All nostalgia aside, TIL that superfans reverse engineered "Space Cadet" from binary code [1] the same way they did Mario 64 [2]. Not only that, they've ported the result to use SDL and execute in the browser under Emscripten. A super-impressive technical accomplishment with a beautifully tangible result, wow!
My favorite bit - the reverse engineering process seems to have fixed the 64-bit bug Raymond Chen blogged about [3]
> 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
My favorite bit - the reverse engineering process seems to have fixed the 64-bit bug Raymond Chen blogged about [3]
> 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
[1] https://github.com/k4zmu2a/SpaceCadetPinball.
[2] https://github.com/n64decomp/sm64
[3] https://devblogs.microsoft.com/oldnewthing/20220106-00/?p=10...