Reverse engineering of 3D Pinball for Windows - Space Cadet
, a game bundled with Windows.
Place original game resources (not included) into a folder called "Pinball" next to the NRO. Supports data files from Windows and Full Tilt versions of the game.
- A for launcher,
- L and R for left/right bumpers,
- Dpad left/right/up for bumps,
- X for new game, Y for pausing,
- + for quitting.
The controls as well as audio (music/effects) can be configured from imgui_pb.ini, which is created in the same directory as the executable upon first launch. Refer to https://github.com/devkitPro/SDL/blob/switch-sdl2/src/joystick/switch/SDL_sysjoystick.c#L47-L55.
Platforms covered by this project: Nintendo Switch
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.
HomeBrew
You can easily install the build artifact by using brew
.
brew tap draftbrew/tap
brew install --no-quarantine space-cadet-pinball
Be aware that the flag --no-quarantime
will disable macOS's Gatekeeper during installation.
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