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# 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 | <https://github.com/suicvne/SpaceCadetPinball_Vita> |
| Emscripten | alula | <https://github.com/alula/SpaceCadetPinball> <br> Play online: https://alula.github.io/SpaceCadetPinball |
Platforms covered by this project: desktop Windows and Linux.
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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`)
**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.
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:**
* ~~Decompile original game~~
* ~~Resizable window, scaled graphics~~
* ~~Loader for high-res sprites from CADET.DAT~~
* Misc features of Full Tilt: 3 music tracs, multiball, centered textboxes, etc.
* Cross-platform port
* Using SDL2, SDL2_mixer, ImGui
* Maybe: Android port
* 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`