mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2023-12-30 21:52:56 +00:00
fix: lint README to make more linkable (#40)
* fix: lint README to make more linkable * restore blank lines between `Known source ports` and `Source`
This commit is contained in:
parent
2ee40560ee
commit
a7e3503e2c
78
README.md
78
README.md
@ -1,54 +1,75 @@
|
||||
# SpaceCadetPinball
|
||||
**Summary:** Reverse engineering of `3D Pinball for Windows – Space Cadet`, a game bundled with Windows.
|
||||
<!-- markdownlint-disable-file MD033 -->
|
||||
|
||||
**How to play:** Place compiled executable into a folder containing original game resources (not included).\
|
||||
# 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:**
|
||||
## 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 |
|
||||
| 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> |
|
||||
|
||||
Platforms covered by this project: desktop Windows, Linux and macOS.
|
||||
\
|
||||
\
|
||||
\
|
||||
\
|
||||
\
|
||||
\
|
||||
**Source:**
|
||||
|
||||
<br>
|
||||
<br>
|
||||
<br>
|
||||
<br>
|
||||
<br>
|
||||
<br>
|
||||
|
||||
## 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`
|
||||
## Tools used
|
||||
|
||||
`Ghidra`, `Ida`, `Visual Studio`
|
||||
|
||||
## What was done
|
||||
|
||||
**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:**
|
||||
## Compiling
|
||||
|
||||
Project uses `C++11` and depends on `SDL2` libs.
|
||||
|
||||
### On Windows
|
||||
|
||||
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.\
|
||||
Set paths to them in `CMakeLists.txt`, see suggested placement in `/Libs`.\
|
||||
Compile with Visual Studio; tested with 2019.
|
||||
|
||||
On Linux:\
|
||||
### 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.\
|
||||
### 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:**
|
||||
## Plans
|
||||
|
||||
* ~~Decompile original game~~
|
||||
* ~~Resizable window, scaled graphics~~
|
||||
* ~~Loader for high-res sprites from CADET.DAT~~
|
||||
@ -59,7 +80,8 @@ Tested with: macOS Big Sur (Intel) with Xcode 13 & macOS Montery Beta (Apple Sil
|
||||
* 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:**\
|
||||
## 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`
|
||||
|
Loading…
Reference in New Issue
Block a user