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37 lines
1.4 KiB
Markdown
37 lines
1.4 KiB
Markdown
# SpaceCadetPinball
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**Summary:** Reverse engineering of `3D Pinball for Windows – Space Cadet`, a game bundled with Windows.
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**How to play:** Place compiled exe into a folder containing original game resources (not included).
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**Source:** `pinball.exe` from `Windows XP` (SHA-1 `2A5B525E0F631BB6107639E2A69DF15986FB0D05`) and its public PDB
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**Tools used:** `Ghidra`, `Ida`, `Visual Studio`
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**What was done:**
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* All structures were populated, globals and locals named.
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* All subs were decompiled, C pseudo code was converted to compilable C++. Loose (C) subs were assigned to classes.
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**Compiling:**\
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Project uses `C++11` features and depends on Windows libs.\
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Compile with Visual Studio; tested with 2017 and 2019.
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**Plans:**
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* ~~Decompile original game~~
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* Resizable window, scaled graphics
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* Loader for high-res sprites from CADET.DAT
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* Maybe: cross-platform port
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* Needs UI framework with menu bar and dialog windows, like QT or Avalonia
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* Needs a way play sounds and midi
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* Maybe x2: support for other two tables
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* Table specific BL (control interactions and missions) is hardcoded, othere parts might be also patched
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**On 64-bit bug that killed the game:**\
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I did not find it, decompiled game worked in x64 mode on the first try.\
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It was either lost in decompilation or introduced in x64 port/not present in x86 build.\
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Based on public description of the bug (no ball collision), I guess that the bug was in `TEdgeManager::TestGridBox`
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