![]() ![]() ![]() The game is provided as a zip file that you need to extract first. Please note that we don't support the download in any form. We have tested it on Windows 7 and 10, and it ran fine and without issues. ![]() The game is fully compatible with all 32-bit and 64-bit versions of Windows. You can download the 3D Pinball Space Cadet game with a click on the following link: (Download Removed) We have uploaded the latest version of the game to our own server for your convenience. The pinball table is available on various download portals. Download and install 3D Pinball Space Cadet We have tested 3D Pinball for Windows - Space Cadet on Windows 7 and Windows 10 PCs, and the game ran just fine. While that may very well be the reason, it may come as a surprise to you that the game runs fine on modern Windows PCs. and the decompiler has misinterpreted it as a longlong because of the access patterns (64bit pointers).The game, which was originally released as one table of Full Tilt! Pinball by Maxis, has not been made available for newer versions of Windows officially.Īccording to Wikipedia, the reason why Microsoft did not include 3D Pinball Space Cadet in Vista or newer versions of Windows was a "collision detection bug" in the 64-bit version of the pinball game. So I think this might be part of an initialization function for some property on top of a object that exists at *param_1. The 0x2b part I'm not sure about myself but it looks like some other kind of similar checks.Īnd actually then thinking about the way it's calling it, i'm wondering if this is actually from some C++ standard library code for doing stuff with a vtable, looking up the vtable entry and checking it's validity before calling it (in this case, location 0x18, and checking some kind of RTTI at 0x28 and 0x2b) and storing that it's been initialized in 0x21. From my memory, the windows ABI uses the first two bytes of functions for installing hooks/debugging by patching the first two bytes into some kind of jump (while originally being nops). This particular one looks like it's taking a function pointer in and checking if it's a valid function (not null) and then checking the first two bytes of the function. The sibling comment covers it a bit more in detail, but it's largely just some guessing and as much an art to figuring out what the types are or could be. (disclosure: per the child post, my original assumption that OpenRCT2 was copied out of Hex-Rays was inaccurate, since it was originally written in assembler it didn't follow a standard C ABI and the decompiler wouldn't work properly anyway). For example, OpenRCT2 started as a repository full of manually created source with Hex-Rays names and slowly evolved module-by-module into readable source code. Highly manual process, for some files it's just pattern matching / renaming and goes really quickly, for others it's full reimplementation and a bit harder.Īnd, if you look at most "decompiled game" projects, I think this is the industry standard way to do this. ![]() When I've done this in the past, it basically consists of:ġ) Decompile project using Ghidra/IDA, first pass.Ģ) Load symbols if present (sounds like there was a PDB for this one, which makes things a lot easier).ģ) Read decompilation/asm for unnamed subs and try to name them based on what they do.Ĥ) Export all decompiled source into an editor and start copy/paste/editing into readable source. I'm not aware of any good general-case automation for this. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |