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SpaceCadetPinball | ||
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build-mac-app.sh | ||
BuildForWindows.ps1 | ||
CMakeLists.txt | ||
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CONTRIBUTING.md | ||
LICENSE | ||
mingwcc.cmake | ||
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
Platforms covered by this project: desktop Windows, Linux and macOS.
Source
pinball.exe
fromWindows XP
(SHA-12A5B525E0F631BB6107639E2A69DF15986FB0D05
) and its public PDBCADET.EXE
32bit version fromFull Tilt! Pinball
(SHA-13F7B5699074B83FD713657CD94671F2156DBEDC4
)
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.
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
Install XCode (or at least Xcode Command Line Tools with xcode-select --install
) and CMake.
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-<version>-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 gameResizable window, scaled graphicsLoader for high-res sprites from CADET.DATCross-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