# 3D Pinball for Windows – Space Cadet ## Summary Reverse engineering of `3D Pinball for Windows – Space Cadet`, a game bundled with Windows. ## About the original game 3D Pinball for Windows – Space Cadet is a pinball video game developed by Cinematronics and published by Maxis in 1995. It features pre-rendered 3D graphics and three tables—Space Cadet, Skullduggery, and Dragon's Keep. On each table, there are displays on the side that show the players' score, ball number, player number, a display for various information and a table-specific image. ## 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. Use your keyboard or mouse to control the flipper ## Known source ports | Platform | Author | URL | | --------------- | --------------- | ---------------------------------------------------------------------------------------------------------- | | PS Vita | Axiom | | | Emscripten | alula |
Play online: | | Nintendo Switch | averne | | | webOS TV | mariotaku | | | 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 | 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. ```bash # On Debian and Ubuntu sudo apt install cmake build-essential ninja-build libsdl2-dev libsdl2-mixer-dev libsdl2-mixer-2.0-0 libsdl2-2.0-0 fluidsynth # On Fedora sudo dnf install cmake ninja-build SDL2 SDL2-devel SDL2_mixer SDL2_mixer-devel fluidsynth fluidsynth-libs mscore-fonts g++ # Build cmake -GNinja . ninja ``` [![Packaging status](https://repology.org/badge/tiny-repos/spacecadetpinball.svg)](https://repology.org/project/spacecadetpinball/versions) Some distributions provide a package in their repository. You can use those for easier dependency management and updates. **Fixing the audio issue**: To make music work, you need to export the following envar before launching the game: `SDL_SOUNDFONT=/path/to/soundfont` On Fedora: `SDL_SOUNDFONT=/usr/share/soundfonts/FluidR3_GM.sf2` On Ubuntu/Debian: `SDL_SOUNDFONT=/usr/share/sounds/sf2/FluidR3_GM.sf2` ### 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`