mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2024-11-24 01:40:18 +01:00
625a6e7498
What is GFM? We just don't know.
54 lines
2.1 KiB
Markdown
54 lines
2.1 KiB
Markdown
# 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> |
|
||
|
||
Platforms covered by this project: desktop Windows and Linux.
|
||
\
|
||
\
|
||
\
|
||
\
|
||
\
|
||
\
|
||
**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.
|
||
|
||
**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`
|