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# Auto detect text files and perform LF normalization
* text=auto
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build/
injector/build-*/
__pycache__/
*.pyc
decrypted files/
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cmake_minimum_required(VERSION 3.20)
project(slinky LANGUAGES C CXX)
# clang-cl + lld-link without a Windows SDK: CMake still wants a manifest tool for the DLL link step. LLVM ships
# llvm-mt, which takes the same arguments as mt.exe; without it the build fails after all objects are compiled.
if(WIN32 AND NOT CMAKE_MT)
find_program(SLINKY_MT NAMES llvm-mt)
if(SLINKY_MT)
set(CMAKE_MT "${SLINKY_MT}")
endif()
endif()
# The client as one shared library that is loaded into the Minecraft JVM.
# engine src/engine the client's own engine (JNI, JVMTI, GUI, module manager, ...), start-up in protected/
# logic src/logic the module logic (one function per original routine)
# src/logic/*/*.h module descriptors' callbacks (GUI, setting registration, status); each one is compiled
# on its own (they declare the settings as opaque blobs, the logic .cpp as typed values)
# data src/data .rdata/.data of the original image (strings, tables, module descriptors), generated
# platform src/platform everything that depends on the operating system, NanoVG, GL loader, C runtime bindings
if(NOT WIN32)
message(FATAL_ERROR "Only the Windows build exists so far. Cross-compile with\n"
" cmake -S . -B build/cmake -DCMAKE_TOOLCHAIN_FILE=cmake/toolchain-windows-clang-cl.cmake\n"
"(a Linux platform layer is planned: JVMTI agent, GLFW/X11 input, dlopen)")
endif()
set(CMAKE_CXX_FLAGS "" CACHE STRING "" FORCE)
set(CMAKE_C_FLAGS "" CACHE STRING "" FORCE)
# ---- sources ----
file(GLOB_RECURSE ENGINE_SRC CONFIGURE_DEPENDS ${CMAKE_SOURCE_DIR}/src/engine/*.cpp)
file(GLOB_RECURSE LOGIC_SRC CONFIGURE_DEPENDS ${CMAKE_SOURCE_DIR}/src/logic/*.cpp)
file(GLOB_RECURSE MODULE_SRC CONFIGURE_DEPENDS ${CMAKE_SOURCE_DIR}/src/logic/*.h)
set_source_files_properties(${MODULE_SRC} PROPERTIES LANGUAGE CXX COMPILE_OPTIONS /TP)
file(GLOB PLATFORM_SRC CONFIGURE_DEPENDS ${CMAKE_SOURCE_DIR}/src/platform/*.cpp ${CMAKE_SOURCE_DIR}/src/platform/win/*.cpp)
# stack probe for large frames (clang-cl would take it from the C runtime library)
set(CHKSTK_OBJ ${CMAKE_BINARY_DIR}/chkstk.obj)
# NanoVG core (+ fontstash, stb_truetype, stb_image) and its GL3 backend
set(NANOVG_SRC ${CMAKE_SOURCE_DIR}/third_party/nanovg/src/nanovg.c ${CMAKE_SOURCE_DIR}/src/platform/nanovg_impl.c)
# ---- the original's data, assembled (GNU syntax) ----
find_program(SLINKY_CLANG clang REQUIRED)
set(DATA_OBJ)
foreach(part rdata data iat)
set(obj ${CMAKE_BINARY_DIR}/data_${part}.obj)
add_custom_command(OUTPUT ${obj}
COMMAND ${SLINKY_CLANG} --target=x86_64-pc-windows-msvc -c ${CMAKE_SOURCE_DIR}/src/data/${part}.s -o ${obj}
DEPENDS ${CMAKE_SOURCE_DIR}/src/data/${part}.s VERBATIM)
list(APPEND DATA_OBJ ${obj})
endforeach()
add_custom_command(OUTPUT ${CHKSTK_OBJ}
COMMAND ${SLINKY_CLANG} --target=x86_64-pc-windows-msvc -c ${CMAKE_SOURCE_DIR}/src/platform/win/chkstk.s -o ${CHKSTK_OBJ}
DEPENDS ${CMAKE_SOURCE_DIR}/src/platform/win/chkstk.s VERBATIM)
list(APPEND DATA_OBJ ${CHKSTK_OBJ})
# ---- import libraries from the .def files (no Windows SDK needed) ----
find_program(SLINKY_DLLTOOL NAMES llvm-dlltool REQUIRED)
set(IMPORT_LIBS)
foreach(dll kernel32 user32 shell32 ucrtbase)
set(lib ${CMAKE_BINARY_DIR}/imports/${dll}.lib)
add_custom_command(OUTPUT ${lib}
