49f6132d23
Works with some data hacks in lowest resolution. Seems to work ok, even though BL is still 3DPB. |
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Doc | ||
SpaceCadetPinball | ||
.gitattributes | ||
.gitignore | ||
CompileForDrMemory.bat | ||
LICENSE | ||
README.md | ||
SpaceCadetPinball.sln |
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).
Source: pinball.exe
from Windows XP
(SHA-1 2A5B525E0F631BB6107639E2A69DF15986FB0D05
) and its public PDB
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 (C) 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
- Maybe: cross-platform port
- Needs UI framework with menu bar and dialog windows, like QT or Avalonia
- Needs a way play sounds and midi
- 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