Filling in some gaps in the story of Space Cadet Pinball on 64-bit Windows
devblogs.microsoft.com
devblogs.microsoft.com
[1]: https://devblogs.microsoft.com/oldnewthing/20181221-00/?p=10...
I could imagine that the rightsholders are aware and would want to exploit it by charging fees significantly higher than what they'd normally charge for something like this, and thus Microsoft isn't biting.
Abandonware websites can kinda ignore minutiae like "copyright law", Microsoft can't.
They've included frickin' Candy Crush as part of Windows 10, so this would hardly be an obstacle to including Space Cadet again.
I'm pretty sure King pay Microsoft for it to be included in windows, not the other way around.
https://news.ycombinator.com/item?id=28869255
> Raymond's comment about not being able to find the collision code is a bit absurd. I can't recall if Danny or I named the top-level collision detection function, but it was just named 'pb_collide'.
> It's nice to be able to point to this line: https://github.com/k4zmu2a/SpaceCadetPinball/blob/5947727f80...
> And, while it is true that the code is sparsely commented, the geometry code that computes ray intersections is commented.
The reply above (currently second) has links to forks that build from source to arm (for switch and android). Looks like the original code is pretty hearty and can be compiled to those targets with minimal code changes (mostly for drawing calls and input mapping).
Modern compiler devs are wizards.
Very cool.
It would've presumably been removed from the Windows source code tree circa Vista, so a while before even Windows 8 when ARM32 support started being added, let along ARM64. So I doubt any "official" builds exist.
The original was like
while(true); render();
now its like
while(true); render(); sleep(); ???
https://devblogs.microsoft.com/oldnewthing/20051201-09/?p=33...