COMMAND ${CMAKE_COMMAND} -E make_directory ${CMAKE_BINARY_DIR}/imports
COMMAND ${SLINKY_DLLTOOL} -m i386:x86-64 -d ${CMAKE_SOURCE_DIR}/cmake/imports/${dll}.def -l ${lib}
DEPENDS ${CMAKE_SOURCE_DIR}/cmake/imports/${dll}.def VERBATIM)
list(APPEND IMPORT_LIBS ${lib})
endforeach()
add_custom_target(slinky_imports DEPENDS ${IMPORT_LIBS})
add_library(slinky SHARED ${ENGINE_SRC} ${LOGIC_SRC} ${MODULE_SRC} ${PLATFORM_SRC} ${NANOVG_SRC} ${DATA_OBJ})
add_dependencies(slinky slinky_imports)
target_link_libraries(slinky PRIVATE ${IMPORT_LIBS})
set_target_properties(slinky PROPERTIES PREFIX "" LINKER_LANGUAGE CXX)
set_source_files_properties(${DATA_OBJ} PROPERTIES EXTERNAL_OBJECT TRUE GENERATED TRUE)
# The code generation is the one the sources were verified against (tools/asmdiff.py CFLAGS): same optimiser
# settings, frame pointers, no stack cookies, no COMDAT per function, the old compiler's inc/dec and nop choices.
target_compile_options(slinky PRIVATE
-O2 -GS- /Gy-
"SHELL:-Xclang -mframe-pointer=all"
"SHELL:-Xclang -target-feature -Xclang +slow-incdec"
"SHELL:-Xclang -target-feature -Xclang -fast-11bytenop"
"SHELL:-Xclang -target-feature -Xclang -fast-15bytenop"
-w)
target_include_directories(slinky PRIVATE include third_party/nanovg/src third_party/gl)
# the bundled C libraries (NanoVG, stb) get a minimal libc declaration set instead of the Windows SDK's headers
set_source_files_properties(${NANOVG_SRC} PROPERTIES COMPILE_OPTIONS "-I${CMAKE_SOURCE_DIR}/third_party/minicrt/include")
# glcorearb.h would include <windows.h> (not available in the cross build) just to define APIENTRY
target_compile_definitions(slinky PRIVATE APIENTRY=)
# some files need extra flags (`// cflags: ...` in their first lines): the compiler version that built the
# original lowered a few constructs differently
foreach(f ${ENGINE_SRC} ${LOGIC_SRC} ${MODULE_SRC})
file(STRINGS ${f} line LIMIT_COUNT 1 REGEX "^// cflags:")
if(line)
string(REGEX REPLACE "^// cflags:[ ]*" "" extra "${line}")
separate_arguments(extra_list NATIVE_COMMAND "${extra}")
set_source_files_properties(${f} PROPERTIES COMPILE_OPTIONS "${extra_list}")
endif()
endforeach()
# Reached from the DLL's own entry point; no C runtime start-up code is linked (the UCRT in the process is used)
target_link_options(slinky PRIVATE /NODEFAULTLIB /ENTRY:DllMain /SUBSYSTEM:WINDOWS /OPT:NOREF /OPT:NOICF /ERRORLIMIT:0 /MAP)
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# slinky
<p align="center">
<img src="assets/ss.png" alt="Open Slinky Banner" width="350" />
<br>
<font size="6"><b>Open Slinky</b></font>
<br>
<font size="3">by Skid Solutions</font>
<br>
<font size="2">credits to cat;
</p>
slinky fully decompiled and readable
---
<p align="center">
<a href="https://discord.gg/AEwatvnvSf">https://discord.gg/AEwatvnvSf</a>
</p>
<p align="center">
<img src="assets/jak.jpg" alt="java hooks" height="150" />
<img src="assets/hack.jpg" alt="unload" height="150" />
<img src="assets/deobf2.png" alt="symbol recovery" height="150" />
<img src="assets/deobf.jpg" alt="readable names" height="150" />
</p>
---
<p align="center">
<img src="assets/proof.png" alt="build proof" width="500" />
</p>
---
## About
Open Slinky is a readable C++ reconstruction of the Slinky client for Minecraft
1.8.9. The client is injected into the game process as a native DLL; it hooks the
game at the Java bytecode level through JVMTI, dispatches events to the module
system, and renders its interface through NanoVG.
This edition is cleaned up for development:
- address-based file and function names have been replaced with descriptive
ones; the original symbols are recorded in `docs/symbol-map.json` (functions)
and `docs/global-symbol-map.json` (`data_<rva>` / `rdata_<rva>` globals and
the `*_part` event handlers), and inferred names are listed in
`docs/renames.md`;
- assembly used only for byte-exact code generation has been removed; the
remaining `asm` tokens are symbol aliases, not instructions;
- the client's data tables remain in `src/data` because the code links against
them (fonts, strings, module descriptors).
---
## How to build
### Prerequisites
- **LLVM** — clang-cl, lld-link, llvm-rc and llvm-mt on `PATH`
- **CMake** 3.20 or newer
- **Ninja**
- **Windows x64**
- **Java Development Kit 8** — runtime for Minecraft 1.8.9; not required to
compile the DLL
### 1. Configure
```powershell
cmake -S . -B build -G Ninja `
-DCMAKE_TOOLCHAIN_FILE=cmake/toolchain-windows-clang-cl.cmake
```
If Ninja is not on `PATH`, add
`-DCMAKE_MAKE_PROGRAM=C:/path/to/ninja.exe`.
### 2. Build
```powershell
cmake --build build
```
Output:
- `build/slinky.dll`
### Running
Inject `slinky.dll` into the running Minecraft 1.8.9 process with
`LoadLibrary`. Start-up runs on its own thread; the client interface is opened
with its GUI key. The last interface tab unloads the client: it saves the
settings, removes the Java hooks and frees the library.
---
## Project layout
```
src/engine/ hooks, JNI/JVMTI, GUI, module manager, math, shared services
src/logic/ per-module behaviour (.cpp) and its descriptor callbacks / settings page (.h)
src/platform/ Windows layer, GL loader, NanoVG integration
src/data/ data tables (fonts, strings, descriptors) - required to link
include/slinky/ public headers
docs/ design notes and the symbol map
third_party/ NanoVG and GL headers
```
## Notes
- Start-up, teardown, the window hook and the unload thread were virtualised in
the original image and are reconstructed in `src/engine/protected/`.
- `docs/symbol-map.json` maps every original `fn_<rva>`, `logic_<rva>`,
`cb_<rva>`, `reg_<rva>` and `aux_<rva>` symbol to its readable name.
- Settings and profiles are stored in `~/.slinky` (`settings`, `profiles/`).
- `src/data/*.s` and `src/platform/win/chkstk.s` are data/compiler-support
sections, not client code, this is 1 to 1 logic but may have some issues that we didnt find.
## Credits
- Original client: Slinky
- Reconstruction: Claude (VMProtect devirtualization), DeepSeek (decryption),
GLM and Claude (symbol recovery)
## Legal & disclaimers
- **Affiliation:** This is an independent development. It is **NOT AN OFFICIAL
SLINKY PRODUCT**, is not approved by or associated with the original authors,
and is not affiliated with Mojang or Zelix Pty Ltd.
- **Assets & code:** No un-obfuscated original source code is distributed
directly within this repository. The `src/data` tables are the client's own
data required for linking; all third-party assets and code belong to their
respective owners.
- **Purpose:** research and preservation. Use at your own risk.
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#!/bin/sh
# Compile every module and verify it against the original slinky2 image.
# Original image path: tools/paths.py (override with SLINKY_ORIG=...).
set -e
cd "$(dirname "$0")"
python3 tools/verify.py
python3 tools/verify_logic.py
python3 tools/verify_engine.py --quiet
for f in src/engine/protected/*.cpp; do
clang-cl --target=x86_64-pc-windows-msvc -O2 -Iinclude -c "$f" -o "build/obj/protected_$(basename "$f" .cpp).obj"
done
echo "protected (readable, compile-checked): $(ls src/engine/protected/*.cpp | wc -l) files"
for f in src/engine/lib/*.cpp; do
clang-cl --target=x86_64-pc-windows-msvc -O2 -Iinclude -c "$f" -o "build/obj/lib_$(basename "$f" .cpp).obj"
done
echo "lib (translated from the listing, compile-checked): $(ls src/engine/lib/*.cpp | wc -l) files"
echo "full DLL: cmake -S . -B build/cmake -DCMAKE_TOOLCHAIN_FILE=cmake/toolchain-windows-clang-cl.cmake && cmake --build build/cmake"
python3 tools/verify_modules.py
python3 tools/report_modules.py