forked from k4zmu2a/SpaceCadetPinball
-
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 by1.7
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.
-
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 inSDLCompatibilityLayer.cpp
are to blame.
- 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.
-
Follow the RetroFW guide to build your own toolchain (painful on latest Linux distros), install it into
/opt/rs97apps
then add it toPATH
. -
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 aredebug, 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.
Reverse engineering of 3D Pinball for Windows - Space Cadet
, a game bundled with Windows.
Place compiled executable into a folder containing original game resources (not included).
Supports data files from Windows and Full Tilt versions of the game.
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.
pinball.exe
fromWindows XP
(SHA-12A5B525E0F631BB6107639E2A69DF15986FB0D05
) and its public PDBCADET.EXE
32bit version fromFull Tilt! Pinball
(SHA-13F7B5699074B83FD713657CD94671F2156DBEDC4
)
Ghidra
, Ida
, Visual Studio
- 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.
Project uses C++11
and depends on SDL2
libs.
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.
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.
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.
Decompile original gameResizable window, scaled graphicsLoader for high-res sprites from CADET.DATCross-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
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