Applies to: Adobe Animate. SWF format. Opening and importing. Graphic symbols containing animation are imported with each keyframe of the animation in a new keyframe.
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The contents of each frame in the original animation are converted into a new Graphic symbol, one for each frame in the original symbol. All layering is lost. Movie Clip timelines are not imported. Individual elements from the first frame of the Movie Clip's timeline are imported, but are converted to Graphic symbols.
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All other frames of the Movie Clip are lost. Buttons are treated much like Movie Clips. The graphics in the "Up" keyframe are converted to Graphic symbols. Everything else is lost.
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Tweens are not imported. Motion Paths are not imported. It's a good idea to update the final version of SWF with flasm -u. Don't expect the SWF to be noticeably faster, it will just make it a bit smaller. Takes as input a simple action list without any movie or frame declarations. Output is sent to console. Redirect it to file if you wish: flasm -b foo.
However, only Flash MX and later players will be able to play the resulting compressed file. Flasm settings are read from the configuration file flasm. Available options are commented in flasm. All errors and warnings go to the console. If you want to log them in a file instead, uncomment logto option in flasm.
Set logmode option to 0 default to append new messages to the log file. If logmode is set to 1 the log file will be overwritten each time you run Flasm. If you like Flasm and use it often, you may want to add it to Windows right-click context menu for SWF files. The explanation is for Windows , but it should work with minor changes for any Windows version.
Start Windows Explorer. Click Edit button, then click New button. In the Action field enter Disassemble. Click the Browse button, navigate to the Flasm's folder, and double-click on flasm. No parameters are needed. Click OK, Close, and Close again. Now right click on any SWF and choose Disassemble. The disassembly of somename. Further automating is possible, adding flasm -u for updating SWFs or flasm -a for assembling flm files.
Note WinFlasm is old and does not support all Flasm commands. They are interpreted by the virtual machine of the Flash Player. The code above is the visual representation of the bytecodes, created by Flasm. I'll call actions inside of a frame or event action blocks. Flash executes action blocks one after another, so the execution flow inside of a block is never interrupted, neither by event nor by gotoAndPlay or similar actions.
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Real parallel execution would be nicer? I'm sure it would dramatically affect player stability, which is great now, considering all things going on in a complex movie. Stack Flash virtual machine is stack based, you can not refer to the particular memory location. The stack is a place in memory where data can be stored so that the last entered pushed value will be extracted popped first from the stack. Every command reads and pops operands from stack and pushes the result if any onto the stack. Often there's no difference between the string '10' , integer 10 or double Further stack explanation by Robert Penner: If you're familiar with Array.
The stack is like an array of values, except you can only access the value on top, push another value onto the top, or swap the top two values.
For instance, to add two numbers, you have to push both of them onto the stack, then call add. The add command will pop the top two values off the stack, add them together, and push the value onto the stack. The pop action leads to no errors if the stack is empty. These two actions give you additional functionality for stack handling: dup and swap. Currently Flash doesn't use dup and swap very often as you'll see in disassembly, but they are of great importance for optimization. Every ActionScript statement, regardless of its complexity, leaves the stack empty after execution.
In Flash IDE you don't see the bytecodes and don't have to worry about it. Making changes to bytecodes with Flasm, however, you should always count what's on stack. Improper stack manipulation often doesn't lead to any errors in Flash player. You will not see the The stack was global in Flash 5.
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If the value was pushed in frame 1, frame 5 could trace it successfully. It was accessible in movie clips too. With Flash MX the situation changed: Flash Players 6 and 7 flush stack contents after every action block.
Constant pool At the beginning of every action block where variables, methods or strings are used more than once, Flash creates so called constant pool. In fact, if at least one variable is used twice, the pool is created for all strings in the block. Here is an example: constants 'bottom', 'paused', 'aliensleft', 'fire' Constant pool can hold up to strings in theory. These can be addressed later in your actions with 1 byte first strings in the pool or 2 byte the rest of the pool reference. Commonly no more than strings are stored, so you rarely meet 2 byte references in SWF.
Practically the number of strings is limited by overall size of constants action, which can't exceed bytes like any other action.
Flasm disassembler abstracts constant references away by default. They are showed as strings. To see actual references in disassembly, set literalconstants option in flasm. The difference between strings and constant pool members will be obvious then. Writing push c:1 after the above constants definition means push second constant from the pool counting from 0. Writing push 'paused' will in turn have the same effect, because Flasm finds the constant in the pool automatically and substitutes string with reference during assembly.
If no previous constant pool declaration is found in the same action block, however, the string 'paused' will be pushed as is.
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Don't forget to add your strings to the constant pool. In update mode flasm -u foo. The constant pool defined at the start of the frame is valid for every function in this frame. I've never seen constants defined in functions in disassembly. Every event has its own constant pool though. Although Flash itself never redefines constant pool in the middle of the action block, theoretically you're allowed to do this.
Global registers Flash virtual machine has 4 global registers that are addressed r:0, r:1, r:2, r Accessing variables is much slower than accessing registers, so you should store your most used variables there. Flash versions before MX only used r:0 , so there was enough room for optimization. To store something in a register, you should first put this something onto the stack and then execute setRegister command: push 'paused' getVariable setRegister r:1 Now the value of variable paused is stored in r Instead of asking for paused next time, use push r Note: Unlike most other commands, setRegister does not pop the top value from stack!