Compiling structure of .as back in swf - actionscript-3

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 :)

Related

Any information on .ABINARY file extension, how to convert it to a usable format?

So i'm attempting to modify a game from the early 2000's, and the game's animations and art appears to be locked behind this .abinary file extension that i've never seen before. I'm not sure if this is some ancient forgotten voodoo, or just something i'm overlooking. Google shows nothing relavent.
I tried using a conversion software that handles .BIN files, but rather obviously they're not the same and i'm kind of stuck how to proceed if it's even possible.

Make a single exe cefsharp application - embedding libcef.dll - costura.fody

I have tried many things before I found costura.fody and I were hoping that would be the solution to create a single file exe of a cefsharp application that I'm doing.
So the help file says set copy local to true of the file you want to embed in the solution explorer.
Done that.
So the exe got a little bit bigger when I did that but I notice that the size was not even close to cover libcef.dll so I suspected that this file was not embedded.
I tested this by renaming the dll in the output folder and yes I couldn't run the application.
I would really love for this to work but I'm kind of giving up.
I was struggling with AppDomain.CurrentDomain.AssemblyResolve to tap into that event but it was never called. Even when defining it in the static constructor to make sure it is started before anything else.
Can anyone please help me with this?
Kind regards
andla

Game fla file missing from Starling build - possible recovery or decompile?

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.

Getting to know Flash IDEs

I am trying to learn AS3 by downloading Flash Projects(open source), but can't seem to really grasp the right way to get the projects to run (through compiling) with IDEs (I am using FlashDevelop as an IDE). Here's an example:
http://www.flashkit.com/movies/Games/Shooting-manish_c-12372/index.php
Here's what I try to do:
I open a new Project on FlashDevelop
I copy all the folders to src, and make the main file(In this project it's called "rhymingRockets.as") as the Document Class.
I delete main.as (generated by default), and try to run it, but get the errors: Error: Definition fl.transitions.easing could not be found.
Click here to see the problem
Sorry for bothering you with such a simple question, but any help will be greatly appreciated, as I am new to Flash.
Error: Definition fl.transitions.easing
That error indicates that you are not linking to the fl.transitions.easing library/package correctly. There is a related question here (as3 fl.transitions.Tween could not be found). If someone is sharing the source of a project, they may not have shared the source code or compiled .swc for any libraries the project may use since that is not project specific.
You might find this link of use: Linking .swc files in your ActionScript Editor. Since you say you are new to Actionscript, I'd suggest that you don't waste too much time on getting 3rd party projects to run – I realize it's tempting but not much learning from that and lots of frustration. Better to work with your own small learning projects to try out different ideas or libraries.

Trace Flash Builder compiling commands

is there a way to trace the compiler command for flash builder? I mean, I want to know the parameters and files that is compiling internally when I click "build" on FB.
Basically I moved a project to Flash Builder, and everything works fine but I have some runtime issues, and looks like the compiler is doing something wrong with some files (like using old files instead of using the one im changing, this occur only for a particular file, the rest works fine or I think that works fine). Also is different the way to embed some file, that's another reason to check what's doing internally.
I ran the game with mxmlc before, and probably I can compare what's the difference if I get the command executed by FB.
Also, I want to know how to do it if I need to research something in future.
Thanks for any help,
Regards
Flash Builder only recompiles if there has been a change to the code. So if you are changing an asset (image), for example, you won't recompile unless you also make a change to the project.
There are a few ways around this:
Easiest way is to just go into a file and press the space bar at the end of a line. It will add an extra byte to your file, but not to the project (compiler is "smart" and gets rid of unused files, classes, and characters). Since this is not a common thing, it shouldn't be an issue
Project->Clean.... That will force your workspace to rebuild and, in most cases, will also recompile your project
If #2 is failing, first delete bin-debug or whatever you are using as your debug folder, then run Project->Clean...
It's a tad bit annoying (especially when editing external libraries), but it allows for quicker re-launches of the debugger, which is the ultimate goal of that behavior.