All my SWF files run the same script class, There are a lot of .swf files to be updated after making some changes in that script class, Normally to see changes in SWF files I would open the FLA files and compile. Since there are thousands of SWF it will take too much effort.
is there any way to update all existing .swf files without a need to re-compile .fla files
Thanks for your consideration.
I guess by "refresh" what you actually mean is recompile.
To automate that, you have a two options:
1- JSFL, which is a pain in the ass.
2- Write a program that will compile every .fla throught command line, which somehow can be even more painful
I'm not an expert in both of the solutions so let me just give you a guide on how to do it the first way: http://gskinner.com/blog/archives/2004/08/jsfl_fla_batch.html
By definition, it's impossible to create or modify a (million of) swf (pdf, doc, gif, php...) file without opening it.
Related
I've been working with a programmer on an app and we've since gone our separate ways. I was passed on a copy of what was supposed to be the source code of everything at the end. However, I believe I'm missing a crucial file from the app build.
It's a pretty cool, but fairly basic 2D game. Built with Starling (gamua.com/starling) in ActionScript 3.
My question is, with all the files and assets mentioned below, is it possible to recover, reverse engineer, perhaps decompile, what I need to complete the app. Or will this project's code need to be re-written from scratch?
In my game 'build' I have following folders:
assets, bin-debug, extensions, libs, src, and system.
I am a bit of a noob in coding (as you've probably gathered), but it looks like I'm missing the .fla file from the 'src' folder. The contents of that src folder is:
com, utils (folders), Constants.as, Game.as, Main-app.xml, Main.as, Menu.as, Root.as
I was hoping that there is enough information in the .as files intact, that the restoring of the .fla to compile the build is not a big ask?
If other questions stand out to you, please ask.
Thanks!
Normally, Starling game is not built in the same way as a regular Flash game in the old days. You files look to me a lot like FlashDevelop project (there also should be .as3proj file somewhere in the root folder of the sources), which does not use FLA and compile the game from .as classes directly.
P.S. Or, maybe, Flash/Flex Builder project. Regardless, the possibility there were no FLAs to begin with is high.
I have a single fla-file which has several different animations on a main timeline.
Each animation sequence starts with a frame marked with a specific label.
I need to keep the source file this way, but I also need to have separate swf files each with a specific segment from a timeline.
Currently I have to manually change publish settings to a specific swf name, add small changes to the ActionScript in a frame and publish. This procedures has to be done 4 times.
Is there any possibility to run a single jsfl script and make it publish 4 swfs, each one having just a segment of a main timeline?
I've searched the documentation and haven't found any clues. But I've never worked with jsfl though.
Thank you.
I am having a problem related to flash/as3 files.,
I decompiled an .swf file (shop in a open source game) wich, its in chinese. i want to translate some chinese pushstrings in "text" to english text.
I can decompile it simply, as wells after decompiling, editing it.
My main problem is (after spending 3 days in the Internet searching a method 2 do it), i can't just publish a new version of the .swf , with the .as translates back. It just gives an 1kb swf with no .as on it.
Btw: the .swf files consists of no animations, since its a sub part of a main one.
The structure of .swf after decompiling looks like this:
tinypic.com(safe) - .swf structure
I'm using Flash builder + Flash CS6 to edit. -- in case link broken -- http://tinypic.com/view.php?pic=2ldzy4o&s=8#.U6UVI_ldWSo
Any help would be apreciated. Thank you community ;)
De-compiling a Flash (SWF) file in order to recompile it will very, very rarely work.
It could be as simple as you having one error, but you'll find that all variable names are using standard names and without knowing the structure of the application, it wouldn't be easy to work out where the problems are.
You should begin by making sure that CS6 has the correct document class set up. Once you've got that, you'll start seeing the errors. With that amount of classes, though, I would expect there to be a lot of errors.
I've searched the Internet for about 5 days or something to make a method work, like u said barely worked. My main interest was to convert .as3 with Traditional Chinese Lang, to English. I found a program with a little slow method: JPEXS Free Flash Decompiler.
I can open a .swf file and edit it without decompiling, and edit the text(hard work with /Google translator) but, hey, it works (don't know how but somehow he compiles the traits of the text in the .as3). And I had to be cautious editing it, one little error or a " missing bugged the whole file.
Thanks anyway for your response :)
Question :=(.
I'm making application for android. (Main frame made air and load swf files)
It's almost finished other than "memory optimization".
So, i'm wondering is this. ------->
I need to remove directly when swf file unloaded. and i know it's hard.
but, some swf files has 30 ~ 50 mb. (this is flash animation).
memory duplication made problem in android...
so, my question is how can i delete directly swf file memory.
please. let me know. i need to sleep :(
There is no such thing as 'delete directly swf file memory'. You need to remove all references to anything that you've used in that swf - that's the only way. The file itself doesn't stand as a whole in the memory. Instead - each object you've used from it goes into memory, and needs to be cleared by garbage collector once it's completely not used (not displayed, no references to it).
Is there any way possible to say, have A.swf use only certain items from B.swf, without having to load the entire swf as a child first? What i'm trying to do is have A as lite as possible and pull some items from time to time from B without having to cache the entire file in flash memory somehow. I've looked at other similar questions but none seem to really answer or fit this exact problem.
Before anyone asks, yes I do know how to use loader, loadercontext, and create instances of classes from the library. This is more of a methodology question rather than a "how to" question.
Only idea I can come up with, is to export all of the children as individual swf objects and then have A request B to compose itself of the seperated items that get requested by A. Would this be efficient?
I don't think you can do what you want to do, however since the assets are strictly graphical in nature, it doesn't seem inefficient to just export them as individual assets and load them when you need them. ( In fact it seems very efficient to me... )
I haven't tried it, but to save time you could probably automate the export process with jsfl. ( Jsfl lets you script the Flash IDE itself, to automate tasks that you would otherwise have to do manually. ) Take a look at this Stack Overflow answer here:
Generating individual SWF's with classes from a fla with a large library
That example shows how to batch export swfs out of the library.
Note than in Flash CS6 you can export a MovieClip from the library by right clicking and selecting export, but unfortunately it doesn't let you export a group all at once.
A swf is a compiled package, and is not meant to be split into parts. One solution would be to pull all of the common elements out of A and B into a swc (a compiled Flash library, not meant to be run). You can then include the swc in the compilation of A and B.
Unless you will be creating lots of files with only a few common elements, I don't see why you would need to export each of the children as individual swf files.