SpaceCadetPinball
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Decompilation of 3D Pinball for Windows – Space Cadet
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 |
| MorphOS | BeWorld | https://www.morphos-storage.net/?id=1688897 |
| AmigaOS 4 | rjd324 | http://aminet.net/package/game/actio/spacecadetpinball-aos4 |
| Android (WIP) | fexed | https://github.com/fexed/Pinball-on-Android |
| Web | stech11845 | https://github.com/stech11845/SpaceCadetPinball-web |
Platforms covered by this project: desktop Windows, Linux and macOS.
Source
pinball.exefromWindows XP(SHA-12A5B525E0F631BB6107639E2A69DF15986FB0D05) and its public PDBCADET.EXE32bit version fromFull Tilt! Pinball(SHA-13F7B5699074B83FD713657CD94671F2156DBEDC4)
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.
Some distributions provide a package in their repository. You can use those for easier dependency management and updates.
This project is available as Flatpak on Flathub.
On macOS
- Homebrew: Install the
SDL2,SDL2_mixerhomebrew packages. - MacPorts: Install the
libSDL2,libSDL2_mixermacports 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