Re: [swfmill] include Bytearray

2010-10-05 Thread Robin Palotai
 Which Haxe version? Could you send a small example swf-lib + compiled 
swf (separate the lib, and the compiled haxe-swf, to see where do the 
bytes get missed)?

Robin

2010.10.05. 16:59 keltezéssel, Thom Any írta:
Does anybody know, when I include binary data, why the first two bytes 
dissapear?

Maybe there is something I'm doing wrong?
Im including a file as follows: (swfmill simple)

Then, I define the class: (haXe)
class Game extends flash.utils.ByteArray { public function new() { 
super(); } }

I create a new instance of this Class, and convert it to a ByteArray:
var _data:ByteArray = cast(new Game(), ByteArray);
When I read this _data, the first two bytes are not there.
Greetings,
Thomas


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Re: [swfmill] is it possible to compile SWF to version 9?

2010-09-23 Thread Robin Palotai
 By the way, SamHaxe can generate the class entries too 
(genclass="symbolAndClass" is the default for asset import).

Robin

2010.09.23. 15:55 keltezéssel, Jan Flanders írta:


On Thu, Sep 23, 2010 at 3:44 PM, Eugeny Melamud 
> wrote:


Hi Jan,

So, you’re saying that it’s impossible to use swfmill for my
purposes?


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Yes, with the simple dialect it won't work. At least not the way it 
worked before haxe 2.06. In the older haXe versions the compiler 
generated those classes for you, but it does no longer)


Your options are:
1) Don't use the simple dialect. (Easier said than done. You can use 
the swf2xml command to see what you need to create)

2) Create the class yourself in haXe (as suggested by Nicolas)
3) Use the tool I posted to 'repair' your swfmill swf. (it will do 
what the older version of the haXe compiler did, which is to 
create/inject a class for each asset)
4) Modify the swfmill compiler so it generates those classes in the 
simple dialect.

5) Use another 'assets swf compiler '

Jan



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Re: [swfmill] SWFMILL - is it possible to create file similar to to files out of Sorenson Squeeze.

2010-08-12 Thread Robin Palotai
Hi,

According to the SWF file format spec
(http://www.adobe.com/devnet/swf/pdf/swf_file_format_spec_v10.pdf):

- streaming sound and video can be interleaved into the frames, so
jumping to a frame automatically jumps to the correct portion of the
audio/video too
- unfortunately, the only sensible video streams supported (Sorenson
H.263 and Truemotion VP6) are proprietary, meaning that possibly no
open-source solutions will be able to encode into (or even decode
from) these formats legally (this may not be accurate, but is the
rough picture). There is a naive bitmap-stored video format too, which
may be suitable for screencasts.

Altogether, while with the said limitations it would be possible to
implement, I think swfmill doesn't implement any of these now.

BR,
Robin

On Thu, Aug 12, 2010 at 10:08 AM, Valeriya Alex  wrote:
>  Hello Good People,
>
> I have used the Sorenson Squeeze last few years. The SWF file out of Squeeze
> (I believe same with Flash IDE) looks like just flash animation. It has the
> size (in frames) same as embedded video or audio streams. It has  two lines
> of action script code.
>
> // [Action in Frame 1]
> framerate = 1.20E+001;
>
> // [Action in Frame 109]
> stop ();
>
> When this file will be loaded by flash application and being playing bought
> of the streams (video and audio) will be played synchronously. The pause,
> reposition, rewind of the SWF file will do same for bought streams too. I
> have no idea how does that work without any additional scripts. :(
>
> For example I have two files one is MP3 and second FLV. Could i generate
> similar SWF file by SWFMILL? That the question!
>
> It should embed bought source files into output SWF file and make this file
> behave the same when we play, pause, reposition and rewind SWF file.
>
> -
> Valery
>
>
>
>
>
>
>
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Re: [swfmill] Create library of pngs with linkage? First post

2010-02-16 Thread Robin Palotai
Also, PNG files can be stored in JPEG tags (JPEG2 or 3 tag, not sure,
have to check the Swf format docs). In this case the original PNG file
is used.

