ShadowOfTheColossus-PC
Native Windows port of Shadow of the Colossus (PS4, CUSA08809) - bring your own game dump. Port nativo para PC.
翻訳待ち
OpenSRO: a Silkroad Online v1.150 server in Go and a WebGPU browser client
翻訳待ち
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A Silkroad Online v1.150 (Legend III) server written in Go and a WebGPU browser
client, plus the asset pipeline that turns a licensed client installation into
browser- and server-ready data.
To run it locally, follow docs/GETTING_STARTED.md.
Ignored and local only: .generated/ (all generated game data), .state/
(caches and locks), .tools/ (pinned binaries such as Nomad), temp/ (scratch
output), node_modules/.
Retail game media is never committed. The asset build reads a licensed
extraction next to the checkout; see
docs/ASSET_PIPELINE.md.Read the full README ↗Silkroad Online v1.150 (Legend III), rebuilt end to end as open-source software for the browser.
OpenSRO is a complete game stack, not just an emulator:
Behaviour is ported from the original game, not guessed: the v1.150 client defines what exists, and server rules follow the original server's instructions. Reverse-engineering evidence (function addresses) sits right next to the code that ports it.
💬 Questions about the code? Join our Discord.
The full walkthrough, with the exact tool versions, is docs/guides/GETTING_STARTED.md. In short:
corepack pnpm install --frozen-lockfile
corepack pnpm assets prepare
corepack pnpm assets build full # about 6 minutes on 16 cores, once
corepack pnpm task build server-game-data
go -C apps/server run ./cmd/operations/sro-nomad dev-agent
go -C apps/server run ./cmd/operations/sro-nomad deploy -build
corepack pnpm dev and open http://127.0.0.1:5180. 🎉Only changing code, not game data? corepack pnpm check source runs the CI gates with no game data at all.
| Folder | What's inside |
|---|---|
🎮 apps/client-next/ | The browser client: TypeScript, WebGPU, Vite |
⚔️ apps/server/ | The Go Agent and GameWorld, Nomad jobs, operator docs |
🧰 scripts/ | Asset pipeline, repository checks and the pnpm task runner |
📚 docs/ | Setup, architecture, asset pipeline and design notes |
🩹 patches/ | Dependency patches applied by pnpm |
Local only and ignored: .generated/ (all generated game data), .state/ (caches and locks), .tools/ (pinned binaries such as Nomad), temp/ (scratch output) and node_modules/.
Retail game media is never committed. The asset build reads an extraction of your own client next to the checkout; see docs/architecture/ASSET_PIPELINE.md.
| Command | What it does |
|---|---|
pnpm dev | Client dev server on http://127.0.0.1:5180 |
pnpm assets prepare | Extract your client into extracted/ |
pnpm assets doctor | Check the game root, extraction and build tools, with a fix for each problem |
pnpm assets build full | Full asset build, outdoor world included (assets build reuses the last outdoor world) |
pnpm check source | The CI gate; needs no game data |
pnpm --filter @sro/client-next check | Every client gate |
pnpm check | Every gate, including the asset-dependent suites |
pnpm task list | Every task with its prerequisites |
New here? Start with CONTRIBUTING.md: setup, the native-first rule, how to put new ideas behind a flag, and what a good pull request looks like. To read the original client or server yourself, no Binary Ninja needed, use revtool: free Rizin plus the maintainers' published function names. Questions, or looking for something to work on? Say hi in #🛠️contributing on Discord.