# 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 | | | Emscripten | alula |
Play online: | | Nintendo Switch | averne | | | webOS TV | mariotaku | | 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. ### 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~~ * Misc features of Full Tilt: 3 music tracks, 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`