# SpaceCadetPinball ## 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).\ 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 | | Nintendo Wii | MaikelChan | https://github.com/MaikelChan/SpaceCadetPinball | | Nintendo 3DS | MaikelChan | https://github.com/MaikelChan/SpaceCadetPinball/tree/3ds | | Nintendo Wii U | IntriguingTiles | https://github.com/IntriguingTiles/SpaceCadetPinball-WiiU | | MorphOS | BeWorld | https://www.morphos-storage.net/?id=1688897 | | AmigaOS 4 | rjd324 | http://aminet.net/package/game/actio/spacecadetpinball-aos4 | | Android (WIP) | fexed | https://github.com/fexed/Pinball-on-Android | 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`) ## 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 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 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. [![Packaging status](https://repology.org/badge/tiny-repos/spacecadetpinball.svg)](https://repology.org/project/spacecadetpinball/versions) Some distributions provide a package in their repository. You can use those for easier dependency management and updates. This project is available as Flatpak on [Flathub](https://flathub.org/apps/details/com.github.k4zmu2a.spacecadetpinball). ### On macOS Install XCode (or at least Xcode Command Line Tools with `xcode-select --install`) and CMake. **HomeBrew** You can easily install the build artifact by using `brew`. ```sh brew tap draftbrew/tap brew install --no-quarantine space-cadet-pinball ``` Be aware that the flag `--no-quarantime` will disable macOS's Gatekeeper during installation. **Manual compilation:** * **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. **Automated compilation:** Run the `build-mac-app.sh` script from the root of the repository. The app will be available in a DMG file named `SpaceCadetPinball--mac.dmg`. Tested with: macOS Ventura (Apple Silicon) with Xcode Command Line Tools 14 & macOS Big Sur on GitHub Runner (Intel) with XCode 13. ## Plans * ~~Decompile original game~~ * ~~Resizable window, scaled graphics~~ * ~~Loader for high-res sprites from CADET.DAT~~ * ~~Cross-platform port using SDL2, SDL2_mixer, ImGui~~ * Full Tilt Cadet features * Localization support * Maybe: Support for the other two tables - Dragon and Pirate * Maybe: Game data editor ## 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`