db08631ab9
In the original source code for Space Cadet and its related games, the MIDI sound track is opened with MCI_OPEN_TYPE. According to Microsoft's documentation (https://docs.microsoft.com/en-us/windows/win32/multimedia/mci-open), this is for opening devices and not files. Windows' libraries were obviously robust enough to accommodate the error, but other platforms (i.e. WINE) expects things to be called the right way. The simple fix is to switch out MCI_OPEN_TYPE with MCI_OPEN_ELEMENT and move the info for the filename to the lpstrElementName variable. |
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SpaceCadetPinball | ||
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.gitignore | ||
CompileForDrMemory.bat | ||
LICENSE | ||
README.md | ||
SpaceCadetPinball.sln |
SpaceCadetPinball
Summary: Reverse engineering of 3D Pinball for Windows – Space Cadet
, a game bundled with Windows.
How to play: Place compiled exe into a folder containing original game resources (not included).
Supports data files from Windows and Full Tilt versions of the game.
Source:
pinball.exe
fromWindows XP
(SHA-12A5B525E0F631BB6107639E2A69DF15986FB0D05
) and its public PDBCADET.EXE
32bit version fromFull Tilt! Pinball
(SHA-13F7B5699074B83FD713657CD94671F2156DBEDC4
)
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
features and depends on Windows libs.
Compile with Visual Studio; tested with 2017 and 2019.
Plans:
Decompile original gameResizable window, scaled graphicsLoader for high-res sprites from CADET.DAT- Misc features of Full Tilt: 3 music tracs, multiball, centered textboxes, etc.
- Maybe: cross-platform port
- Needs UI framework with menu bar and dialog windows, like QT or Avalonia
- Needs a way play sounds and midi
- 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