Each game object's .rdata starts with a header's static int[5]
{2000,2500,3000,4000,10000}: 261 blocks. config/eqgame/tus.txt maps
each block to the code referencing its own (non-pooled) strings and vtables.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
GetSpellByID only matches its caller when it lives in a separate file: MSVC 7.1
tracks callee register use within a translation unit, so TU boundaries show
up in the generated code. docs/MATCHING.md collects these lessons.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Drop the names taken from an external offset header (functions and
globals), keeping only names the binary itself proves: _WinMain@16 from
the CRT entry call, and Class::Method names from the client's own log
strings. The six functions Ghidra missed stay in the map under neutral
FUN_ names, justified by vtable/pointer references. NAMES.md, README
and ROADMAP no longer point at third-party offset lists.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- // FUNCTION: / GLOBAL: / LIBRARY: annotations in source name symbols, so
decompiling never needs edits to the shared symbols.txt
- check follows compiler-generated EH handlers into .text$x and verifies
string literals / float constants by content
- link rebuilds eqgame.exe from compiled objects with relocations resolved
through the map and checks the SHA1 (currently identical)
- Ghidra pseudo-C export script; docs/ROADMAP.md for the full-relink plan
- /GS confirmed; 0x401022-0x4013e1 (13 functions, spell casting particle
points) match byte-for-byte
Co-Authored-By: Claude Opus 5.5 <[email protected]>