Go to file
Muzychenko Andrey 16b527e3cf Added AddressSanitizer to Windows build config, disabled by default.
VS older that 2019 do not support it.
Game passes ASan checks at the moment of writing.
2021-11-09 16:50:09 +03:00
CMakeModules Update FindSDL2.cmake (#53) 2021-10-19 08:06:37 +03:00
Doc Added loader for Full Tilt .dat files, v1. 2021-01-31 17:29:53 +03:00
SpaceCadetPinball Added UTF-8 path support on Windows. 2021-11-06 19:22:56 +03:00
.gitattributes Add .gitignore and .gitattributes. 2020-10-04 09:28:35 +03:00
.gitignore Demangled and simplified pbctrl_bdoor_controller. 2021-10-04 17:04:09 +03:00
CMakeLists.txt Compatibility and game controller patches (#42) 2021-10-17 07:52:05 +03:00
CMakeSettings.json Added AddressSanitizer to Windows build config, disabled by default. 2021-11-09 16:50:09 +03:00
CONTRIBUTING.md Update CONTRIBUTING.md 2021-10-16 15:06:44 +03:00
LICENSE Create LICENSE 2021-01-29 19:47:23 +03:00
README.md Updated plans in readme 2021-10-30 12:51:24 +03:00
mingwcc.cmake MinGW: added rc compiler to toolchain. 2021-10-19 08:13:21 +03:00

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

Platform Author URL
PS Vita Axiom https://github.com/suicvne/SpaceCadetPinball_Vita
Emscripten alula https://github.com/alula/SpaceCadetPinball
Play online: https://alula.github.io/SpaceCadetPinball
Nintendo Switch averne https://github.com/averne/SpaceCadetPinball-NX
webOS TV mariotaku https://github.com/webosbrew/SpaceCadetPinball
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.

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