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About Vita Port

Ported to PS Vita by Axiom. I (Axiom) did NOT do the original work of porting & reverse engineering this game, I am simply updating & maintaining a PS Vita port.

The game compiled without any complaints on PS Vita just by passing the appropriate CMake Flags.

Initial tweaks have been made to get the game feature complete, but for now it's just the barebones.

Controls:

X - Plunger

L - Left Bumper

R - Right Bumper

Touch Screen - For now, just the IMGUI gui.

TODO Vita

Building Vita Port

Requires VITASDK installed.

git clone https://github.com/suicvne/SpaceCadetPinball_Vita.git
cd SpaceCadetPinball_Vita/
mkdir build && cd build
cmake -DCMAKE_TOOLCHAIN_FILE=$VITASDK/share/vita.toolchain.cmake -DSDL2_PATH=$VITASDK/arm-vita-eabi/lib/ -DSDL2_INCLUDE_DIR=$VITASDK/arm-vita-eabi/include/SDL2 ../

Place resources from your copy of the game into ux0:data/SpaceCadetPinball. The directory will be created the first time you run the game.

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.





Source:

Tools used: Ghidra, Ida, Visual Studio

What was done:

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.

Plans:

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