BR,
Robin

On Tue, Feb 16, 2010 at 6:23 PM, Daniel Turing  wrote:
> Derek,
>
> you cannot set a compression level for PNGs (they are internally
> stored gzipped, lossless). For JPEGs, the data is taken straight from
> the file, without being understood or parsed, so you have to set the
> level when saving to JPEG from whatever img processing tool you use
> (like Nirav accurately pointed at).
>
> hth,
> -dan
>
> On Tue, Feb 16, 2010 at 14:41, Derek Stottlemyer  
> wrote:
>> Thanks for the example Nirav,
>> Do you know if / where there is a way to set the compression level for
>> images?
>>
>> That is an important missing element for me.
>>
>> TIA,
>> Derek
>>
>> -Original Message-
>> From: swfmill-boun...@osflash.org [mailto:swfmill-boun...@osflash.org] On
>> Behalf Of Nirav V. Patel [USA]
>> Sent: Sunday, February 14, 2010 10:07 PM
>> To: swfmill@osflash.org
>> Subject: Re: [swfmill] Create library of pngs with linkage? First post
>>
>> Derek,
>>
>> Here is a link to download some files that might help you.  They are
>> pulling some PNG files into the output swfmill SWF with the addition
>> of another SWF.
>>
>> www.agencia72.com/swfmill_example.zip
>>
>> Open up this zip and run: swfmill simple "example.swfml" "sample.swf"
>>
>> The drop shadow of the png is set in the imported example.swf
>>
>> All the best,
>> +n
>>
>> On Wed, Feb 10, 2010 at 9:54 AM, Derek Stottlemyer
>>  wrote:
>>> Hello everyone,
>>>
>>> This is my first post, and I’m new the the OS flash realm. (I tried the
>>> archives, but there doesn’t appear to be a search – and I didn’t see
>>> anything in the last 7 months).
>>>
>>>
>>>
>>> I am trying to create a swf with a series of pngs that are exported for
>>> Actionscript. This would allow me to do a loadBitmap() to get the pngs. I
>>> thought that jsfl would work (linkageExportForAS = true) but for some
>> reason
>>> that function doesn’t work with bitmaps.
>>>
>>>
>>>
>>> Does anyone know if swfmill or some other os (or purchased) resource would
>>> do the trick? The workflow is to:
>>>
>>> 1.   Grab a set group of png files.
>>>
>>> 2.   Add to the library
>>>
>>> 3.   Set to export in first frame with a linkage name (can be the
>>> default png name)
>>>
>>> 4.   Compile the swf.
>>>
>>>
>>>
>>> Note: this project is AS2.
>>>
>>>
>>>
>>> Does anyone have an experience or suggestions along these lines?
>>>
>>> TIA,
>>>
>>> Derek
>>>
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Re: [swfmill] Issue with swfmill command

2010-01-27 Thread Robin Palotai
Hi,

If available, you can try to use the swfdump program from the swftools
program package to test is everything seems well with the swf.
Alternatively you could post an example of "corrupted" swf to see what
is the error with it.

BR,
Robin

On Wed, Jan 27, 2010 at 10:34 AM, praveen kc  wrote:
> Hi All,
>
> I am facing major issue with swfmill command. I hve installed swfmill 0.3
> (latest version) and my code is to embed the images in Shnew4um22.xml to
> temporary Shnew4um22_temp.swf as below
>
>  /usr/local/bin/swfmill simple /opt/lampp/htdocs/
> 2brightlights/app/webroot/uploads/swf/Shnew4um22.xml
> /opt/lampp/htdocs/2brightlights/app/webroot/uploads/swf/Shnew4um22_temp.swf
>
> The above code works fine but when it is passed to haxe command it is
> showing me the error when send it to haxe command as below
>
> /usr/bin/haxe -cp /opt/lampp/htdocs/2brightlights/app/webroot/uploads/swf/
> -main Shnew4um22 -swf9
> /opt/lampp/htdocs/2brightlights/app/webroot/uploads/swf/Shnew4um22.swf
> -swf-lib
> /opt/lampp/htdocs/2brightlights/app/webroot/uploads/swf/Shnew4um22_temp.swf
>
> Error : The input swf
> /opt/lampp/htdocs/2brightlights/app/webroot/uploads/swf/Shnew4um22_temp.swf
> is corrupted.
>
> How I know that it is corrupted?
>
> When ever  i use less number of images less than 25 , it is working but when
> used with more images it is showing me the error.
>
> Is there problem in swfmill to create the .swf file when the images are more
> in number(25) or size.
>
> Regards,
> Praveen
>
>
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Re: [swfmill] loading order

