jpexs-decompiler
openfl-samples-ts
jpexs-decompiler | openfl-samples-ts | |
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98 | 4 | |
4,297 | 19 | |
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9.5 | 5.2 | |
5 days ago | 7 months ago | |
Java | TypeScript | |
GNU General Public License v3.0 only | MIT License |
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jpexs-decompiler
- Arqueología Tech: Roleplay un juego de cartas hecho en Visual Basic 6
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I want to learn how to data mine games I enjoy, such as Animal Jam Classic, but I’m not sure where to start.
If you're lucky, the developers will have used a standard format to store their assets and you can just use an existing asset extractor to do the dirty work for you: Unreal, Unity, and Flash (.swf) are some of the most popular ones.
- JPEXS SWF Decompiler v19.0.0
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Flash Museum – explore more than 130k flash games and animations
I recently found an awesome flash decompiler[0] and used it to get around site-locking on some swfs I downloaded years ago.
Some swfs require files from the sites they are hosted on but I downloaded them and modified the swfs to find these files on a local server instead.
So cool being able to modify the source code whereas back in the day I had to rely on hex editing to invert conditionals.
[0] https://github.com/jindrapetrik/jpexs-decompiler
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Viewing swf files?
jindrapetrik/jpexs-decompiler: JPEXS Free Flash Decompiler (github.com)
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How to decompile 500 swf files?
JPEXS ffDec is amazing for decompiling them: https://github.com/jindrapetrik/jpexs-decompiler/releases
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How do I extract sound files from an archived .swf site?
You can use "inspect element" on the page in Chrome to find the swf. Once you've got it, you can use JPEXS to dump the sound files.
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Can anyone help me extract the files separately from this game please?
For future reference, you can also extract contents of SWF files using the free program ffDec.
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How do I extract assets from a downloadable flash game?
but if anyone finds this and is curious, JPEXS decompiler is by far the best option. https://github.com/jindrapetrik/jpexs-decompiler
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Mod Help: Change Loading Screen Image
I wanted to change the art that is displayed on the loading screen and wanted to ask if I'm doing it the right way. So far the instructions I've found have directed me to use something called UNREALPAK to unpack the Game.pak file, then look for the loadingScreen.swf file and decompile it with this program. After that I should be able to replace the image and, I assume, recompile and repack the loadingScreen.swf and Game.pak files respectively. Does this sound right? If so, where do I find the "UNREALPAK" tool/program? Is there a better tool/program to use for decompiling the loadingScreen.swf file? And if this isn't the correct process, would anyone be able to help me determine the best way to do this? Any help would be appreciated.
openfl-samples-ts
- Can someone convert a flash game into a html game?
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PHP is still by far the most used server-side language with 78.9% market share
I think it's close enough to ActionScript that those with flash game dev experience can be comfortable.
I think that was even the main point! If I'm not mistaken, OpenFL[1] is an effort by the same people.
[1]: https://www.openfl.org/
- LDtk: A modern and open-source 2D level editor
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There are any OpenFl bindings for Rust?
If there aren't I was thinking of using the TS or JS bindings and access them through wasm, do you believe that it is possible?
What are some alternatives?
Recaf - The modern Java bytecode editor
Moondust-Project - Moondust Project by Wohlstand
ruffle - A Flash Player emulator written in Rust
vscode-as3mxml - ActionScript & MXML language extension for Visual Studio Code. Develop apps for Adobe AIR, Adobe Flash Player, or Apache Royale.
jadx - Dex to Java decompiler
bytecode-viewer - A Java 8+ Jar & Android APK Reverse Engineering Suite (Decompiler, Editor, Debugger & More)
cheerpx-flash - CheerpX for Flash - extend the life of Flash applications thanks to HTML5 virtualization
editor - Android simple text editor
ActionScript4 - ActionScript 4 specification archive
launcher - Launcher for Flashpoint Archive
animate_cc_runtime
fcsh-wrap - fcsh-wrap is a wrapper for fcsh to give it a better user interface and allow you to run it from make.