For quite some time I've been using MultiMC to play the 1.4.2 version of Minecraft since updating to 1.5.2 resulted in several of the mods I like no longer working together. It's been going well, except for the incredible amount of lag and the general feeling that the whole system could be put together much more efficiently.
So, recently, I came up with the idea of reverse engineering not only Minecraft but also the mods I like, as well as maybe add a few features I want or remove some features I don't want. Basically, the ultimate personalized version of Minecraft totally for my own use and no one else. Great idea, just one problem. Or several, depending on how you slice it.
Minecraft Coder Pack will deobfuscate the unmodded 1.5.2 jar I have. It will not deobfuscate the jar if it's modified with Forge. I've looked at the Forge source code provided for the 1.5.2 version and it doesn't seem to match up at all with the obfuscated code. I've also had no luck matching the deobfuscated Minecraft code with what MCP spit out in an attempt to map what equals what.
The above problem is particularly troublesome because none of the mods I want to deconstruct have deobfuscated source code available. I can understand why, of course, no one wants their work to be ripped off.
That is not my intention here. I do not plan on distributing the results of this project. I'd probably get into legal trouble if I tried. I just want all my favorite mods to get along without slowing my computer down to the pace of an arthritic sloth.
The resources I have at my disposal include 7zip, Notepad++, Luyten (it's a GUI for Procyon), and (of course) MCP. My laptop is a nearly ten-year-old Windows XP. Yes, I know, it's ancient. It also still runs, I've had very few problems with it, and I can't afford to get a new one. Not if I want to make rent every month.
So if anyone has any advice on how to go about deobfuscating mods, I'd love to hear it. In detail. My search so far has turned up very little.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.