2009-09-21 Thread Robin Palotai
Flash player will load the frames of an swf file in sequence and will
start executing the code of the first frame as soon as the first frame
is loaded. You can do the following:

1, main code starts loading external engine swf, waits for it to load
2, meanwhile, the second frame with heavy assets is already loading
3, external swf loaded, you should now wait in main until the second
frame is loaded
4, do the logic with the engine and assets

Alternatively, you can just load the assets from a separate external
swf too instead of placing them on the second frame.

Robin

On Mon, Sep 21, 2009 at 10:47 PM, Andrew Sinning
 wrote:
> My application is going to output user-defined content as a single swf.  The
> swf will contain only a small amount of code, but a potentially large amount
> of text-data(xml), images and sound.
>
> Is there any way to control the loading order of the assets?  I'd like the
> main class to get loaded first.  It will load in the rest of the
> presentation engine from an external, fixed swf.  I would like that to
> happen before the rest of the text, images and sounds get loaded.
>
> I''ll be combining swfmill and mtasc.  Is there any advantage to including
> the text as library assets via swfmill vs. including them in the code via
> mtasc?
>
> Thanks!
>
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Re: [swfmill] Reduce the size of my library

2009-09-09 Thread Robin Palotai
You can post-process the image manually into two images: RGB without
alpha, and separate image with alpha channel as black-white. Then in
swfmill you can use something like
 (not sure about
file types here).
This would include the rgb file jpeg-compressed, and the alpha channel
zlib-compressed.

Alternatively check the SamHaxe doc of the image import module:
http://mindless-labs.com/samhaxe/doc/1.0/files/src/modules/Image-hx.html

Best regards,
Robin

On Wed, Sep 9, 2009 at 1:43 AM, Jean Christophe DA
COSTA wrote:
> Hi
>
> I use swfmill to compile my library. All my images are PNG format because
> all have a transparency area. It is 1.8 MB. How to reduce weight? I tried to
> compile images in GIF format, but he refuses.
> Thank you for the help you can bring me.
>
> JCDC.
>
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Re: [swfmill] How to import ALL glyphs in a typeface, without having to specify them manually?

2009-08-03 Thread Robin Palotai
Leave the glyps attribute, it should include all.
Robin

On Mon, Aug 3, 2009 at 2:14 PM, armen...@gmail.com wrote:
> Is it possible? I mean, I would like the entire character set that the
> font draws. Is there some special value for glyph attribute, or a
> similiar attribute that will do so? I am sure swfmill can enumerate
> all glyphs itself, without a human having to specify which glyphs to
> include.
>
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Re: [swfmill] DefineShape, DefineShape2 and DefineShape3

2009-07-28 Thread Robin Palotai
Hi,

Quite some things. These were added in subsequent flash versions.
Latter support more line/fillstyles, RGBA colors instead of RGB, etc.
Check the swf file format docs from Adobe, it's freely available.

Best,
Robin

On Tue, Jul 28, 2009 at 9:19 PM, Jörg wrote:
> Hello,
>
> what is the difference between DefineShape, DefineShape2 and DefineShape3?
>
> Best regards,
> Jörg
>
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Re: [swfmill] Does it support the DefineBinaryData tag?

