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My SWF, when decompiled with flash decompiler, is generating an empty FLA.The flash object also makes use of an XML file which is not being exported along with the SWF object. What could be done to decompile properly?
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I can edit/create .swf, export them, and re-import them in SoThink without problems (I just have a clip, no actionscript, it's to create new perks clips), but for some reason the game won't load them.
In case you're wondering what I'm actually talking about, perk clips are the animated icons that show up in the pipboy under the Statistics -> Perk tab of the pipboy (not the poster where you level up, in the actual pipboy interface).
I'm using JPEXS Free Flash Decompiler to inspect Skyrim swf files but I still never tried to compile them back. Whatever you find about this issue, please report your findings here as many people should be interested in how to deal with these files.
Yeah, I'm currently digging though the old Beth.net forum in the CK help. I remember mofakin had a huge (and awful to follow) tutorial in here about tinkering swf with free softwares. I just hope he didn't wipe it out.
Edit3: Okay, after further inspection : do NOT use the free version of SoThink, or at least not to directly import-edit-export .swf, that just completely srew them up. I'm not saying that the non-free version work, just that the free one do NOT.
All right. End of day 1. I learned a lot, even managed to edit and get a modified swf in-game. However getting something clean and nice-looking is an other level. I'm just gonna push the update with clumsy effects and dive in this later.
SWF stand either for Small Web Format or ShockWave Flash depending on what you read (most likely the later in our game-modding case). According to wikipedia, it was originally intended to display lightweight non-pixel-based (by opposition to GIFs) animations on webpages.
The literature available kind of imply that our .swf are actually closer to Scaleform GFx files used in video games interface, including games based on GameBryo (the engine Bethesda edited to make the Creation Engine).
This is a display format. It isn't intended to be edited as such (thus the struggle to find a proper editor). Think of it as a compiled script, or an exported bitmap, it's actually both.
To have a peak inside a .swf file, the best tool available is most likely JPEXS, consider this the xEdit of SWF files. Free, easy to install, and allow you to tweak a handful of things. But as you already know, xEdit's main problem is that it's crap when trying to edit worldspace, and you can't edit papyrus, nifs or textures with it... well, it's the same here, except that instead of worldspaces you have frames (you can try, but good luck guessing the end-result), instead of nifs/textures you have graphics, and instead of papyrus scripts you have ActionScripts.
And what's even more tricky... the previous official tool to work with swf, Adobe Flash Professional CS_, have been replaced by Adobe Animate CC, which doesn't support SWF edition/extraction anymore. Instead, it expect an FLA file (the default project file) that can then be compiled into a .swf
The Adobe Creative Cloud (Adobe CC) seems to be about locking all older softwares / versions, so I didn't dig in that much. However, grabbing a trial version or licensed version of Adobe Flash Professional CS4 or CS6 seems to be the best course of action.
Actually, you might need both for perfectly designed UI mods, as some part seems to be compiled with the CS4 compiler (all of the vanilla Skyrim UI if I'm not mistaken) however a few features from SkyUI are built with CS6 in mind. For FO4, there is both CS4 and CS6 files (it seem that only those containing ActionScripts are in CS4. PerkClip like I was trying to edit are in CS6).
2) Maybe decompile ActionScripts (because those embedded can be compiled...). I'm still not sure, I've seen several screenshot where people seemed to be able to have directly access to what look like source code without much of an effort.
The 1) seem to be easily doable with SoThink SWF Decompiler. While yesterday's experience with SoThink Quicker (the actual editor) wasn't satisfying, it seem that this decompiler is the most recommended wherever I look.
There is a free 30-days trial, so one could most likely decompile the whole FO4 Interface once with it and make it available on github, like SkyUI team did with Skyrim. Sadly, the free trial refuse the extract ActionScript, to get them with it you NEED to buy the full software.
If not direclty accessible, the 2) is a bit more complexe. Most powerful decompilers I read about are RABCDAsm, which I haven't gotten to work yet, so I'm not sure of the output (the readme seems to mention some kind of assembly-like format specific to ActionScript named ABC) , and Flare which will dump the whole project in a single text file that you'll have to re-organize as an actual ActionScript project.
If you just want to edit ActionScripts, without worrying about the visuals (or take care of the visuals with the method I just mentioned), you can use FlashDevelop, a free and apparently powerful IDE to work on ActionScripts.
You will need the Flash Compiler you wish to compile for installed (shipped with Adobe Animate / Flash Pro CS_, no need to have a license for the compiler to work). That is, again, if sources are available (Again, still not sure if those need to be decompiled or not, I wasn't all that interested by ActionScript)
All of this is still pretty much try and see, it's possible that some of the tool mentioned actually have more feature that what's described above, or instead that the features mentioned somehow doesn't work for our modding purpose for whatever compatibility reason they could generate.
SoThink decompiler produce directly an editable .fla, which is cool, but isn't free and kinda awful. I'm probably going to try a few and give better feedback on this later, but JPEXS seems to be the best.
This tool is designed to extract code and assets from Flash files so you can use them to rebuild the game in HTML5 canvas. The tool can even extract any FLA files it finds, and there is even a function to export to HTML5 format (more on this later).
Fortunately, the makers of the decompiler, SourceTec Software, allow you to download a trial. They even allow you to send them a SWF file, and they will decompile the SWF and inform you the test result (albeit they keep the resultant FLA file).
When you open a SWF with the decompiler, it will attempt to run the SWF and display the output in the main window. The Export panel to the right will allow view and extract individual elements found within. You can press the Export FLA/FLEX button to attempt to extract an FLA file it finds.
When you open the the FLA file using Adobe Animate, it will contain all assets inside. However, you can still all the extract individual assets to separate files (many will be contained inside smaller FLAs) using the Export Resources button.
Nice SWF decompiler with support up to Flash CS5.5. Initial support for export to HTML5 - but file is too big. Common SWF of size 100kB is exported in HTML5 as 5-10MB !!
I can see that Flash Decompiler Trillix ( -decompiler.com/) is litle bit more powerful in decompiling. I mean that decompiled ActionScript 3.0 code is more cleaner.