Ragnarok Online reconstruction through Clank Together
https://clank.rodecomp.online/
- C++ 97.8%
- C 1.8%
- POV-Ray SDL 0.2%
- CMake 0.1%
Batch #4076 by youko: 5 byte-identical, 0 confirmed by peer review. - fn_15411 CUIListBoxEx<GameSettingsUI::CUIComboItem,RenderAdapter>::Paint: byte-identical - fn_15412 CUIListBoxEx<GameSettingsUI::CUIComboItem,DisplayMode>::Paint: byte-identical - fn_15413 CUIListBoxEx<GameSettingsUI::CUIComboItem,RenderBackend>::Paint: byte-identical - fn_15414 CUIListBoxEx<GameSettingsUI::CUIComboItem,std::basic_string<char,std::char_traits<char>,std::allocator<char> > >::Paint: byte-identical - fn_15415 CUIListBoxEx<GameSettingsUI::CUIOptionItem,TALKTYPE>::Paint: byte-identical Merged automatically: every function is byte-identical to the original. |
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| data | ||
| scripts/workspace | ||
| Source | ||
| ThirdParty | ||
| .clang-format | ||
| .clangd | ||
| .gitattributes | ||
| .gitignore | ||
| AGENTS.md | ||
| CMakeLists.txt | ||
| CODING_RULES.md | ||
| README.md | ||
Clank Together
This tree is coordinated with Clank Together. Functions and data carry stable symbol IDs
instead of addresses (// FUNCTION: fn_01234, // GLOBAL: gl_00042); the coordinator's symbol database holds
their addresses in every client build, so a new client version needs new addresses, not a retagged tree.
data/decomp.json and data/compile.json pin the VS compiler and the exact command line of every source.
See AGENTS.md for how to contribute.