2009-07-07 Thread Robin Palotai
it is in 0.2.12.6 for sure

On Tue, Jul 7, 2009 at 4:03 PM, armen...@gmail.com wrote:
> I just grepped the entire unpacked source of swfmill-0.2.12 for
> "DefineBinaryData" and case-insensitive "binary" and there no mention
> of anything that suggests it does support it, despite me having seen
> on the mailing list it probably has been done a million times already.
> Is it a problem with upstream patches or something?
>
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Re: [swfmill] Creating a library swf

2009-06-22 Thread Robin Palotai
Hi,

What works for us is this way:



  

  
  
  

  


Maybe works for you too.

Best regards,
Robin

On Sun, Jun 21, 2009 at 10:31 PM, Laurent
Auneau wrote:
> Hi list,
>
> sorry for the lame question, but I've been looking all afternoon for a way
> to embed several swf files togeteher as libraries, and I can't get it
> working. The swf generated weights less than a hundred bytes ...
>
> Here is the file I try to compile:
> 
> 
>   
>   
>     
>     
>     http://localhost/AsWing-org.swf"/>
>   
> 
>
> Here is the command line:
> swfmill -v simple link.swfml library.swf
>
> This library.swf file is nearly empty, whereas I expected it to contain the
> AsWing-org.swf within it.
>
> If everythings seems fine up to here, then my problem might be a bit more
> complicated...
> I'm actually compiling a swf file with haXe, and trying to embed several swf
> files (AsWing, and the Adobe Facebook lib, but in the example, I left only
> the AsWing one). I might post this on the haXe mailing list if noone can
> help me here.
>
> One thing that might be important, the swf files are extracted from swc
> files.
>
> Thanks for your help,
>
> Laurent
>
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Re: [swfmill] need windows build environment zipped

2009-05-11 Thread Robin Palotai
This is great news!
Arigatou :)

Robin

2009/5/12  :
>
>
> I have an Ant build script which enabled me rebuild the swfmill.exe on
> windows some months ago. The script will show you download all the
> necessary/up-to-date version of  3rd party libraries (MSYS, libxslt,
> freetype, ... etc), shows messages how to type build commands to setup an
> environment for ./configure; make; make install of the swfmill.
>
> The current version of my Ant script has some points to be improved before
> exposure to public:
>
> (1) the script shows messages in Japanese(my mother tongue). English would
> be prefered for you.
>
> (2) the script instructs you to create swfmill.exe that requires at runtime
> some 3rd party DLLs dynamically loadable. I want those libraries statically
> linked to the exe.
>
> (3) I could rebuild the swfmill 0.2.12, but failed for the 0.2.12.6 for
> some reasone. I haven't fixed that failure yet.
>
> I will review/refine the script, and once finished (a few weeks?) I will
> post it to this ML.
>
>
>
> MATSUHASHI, kazuaki
>
>
>
>
>
>
>
>
> Robin Palotai
>  ail.com> 宛先
> 送信者:swfmill@osflash.org
> swfmill-boun...@o  cc
> sflash.org
>  件名
>[swfmill] need windows build
> 2009/05/06 16:16   environment zipped
>
>
> swfm...@osflash.o
>   rg へ
> 返信してください
>
>
>
>
>
>
> Hi,
>
> I am trying to build some custom modifications against the latest
> swfmill, but I cannot get it compile on Windows (or more like I can
> get it compile and then have a segfault on any operation).
>
> If you were able to compile on windows, I would like to ask you to
> package the whole development environment (cygwin?) in a zip file and
> upload it somewhere so that I would have a stable starting point. What
> I am looking for is unpacking the zip, executing the cygwin shell, and
> be able to instanty compile the thing.
>
> Thank you!
> Robin
>
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[swfmill] need windows build environment zipped

2009-05-06 Thread Robin Palotai
Hi,

I am trying to build some custom modifications against the latest
swfmill, but I cannot get it compile on Windows (or more like I can
get it compile and then have a segfault on any operation).

If you were able to compile on windows, I would like to ask you to
package the whole development environment (cygwin?) in a zip file and
upload it somewhere so that I would have a stable starting point. What
I am looking for is unpacking the zip, executing the cygwin shell, and
be able to instanty compile the thing.

Thank you!
Robin

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Re: [swfmill] