Decompilation of 3D Pinball for Windows – Space Cadet
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Muzychenko Andrey c63c6701ac gdrv: RGBA buffers, pre-applied palettes, SDL bitmap origin.
Refactored partman.
Added sprite viewer.
2021-09-21 13:14:39 +03:00
CMakeModules Made it compile with GCC on Linux. 2021-09-09 11:40:54 +03:00
Doc Added loader for Full Tilt .dat files, v1. 2021-01-31 17:29:53 +03:00
SpaceCadetPinball gdrv: RGBA buffers, pre-applied palettes, SDL bitmap origin. 2021-09-21 13:14:39 +03:00
.gitattributes Add .gitignore and .gitattributes. 2020-10-04 09:28:35 +03:00
.gitignore Made it compile with GCC on Linux. 2021-09-09 11:40:54 +03:00
CMakeLists.txt gdrv: RGBA buffers, pre-applied palettes, SDL bitmap origin. 2021-09-21 13:14:39 +03:00
CMakeSettings.json Added GUI, some menus dont work yet. 2021-09-05 10:47:05 +03:00
LICENSE Create LICENSE 2021-01-29 19:47:23 +03:00
README.md Fixed some of the memory leaks and Clang warnings. 2021-09-14 15:33:18 +03:00

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.





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

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.

Plans:

  • Decompile original game
  • Resizable window, scaled graphics
  • Loader for high-res sprites from CADET.DAT
  • Misc features of Full Tilt: 3 music tracs, multiball, centered textboxes, etc.
  • Cross-platform port
    • Using SDL2, SDL2_mixer, ImGui
    • 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