I'm trying to deobfuscate some old mods so I can update them for personal use. I got MCP 7.1.9 for Minecraft 1.4.2 and downloaded the appropriate Minecraft jar. I copied the contents of the version folder to the MCP bin folder, two files named 1.4.2.jar and 1.4.2.json. I renamed them to minecraft.jar and minecraft.json.
I ran Bon, set the MCP folder, and got the following error when I tried to deobfuscate:
"An error has occurred - give immibis this stack trace (which has been copied to the clipboard)
java.io.FileNotFoundException: C:\Users\...\mcp719\bin\minecraft (The system cannot find the file specified)
at java.io.FileInputStream.open0(Native Method)
at java.io.FileInputStream.open(Unknown Source)
at java.io.FileInputStream.<init>(Unknown Source)
at immibis.bon.io.JarLoader.loadClassesFromJar(JarLoader.java:29)
at immibis.bon.io.ClassCollectionFactory.loadClassCollection(ClassCollectionFactory.java:17)
at immibis.bon.gui.NewGUI$13.run(NewGUI.java:962)"
Okay. Now, some of these mods are from 1.4.2 and 1.5.2. Am I going to need a resources and bin folder in MCP for BON to work? That's going to be kinda tricky since I no longer have a bin folder.
Okay. Where do I get it and how do you use it? Did a Google search and there seems to be a lot of stuff that uses or references it, but whether to download it is about as clear as mud.
Not sure if this is the right forum area, but it is a request, so here goes.
There are a lot of mods that haven't been updated in years, several of which I like. I came up with the idea of trying to update them myself for personal use if nothing else. Just one problem, MCP does not like working with anything other than a completely pristine Minecraft jar.
Is there any way of using another Java decompiler/deobfuscator with MCP's obfuscation maps? I've tried deobfuscating some classes by hand and it is murder.
Okay, but what if I *just* want big trees and not bees, extra biomes, or whathaveyou? I'm trying to keep possible conflicts to a minimum.
And I'm still having problems with the original mod. While I did find saplings in Too Many Items, they aren't quite like what's depicted in Karob's guide. There's no hat or dead tree sapling, the big oak sapling looks different and is called 'Black Oak Sapling,' instead of cyprus there's 'Swamp Sapling' (which doesn't look like the guide sapling), and there's a 'Pine Sapling' which looks an awful lot like the 'Spruce Sapling.' None of these seem to grow into anything despite putting them down in the patterns indicated in the guide and using a whole stack of bonemeal on them.
Karob's, I think. It's from Karob's top post on the thread, anyway. It's the version that works with 1.7.10. I installed NEI and the saplings do show up, so I have no idea why the recipes aren't working.
I realize Karob isn't offering support right now because of health issues, but I would like an answer if anyone has one. I'm using the mod on the 1.7.10 version of the game and none of the sapling recipes work. I have several other mods running, but that shouldn't affect recipes, should it? How do I plant big trees without saplings?
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.
Okay, I haven't seen this particular problem described, at least not that I can tell. The compass appears green and sometimes doesn't have any pointers. When they do appear, I get a dark red/brown one and sometimes a grey one. Very rarely a yellow one appears briefly.
There also seem to be two compasses. Compass at 345 and one identified as Finder Compass at 4612. They're identical.
The version I'm using at the moment is 1.5.2 because some of the mods I like haven't updated to 1.6.2 yet. I do have Optifine, but according to the thread that problem should've been resolved. I'm using the vanilla textures.
Not sure how that relates to the mod you created, but that is interesting. Of course, it isn't at all unusual for mods to have compatibility issues, but when the issue is with such a common mod as Forge I think it would be a good idea to mention it in the OP. Even if that means editing the OP. Correction. *Especially* if that means editing the OP, because that would imply that the compatibility issue didn't exist originally and most people would assume that the mod was still compatible.
You know, despite what some may imply, it isn't necessarily easy to search a 1,534 page topic for what's causing the crash, especially if you don't know the cause. Just looking for the name of the mod and the word "crash" could result in thousands of posts, most of which wouldn't be at all helpful. And the problem these mods are having with Forge is relatively new. They certainly worked fine with Forge in Minecraft 1.4.6
I have been unable to add any of Risugami's mods aside from Spawner GUI. Every time I add one of the item mods (Shelf, Armor Stand, Death Chest...) the game goes blank right after the Mojang screen. No error report, just a blank, white screen. Maybe it's because I can't install Modloader with Forge? I need Forge for other mods, though. This is weird because usually these are the mods I never have trouble with.
