SpaceCadetPinball/README.md

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# 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 | <https://github.com/suicvne/SpaceCadetPinball_Vita> |
| Emscripten | alula | <https://github.com/alula/SpaceCadetPinball> <br> 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.
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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`
## 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`