shezik / SpaceCadetPinballSDL1.2

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iriver Dicple D88 (SDL 1.2) port

forked from k4zmu2a/SpaceCadetPinball

Changes and optimizations

  • Sprites are blitted to vscreen bitmap in 8 bpp indexed format, deprecating cached 32 bpp textures which is significantly slower. vscreen is assigned with a palette and later drawn onto the screen at the end of a frame.

  • Thread sleeping is commented out in the main loop, and UpdateToFrameRatio is multiplied by 1.7 to reach an optimal speed of around 100 updates per second, close enough to the original 120 ups while maintaining a reasonable framerate of 30 fps. There should be a cleaner way instead of this hack but hey it works!

  • ImGUI drawing is also disabled. It is called every frame and is way too resource intensive.

  • Controller support related stuff is removed from the codebase.

Known issues

  • MIDI music playback does not work.

  • Many features that require the presence of GUI are gone, e.g. multiplayer, control options, highscore dialog, demo mode, etc.

  • If you re-enable ImGUI and switch language, the game crashes.

  • Window resizing is buggy as hell.

  • No controller support, but how'd you attach a controller to a dictionary??

  • Does not build on platforms other than Linux. Partially copied SDL_GetPrefPath and stuff in SDLCompatibilityLayer.cpp are to blame.

Tips

  • If you have run the game before and have altered the default key bindings in the code since then, make sure to run the game with -reset command line option to reset the configuration file otherwise it would not take effect.

How to build

  • Follow the RetroFW guide to build your own toolchain (painful on latest Linux distros), install it into /opt/rs97apps then add it to PATH.

  • I'm doing this on Ubuntu 22.04 for WSL2, with VSCode connected to it.

  • Simply run ./build-D88.sh release or with other options to cross-compile for Dicple D88. Available options are debug, Debug, release, Release, dbgrelease, DbgRelease.

  • If you'd like to build and run on your PC for debugging purposes, install packages libsdl1.2-dev, libsdl-mixer1.2-dev, libsdl-ttf2.0-dev, libsdl-gfx1.2-dev first, then run

./build-native clean
./build-native.sh <your option here>

or just use the Run and Debug sidebar in VSCode.

  • It is expected to see an error dialog saying property 'program' is missing or empty if you invoke the Clean option in debug menu in VSCode.

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
Android (WIP) fexed https://github.com/fexed/Pinball-on-Android

Platforms covered by this project: desktop Windows, Linux and macOS.







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.
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.

Packaging status

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

Install XCode (or at least Xcode Command Line Tools with xcode-select --install) and CMake.

Manual compilation:

  • 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.

Automated compilation:

Run the build-mac-app.sh script from the root of the repository. The app will be available in a DMG file named SpaceCadetPinball-<version>-mac.dmg.

Tested with: macOS Ventura (Apple Silicon) with Xcode Command Line Tools 14 & macOS Big Sur on GitHub Runner (Intel) with XCode 13.

Plans

  • Decompile original game
  • Resizable window, scaled graphics
  • Loader for high-res sprites from CADET.DAT
  • Cross-platform port using SDL2, SDL2_mixer, ImGui
  • Full Tilt Cadet features
  • Localization support
  • Maybe: Support for the other two tables - Dragon and Pirate
  • Maybe: Game data editor

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

About

License:MIT License


Languages

Language:C++ 91.6%Language:C 7.7%Language:CMake 0.6%Language:Shell 0.1%