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Space Cadet Pinball Vita: Difference between revisions

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Revision as of 03:25, 5 December 2022

Space Cadet Pinball Vita
File:Spacecadetpinballvita.jpg
General
AuthorAxiom
TypeArcade Games
Version1.1.1-VB2
LicenseMIT License
Last Updated2021/09/29
Links
Download
Website
Source

Space Cadet Pinball is a reverse engineering of 3D Pinball for Windows – Space Cadet, a game bundled with Windows.

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.

How To Run

In order for the game to run, you will need to place your legally obtained data files from your preferred version of Windows into

ux0:data/SpaceCadetPinball

All the MIDI files and sound config files should be copied.

Controls

  • X - Plunger
  • L - Left Bumper
  • R - Right Bumper
  • Touch Screen - For now, just the IMGUI gui.

Media

Screenshots

spacecadetpinballvita-01.jpg spacecadetpinballvita-02.jpg spacecadetpinballvita-03.jpg spacecadetpinballvita-04.jpg spacecadetpinballvita-05.jpg spacecadetpinballvita-06.jpg

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.

Changelogs

v.1.1.1-VB2

  • Rip out SDL_Mixer in favor or SDL_Mixer_X (by Wohlstand: https://github.com/WohlSoft/SDL-Mixer-X)
    • TODO: Fully switch license to GPLv3 & ensure licenses are visible in app.
  • Update ImGui implementation to latest version
  • Allow ImGui SDL renderer to create and destroy font textures (adding support for custom fonts)
  • Fix MIDI Loading by initializing SDL_Mixer with proper MIDI flags.
  • Added custom Win95 style including SIL Open Font W95FA by FontsArena (https://fontsarena.com/w95fa-by-fontsarena/)
    • Please leave suggestions for further themes, I would love to add the options!
  • Add new menu for switching MIDI Device Emulator on-the-fly between libADLMIDI and libOPNMIDI
    • Also adds menus for switching libADLMIDI emulator and sound banks (again, on the fly!). There are at least 78 sound banks to choose from.
    • All of these new options are saved and remembered as part of the game's native saving system.
  • Bind DPad Left and Right to table bump left/right
  • Bind DPad down to table bump down.
  • Attempt to add a short button delay to avoid menu chaos on the Vita

v.1.1.1-VB1 Fixed issues:

  • Midi initialization in WINE, thanks to GeorgeMcMullen. Happens only when playing with Windows version data files.
  • Wav duration approximation for BL timers. Impacts manually up-sampled sounds.
  • Sound pops introduced by WaveMix internal up-sampler. This should remove the need for manual up-sampling.

External links

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