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.
Platforms covered by this project: desktop Windows, Linux and macOS.
pinball.exefromWindows XP(SHA-12A5B525E0F631BB6107639E2A69DF15986FB0D05) and its public PDBCADET.EXE32bit 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.
- Install devkitPro, then install the
wiiu-dev,wiiu-sdl2_mixer, andwiiu-cmakepackages. git clone --recurse https://github.com/IntriguingTiles/SpaceCadetPinball-WiiU && cd SpaceCadetPinball-WiiU- If you're not using Aroma, compile and install libromfs-wiiu.
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- For Aroma, run
mkdir build && cd build && $DEVKITPRO/portlibs/wiiu/bin/powerpc-eabi-cmake -DCMAKE_BUILD_TYPE=Release .. - For other environments, run
mkdir build && cd build && $DEVKITPRO/portlibs/wiiu/bin/powerpc-eabi-cmake -DCMAKE_BUILD_TYPE=Release -DUSE_ROMFS=yes ..
- For Aroma, run
- Drop the pinball game data in
resand runmake. - To get music to play, convert
PINBALL.MIDto MP3.
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
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