1c736d752c9fe31063a134c00a90e686372" and "2ee40560ee813d135d635002febeefae1c5e164a" have entirely different histories.
d06aa1c736
...
2ee40560ee
5 changed files with 51 additions and 147 deletions
|
@ -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})
|
||||
|
||||
|
|
77
README.md
77
README.md
|
@ -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`
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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: ;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue