a4c6165094
* Implement stereo sound. Original Space Cadet has mono sound. To achieve stereo, the following steps were accomplished: - Add a game option to turn on/off stereo sound. Default is on. - TPinballComponent objects were extended with a method called get_coordinates() that returns a single 2D point, approximating the on-screen position of the object, re-mapped between 0 and 1 vertically and horizontally, {0, 0} being at the top-left. - For static objects like bumpers and lights, the coordinate refers to the geometric center of the corresponding graphic sprite, and is precalculated at initialization. - For ball objects, the coordinate refers to the geometric center of the ball, calculated during play when requested. - Extend all calls to sound-playing methods so that they include a TPinballComponent* argument that refers to the sound source, e.g. where the sound comes from. For instance, when a flipper is activated, its method call to emit a sound now includes a reference to the flipper object; when a ball goes under a SkillShotGate, its method call to emit a sound now includes a reference to the corresponding light; and so on. For some cases, like light rollovers, the sound source is taken from the ball that triggered the light rollover. For other cases, like holes, flags and targets, the sound source is taken from the object itself. For some special cases like ramp activation, sound source is taken from the nearest light position that makes sense. For all game-progress sounds, like mission completion sounds or ball drain sounds, the sound source is undefined (set to nullptr), and the Sound::PlaySound() method takes care of positioning them at a default location, where speakers on a pinball machine normally are. - Make the Sound::PlaySound() method accept a new argument, a TPinballComponent reference, as described above. If the stereo option is turned on, the Sound::PlaySound() method calls the get_coordinates() method of the TPinballComponent reference to get the sound position. This project uses SDL_mixer and there is a function called Mix_SetPosition() that allows placing a sound in the stereo field, by giving it a distance and an angle. We arbitrarily place the player's ears at the bottom of the table; we set the ears' height to half a table's length. Intensity of the stereo effect is directly related to this value; the farther the player's ears from the table, the narrowest the stereo picture gets, and vice-versa. From there we have all we need to calculate distance and angle; we do just that and position all the sounds. * Copy-paste typo fix. |
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CMakeModules | ||
Doc | ||
Platform/Linux | ||
Screenshots | ||
SpaceCadetPinball | ||
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CMakeLists.txt | ||
CMakeSettings.json | ||
CONTRIBUTING.md | ||
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mingwcc.cmake | ||
README.md |
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 |
Platforms covered by this project: desktop Windows, Linux and macOS.
Source
pinball.exe
fromWindows XP
(SHA-12A5B525E0F631BB6107639E2A69DF15986FB0D05
) and its public PDBCADET.EXE
32bit 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_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
Decompile original gameResizable window, scaled graphicsLoader for high-res sprites from CADET.DATCross-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