Decompilation of 3D Pinball for Windows – Space Cadet
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Patrice Levesque a4c6165094
Implement stereo sound. (#138)
* Implement stereo sound.

Original Space Cadet has mono sound.  To achieve stereo, the following
steps were accomplished:

- Add a game option to turn on/off stereo sound.  Default is on.

- TPinballComponent objects were extended with a method called
  get_coordinates() that returns a single 2D point, approximating the
  on-screen position of the object, re-mapped between 0 and 1 vertically
  and horizontally, {0, 0} being at the top-left.

    - For static objects like bumpers and lights, the coordinate refers
      to the geometric center of the corresponding graphic sprite, and
      is precalculated at initialization.

    - For ball objects, the coordinate refers to the geometric center of
      the ball, calculated during play when requested.

- Extend all calls to sound-playing methods so that they include a
  TPinballComponent* argument that refers to the sound source, e.g.
  where the sound comes from.  For instance, when a flipper is
  activated, its method call to emit a sound now includes a reference to
  the flipper object; when a ball goes under a SkillShotGate, its method
  call to emit a sound now includes a reference to the corresponding
  light; and so on.

  For some cases, like light rollovers, the sound source is taken from
  the ball that triggered the light rollover.

  For other cases, like holes, flags and targets, the sound source is
  taken from the object itself.

  For some special cases like ramp activation, sound source is
  taken from the nearest light position that makes sense.

  For all game-progress sounds, like mission completion sounds or ball
  drain sounds, the sound source is undefined (set to nullptr), and the
  Sound::PlaySound() method takes care of positioning them at a default
  location, where speakers on a pinball machine normally are.

- Make the Sound::PlaySound() method accept a new argument, a
  TPinballComponent reference, as described above.

  If the stereo option is turned on, the Sound::PlaySound() method calls
  the get_coordinates() method of the TPinballComponent reference to get
  the sound position.

  This project uses SDL_mixer and there is a function called
  Mix_SetPosition() that allows placing a sound in the stereo field, by
  giving it a distance and an angle.

  We arbitrarily place the player's ears at the bottom of the table; we
  set the ears' height to half a table's length.  Intensity of the
  stereo effect is directly related to this value; the farther the
  player's ears from the table, the narrowest the stereo picture gets,
  and vice-versa.

  From there we have all we need to calculate distance and angle; we do
  just that and position all the sounds.

* Copy-paste typo fix.
2022-05-30 10:35:29 +03:00
CMakeModules Update FindSDL2.cmake (#53) 2021-10-19 08:06:37 +03:00
Doc Added loader for Full Tilt .dat files, v1. 2021-01-31 17:29:53 +03:00
Platform/Linux Update SpaceCadetPinball.metainfo.xml (#116) 2021-12-29 14:26:49 +03:00
Screenshots Add assets (#113) 2021-12-26 13:06:31 +03:00
SpaceCadetPinball Implement stereo sound. (#138) 2022-05-30 10:35:29 +03:00
.gitattributes Add .gitignore and .gitattributes. 2020-10-04 09:28:35 +03:00
.gitignore Improve linux building (#111) 2021-12-24 09:09:40 +03:00
CMakeLists.txt Added debug overlay v1. 2022-05-19 14:17:31 +03:00
CMakeSettings.json Added AddressSanitizer to Windows build config, disabled by default. 2021-11-09 16:50:09 +03:00
CONTRIBUTING.md Fix typo in CONTRIBUTING.md (guarantee) (#123) 2022-01-17 09:14:43 +03:00
LICENSE Create LICENSE 2021-01-29 19:47:23 +03:00
README.md AmigaOS 4 port (#132) 2022-03-31 12:44:03 +03:00
mingwcc.cmake MinGW: added rc compiler to toolchain. 2021-10-19 08:13:21 +03:00

README.md

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
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
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

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

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.

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
  • Cross-platform port using SDL2, SDL2_mixer, ImGui
  • Misc features of Full Tilt: 3 music tracks, multiball, centered textboxes, etc.
  • Maybe: Text translations
  • 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