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Ragnarok MMO open-source HTML5 client

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Re: Ragnarok MMO open-source HTML5 client

#51
post #42
post #30

Some of my earliest lessons in "how not to write software" came from listening to the ranting of a friend who worked on the original eAthena implementation (i.e. back when it forked from the Japanese Athena project and gained the "e" in its name). All of the fragile handoffs between the multiple server types (character, map, login) and the client. Most notable were the mountains of code, network and otherwise, that h…

I might be able to give some insight, I helped found the RO emulation community back in 2003. Along with AppleGirl, I (AjS15822) made some of the first English NPC scripts used in all Athena servers, participated in YARE, contributed code to Athena, and ran several of the forums. It's been a decade so my memory is a bit fuzzy, but here's what I remember about that time: We started with AEGIS (leaked Korean server fil…

I wonder how much server emulation is done by children. I have a similar story except I was 13 and it was for Tibia (and OpenTibia).

Re: Ragnarok MMO open-source HTML5 client

#53
post #42

Earlier quoted context omitted.

I might be able to give some insight, I helped found the RO emulation community back in 2003. Along with AppleGirl, I (AjS15822) made some of the first English NPC scripts used in all Athena servers, participated in YARE, contributed code to Athena, and ran several of the forums. It's been a decade so my memory is a bit fuzzy, but here's what I remember about that time: We started with AEGIS (leaked Korean server fil…

I wonder how much server emulation is done by children. I have a similar story except I was 13 and it was for Tibia (and OpenTibia).

Interestingly enough. I also worked on a MapleStory emulator at around age 14. It was all done in C++ and it was an incredible learning experience. I learned about crypto, reverse engineering, networking, packet sniffing, hacking, etc. The strange part was that my current motivation for the entire field revolved around this project I did as a kid. I'm now 21 and working at a game company and teaching. It feels so surreal looking back at it because a lot of the concepts I dealt with at age 14, seem more complicated than some of the network programming I do nowadays.

I still have the source code laying around somewhere and here's a youtube video of its very early stages.

https://www.youtube.com/watch?v=hH5FLfNPSn8

Re: Ragnarok MMO open-source HTML5 client

#54
post #31
post #30

Some of my earliest lessons in "how not to write software" came from listening to the ranting of a friend who worked on the original eAthena implementation (i.e. back when it forked from the Japanese Athena project and gained the "e" in its name). All of the fragile handoffs between the multiple server types (character, map, login) and the client. Most notable were the mountains of code, network and otherwise, that h…

I've read parts of the eAthena source code recently ( https://github.com/eathena/eathena ) and was very impressed with the code quality. Maybe they fixed the code base, or I didn't hit the worst parts, but I left feeling it was in good hands.

eAthena is somewhat outdated / abandoned due to the old admins that went AWOL. Jguy/Jman stepped up along with other contributors and created rAthena with goals on emulating newer parts of Ragnarok "renewal mechanics"

http://rathena.org/ https://github.com/rathena/rathena

its doing way better then eAthena :)

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