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Gábor Dobra ada2776fb8 Don't resume game when paused manually
You get an annoying behavior when:
- press F3 to pause
- minimize the window
- (keep it in the background, do other stuff)
- bring the window back to focus, accidentally (Alt+Tab)
- game resumes even if I explicitly paused it with F3

This commit makes F3 (and Pause in the menu) require an explicit
resume via F3 (or Pause), other pauses like moving the window still
get resumed automatically.
2022-01-04 18:37:54 +01:00
Doc Added loader for Full Tilt .dat files, v1. 2021-01-31 17:29:53 +03:00
SpaceCadetPinball Don't resume game when paused manually 2022-01-04 18:37:54 +01:00
.gitattributes Add .gitignore and .gitattributes. 2020-10-04 09:28:35 +03:00
.gitignore Bug fixes from master: 2021-10-09 08:14:47 +03:00
CompileAndPackage.ps1 Bumped version to 1.2. 2021-12-19 14:42:52 +03:00
CompileForDrMemory.bat Converted memory to direct pointers. 2021-02-02 18:29:54 +03:00
LICENSE Create LICENSE 2021-01-29 19:47:23 +03:00
README.md Updated plans 2021-10-30 12:54:30 +03:00
SpaceCadetPinball.sln Added ARM/ARM64 build configurations. 2021-10-04 10:03:16 +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 exe into a folder containing original game resources (not included).
Supports data files from Windows and Full Tilt versions of the game.





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 features and depends on Windows libs.
Compile with Visual Studio; tested with 2017 and 2019.

Plans:

  • Decompile original game
  • Resizable window, scaled graphics
  • Loader for high-res sprites from CADET.DAT
  • Cross-platform port using SDL2, SDL2_mixer, ImGui
  • Text translations
  • Misc features of Full Tilt: 3 music tracks, multiball, centered textboxes, etc.
  • 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