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Decompilation of 3D Pinball for Windows – Space Cadet
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Muzychenko Andrey 9a10d72e1f gdrv: simplified bitmap, fixed blit, improved SDL present.
Removed some Windows dependencies.
2021-09-01 11:02:57 +03:00
Doc Added loader for Full Tilt .dat files, v1. 2021-01-31 17:29:53 +03:00
SpaceCadetPinball gdrv: simplified bitmap, fixed blit, improved SDL present. 2021-09-01 11:02:57 +03:00
.gitattributes Add .gitignore and .gitattributes. 2020-10-04 09:28:35 +03:00
.gitignore SDL port v1, Windows only for now. 2021-08-27 13:29:41 +03:00
CMakeLists.txt SDL port v1, Windows only for now. 2021-08-27 13:29:41 +03:00
CMakeSettings.json SDL port v1, Windows only for now. 2021-08-27 13:29:41 +03:00
CompileForDrMemory.bat Converted memory to direct pointers. 2021-02-02 18:29:54 +03:00
LICENSE Create LICENSE 2021-01-29 19:47:23 +03:00
README.md SDL port v1, Windows only for now. 2021-08-27 13:29:41 +03:00

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).
Supports data files from Windows and Full Tilt versions of the game.





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 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
  • 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