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
Play online: https://alula.github.io/SpaceCadetPinball
|Nintendo Wii U||IntriguingTiles||https://github.com/IntriguingTiles/SpaceCadetPinball-WiiU|
Platforms covered by this project: desktop Windows, Linux and macOS.
2A5B525E0F631BB6107639E2A69DF15986FB0D05) and its public PDB
CADET.EXE32bit version from
Full Tilt! Pinball(SHA-1
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.
C++11 and depends on
Download and unpack devel packages for
Set paths to them in
CMakeLists.txt, see suggested placement in
Compile with Visual Studio; tested with 2019.
Install devel packages for
Compile with CMake; tested with GCC 10, Clang 11.
To cross-compile for Windows, install a 64-bit version of mingw and its
SDL2_mixer distributions, then use the
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.
- Homebrew: Install the
- MacPorts: Install the
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.
Decompile original game Resizable window, scaled graphics Loader for high-res sprites from CADET.DAT Cross-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
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