Go to file
Muzychenko Andrey ed0ef9044d Bumped version to 1.2.
Added automated release script.
2021-12-19 14:42:52 +03:00
Doc Added loader for Full Tilt .dat files, v1. 2021-01-31 17:29:53 +03:00
SpaceCadetPinball Bumped version to 1.2. 2021-12-19 14:42:52 +03:00
.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