# SpaceCadetPinball **Summary:** Reverse engineering of `3D Pinball for Windows – Space Cadet`, a game bundled with Windows. **How to play:** Place compiled exe into a folder containing original game resources (not included). \ \ \ \ \ \ **Source:** `pinball.exe` from `Windows XP` (SHA-1 `2A5B525E0F631BB6107639E2A69DF15986FB0D05`) and its public PDB **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 (C) subs were assigned to classes. **Compiling:**\ Project uses `C++11` features and depends on Windows libs.\ Compile with Visual Studio; tested with 2017 and 2019. **Plans:** * ~~Decompile original game~~ * Resizable window, scaled graphics * Loader for high-res sprites from CADET.DAT * Maybe: cross-platform port * Needs UI framework with menu bar and dialog windows, like QT or Avalonia * Needs a way play sounds and midi * 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`