Merge branch 'master' into patch-1

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Muzychenko Andrey 2021-10-17 07:56:10 +03:00 committed by GitHub
commit bbc8b3f561
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4 changed files with 143 additions and 51 deletions

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@ -1,4 +1,4 @@
cmake_minimum_required(VERSION 3.16) cmake_minimum_required(VERSION 3.0)
project(SpaceCadetPinball) project(SpaceCadetPinball)
set(CMAKE_CXX_STANDARD 11) set(CMAKE_CXX_STANDARD 11)
@ -191,10 +191,13 @@ set_source_files_properties(
SpaceCadetPinball/imgui_impl_sdl.cpp SpaceCadetPinball/imgui_impl_sdl.cpp
PROPERTIES SKIP_PRECOMPILE_HEADERS 1 PROPERTIES SKIP_PRECOMPILE_HEADERS 1
) )
target_precompile_headers(SpaceCadetPinball
PUBLIC if(${CMAKE_VERSION} VERSION_GREATER "3.16.0" OR ${CMAKE_VERSION} VERSION_EQUAL "3.16.0")
SpaceCadetPinball/pch.h target_precompile_headers(SpaceCadetPinball
) PUBLIC
SpaceCadetPinball/pch.h
)
endif()
target_link_libraries(SpaceCadetPinball ${SDL2_LIBRARY} ${SDL2_MIXER_LIBRARY}) target_link_libraries(SpaceCadetPinball ${SDL2_LIBRARY} ${SDL2_MIXER_LIBRARY})

114
README.md
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@ -1,66 +1,88 @@
# SpaceCadetPinball <!-- markdownlint-disable-file MD033 -->
**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).\ # 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. Supports data files from Windows and Full Tilt versions of the game.
**Known source ports:** ## Known source ports
| Platform | Author | URL |
| --- | --- | --- | | 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 | | PS Vita | Axiom | <https://github.com/suicvne/SpaceCadetPinball_Vita> |
| Nintendo Switch | averne | https://github.com/averne/SpaceCadetPinball-NX | | Emscripten | alula | <https://github.com/alula/SpaceCadetPinball> <br> Play online: <https://alula.github.io/SpaceCadetPinball> |
| webOS TV | mariotaku | https://github.com/webosbrew/SpaceCadetPinball | | Nintendo Switch | averne | <https://github.com/averne/SpaceCadetPinball-NX> |
| Android (WIP) | Iscle | https://github.com/Iscle/SpaceCadetPinball | | webOS TV | mariotaku | <https://github.com/webosbrew/SpaceCadetPinball> |
| Android (WIP) | Iscle | https://github.com/Iscle/SpaceCadetPinball |
Platforms covered by this project: desktop Windows, Linux and macOS. Platforms covered by this project: desktop Windows, Linux and macOS.
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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` <br>
<br>
<br>
<br>
<br>
<br>
**What was done:** ## Source
* 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:** * `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
Project uses `C++11` and depends on `SDL2` libs.\
On Windows:\
Download and unpack devel packages for `SDL2` and `SDL2_mixer`.\ Download and unpack devel packages for `SDL2` and `SDL2_mixer`.\
Set paths to them in CMakeLists.txt, see suggested placement in /Libs.\ Set paths to them in `CMakeLists.txt`, see suggested placement in `/Libs`.\
Compile with Visual Studio; tested with 2019. Compile with Visual Studio; tested with 2019.
### On Linux
On Linux:\
Install devel packages for `SDL2` and `SDL2_mixer`.\ Install devel packages for `SDL2` and `SDL2_mixer`.\
Compile with CMake; tested with GCC 10, Clang 11.\ 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. 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.
### 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.
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. Tested with: macOS Big Sur (Intel) with Xcode 13 & macOS Montery Beta (Apple Silicon) with Xcode 13.
**Plans:** ## Plans
* ~~Decompile original game~~
* ~~Resizable window, scaled graphics~~ * ~~Decompile original game~~
* ~~Loader for high-res sprites from CADET.DAT~~ * ~~Resizable window, scaled graphics~~
* Misc features of Full Tilt: 3 music tracks, multiball, centered textboxes, etc. * ~~Loader for high-res sprites from CADET.DAT~~
* Cross-platform port * Misc features of Full Tilt: 3 music tracks, multiball, centered textboxes, etc.
* Using SDL2, SDL2_mixer, ImGui * Cross-platform port
* Maybe: Android port * Using SDL2, SDL2_mixer, ImGui
* Maybe x2: support for other two tables * Maybe: Android port
* Table specific BL (control interactions and missions) is hardcoded, othere parts might be also patched * 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
**On 64-bit bug that killed the game:**\
I did not find it, decompiled game worked in x64 mode on the first try.\ 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.\ 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` Based on public description of the bug (no ball collision), I guess that the bug was in `TEdgeManager::TestGridBox`

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@ -8,7 +8,11 @@ int* Sound::TimeStamps = nullptr;
bool Sound::Init(int channels, bool enableFlag) bool Sound::Init(int channels, bool enableFlag)
{ {
#if SDL_MIXER_VERSION_ATLEAST(2, 0, 3)
Mix_Init(MIX_INIT_MID); Mix_Init(MIX_INIT_MID);
#else
Mix_Init(MIX_INIT_FLUIDSYNTH);
#endif
auto result = Mix_OpenAudio(MIX_DEFAULT_FREQUENCY, MIX_DEFAULT_FORMAT, 2, 1024); auto result = Mix_OpenAudio(MIX_DEFAULT_FREQUENCY, MIX_DEFAULT_FORMAT, 2, 1024);
SetChannels(channels); SetChannels(channels);
Enable(enableFlag); Enable(enableFlag);

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@ -741,6 +741,69 @@ int winmain::event_handler(const SDL_Event* event)
default: ; default: ;
} }
break; break;
case SDL_JOYDEVICEADDED:
if (SDL_IsGameController(event->jdevice.which))
{
SDL_GameControllerOpen(event->jdevice.which);
}
break;
case SDL_JOYDEVICEREMOVED:
{
SDL_GameController *controller = SDL_GameControllerFromInstanceID(event->jdevice.which);
if (controller)
{
SDL_GameControllerClose(controller);
}
}
break;
case SDL_CONTROLLERBUTTONDOWN:
switch (event->cbutton.button)
{
case SDL_CONTROLLER_BUTTON_A:
pb::keydown(Options.Key.Plunger);
break;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
pb::keydown(Options.Key.LeftFlipper);
break;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
pb::keydown(Options.Key.RightFlipper);
break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
pb::keydown(Options.Key.LeftTableBump);
break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
pb::keydown(Options.Key.RightTableBump);
break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
pb::keydown(Options.Key.BottomTableBump);
break;
default: ;
}
break;
case SDL_CONTROLLERBUTTONUP:
switch (event->cbutton.button)
{
case SDL_CONTROLLER_BUTTON_A:
pb::keyup(Options.Key.Plunger);
break;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
pb::keyup(Options.Key.LeftFlipper);
break;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
pb::keyup(Options.Key.RightFlipper);
break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
pb::keyup(Options.Key.LeftTableBump);
break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
pb::keyup(Options.Key.RightTableBump);
break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
pb::keyup(Options.Key.BottomTableBump);
break;
default: ;
}
break;
default: ; default: ;
} }