It seems that some people are actually able to use this mod. I, however, cannot ever since updating to 1.4.6. It seems there's a problem with this mod not recognizing the official release of GUI API? Something to do with GUI API going in the coremods folder instead of the jar. I was wondering if there's a fix for this.
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I'm trying to deobfuscate some old mods so I can update them for personal use. I got MCP 7.1.9 for Minecraft 1.4.2 and downloaded the appropriate Minecraft jar. I copied the contents of the version folder to the MCP bin folder, two files named 1.4.2.jar and 1.4.2.json. I renamed them to minecraft.jar and minecraft.json.
I ran Bon, set the MCP folder, and got the following error when I tried to deobfuscate:
"An error has occurred - give immibis this stack trace (which has been copied to the clipboard)
java.io.FileNotFoundException: C:\Users\...\mcp719\bin\minecraft (The system cannot find the file specified)
at java.io.FileInputStream.open0(Native Method)
at java.io.FileInputStream.open(Unknown Source)
at java.io.FileInputStream.<init>(Unknown Source)
at immibis.bon.io.JarLoader.loadClassesFromJar(JarLoader.java:29)
at immibis.bon.io.ClassCollectionFactory.loadClassCollection(ClassCollectionFactory.java:17)
at immibis.bon.gui.NewGUI$13.run(NewGUI.java:962)"
What is this file and how do I get it?
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Okay. Now, some of these mods are from 1.4.2 and 1.5.2. Am I going to need a resources and bin folder in MCP for BON to work? That's going to be kinda tricky since I no longer have a bin folder.
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Okay. Where do I get it and how do you use it? Did a Google search and there seems to be a lot of stuff that uses or references it, but whether to download it is about as clear as mud.
0
Not sure if this is the right forum area, but it is a request, so here goes.
There are a lot of mods that haven't been updated in years, several of which I like. I came up with the idea of trying to update them myself for personal use if nothing else. Just one problem, MCP does not like working with anything other than a completely pristine Minecraft jar.
Is there any way of using another Java decompiler/deobfuscator with MCP's obfuscation maps? I've tried deobfuscating some classes by hand and it is murder.
0
Thanks. It's interesting, certainly. More complex than I'd hoped, but maybe I'll try it.
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Okay, but what if I *just* want big trees and not bees, extra biomes, or whathaveyou? I'm trying to keep possible conflicts to a minimum.
And I'm still having problems with the original mod. While I did find saplings in Too Many Items, they aren't quite like what's depicted in Karob's guide. There's no hat or dead tree sapling, the big oak sapling looks different and is called 'Black Oak Sapling,' instead of cyprus there's 'Swamp Sapling' (which doesn't look like the guide sapling), and there's a 'Pine Sapling' which looks an awful lot like the 'Spruce Sapling.' None of these seem to grow into anything despite putting them down in the patterns indicated in the guide and using a whole stack of bonemeal on them.
0
Karob's, I think. It's from Karob's top post on the thread, anyway. It's the version that works with 1.7.10. I installed NEI and the saplings do show up, so I have no idea why the recipes aren't working.
Are there other mods that make big trees?
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I realize Karob isn't offering support right now because of health issues, but I would like an answer if anyone has one. I'm using the mod on the 1.7.10 version of the game and none of the sapling recipes work. I have several other mods running, but that shouldn't affect recipes, should it? How do I plant big trees without saplings?
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Great idea, one problem: Running BON brings up the following error. "java.io.FileNotFoundException: C:\...conf\joined.srg"
There is a "joined.exc" file in the conf folder, but not a "joined.srg" I'm not at all sure renaming the file would be a good idea.
Edit: Okay, *now* it works. Though Luyten isn't able to open a couple of the resulting deobfuscated class files for some reason.
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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.
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There also seem to be two compasses. Compass at 345 and one identified as Finder Compass at 4612. They're identical.
The version I'm using at the moment is 1.5.2 because some of the mods I like haven't updated to 1.6.2 yet. I do have Optifine, but according to the thread that problem should've been resolved. I'm using the vanilla textures.
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