Findings from the engine evaluation that led to this project, kept separate from the table's own A/B results: - Apple Silicon threading: Box3D gets SLOWER past the performance-core count on the M3 Ultra (30 workers 5158ms -> 32 workers 5646ms, 24P+8E). A physics step is a barrier, so a share of the work on a third-speed E-core makes the whole step wait. Read hw.perflevel0.physicalcpu, never hw.ncpu. Applies to any threaded physics on this fleet, not just Box3D. - The benchmark harness: the CMake option is BOX3D_BENCHMARKS (plural), the scene/flag list, upstream's M2 Air + AMD baselines, and a warning that a full sweep runs over an hour on 32 cores — always pin -b and -w. - What the binding does NOT implement (Generic6DOF, ConeTwist, SoftBody3D, per-pair exceptions) plus the silent Area3D-vs-trimesh divergence. - Why pinball and not the ragdoll game: ~/Documents/alright is the better fit but is BLOCKED — its ragdoll is built from Generic6DOFJoint3D. Watch that upstream. - Provenance: Box3D is serious (Catto, MIT, s&box + Esoterica adoption); the binding is five weeks old with zero releases and self-declares experimental. This is a testbed, not a bet. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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|---|---|---|
| .github/workflows | ||
| CMakeModules | ||
| Doc | ||
| godot | ||
| Platform | ||
| SpaceCadetPinball | ||
| tools | ||
| .gitattributes | ||
| .gitignore | ||
| build-mac-app.sh | ||
| BuildForWindows.ps1 | ||
| CLAUDE.md | ||
| CMakeLists.txt | ||
| CMakeSettings.json | ||
| CONTRIBUTING.md | ||
| LICENSE | ||
| mingwcc.cmake | ||
| README.md | ||
SpaceCadetPinball
Summary
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
Platforms covered by this project: desktop Windows, Linux and macOS.
Source
pinball.exefromWindows XP(SHA-12A5B525E0F631BB6107639E2A69DF15986FB0D05) and its public PDBCADET.EXE32bit 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 and depends on SDL2 libs.
On Windows
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.
On Linux
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.
On macOS
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_mixerhomebrew packages. - MacPorts: Install the
libSDL2,libSDL2_mixermacports 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.
Plans
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
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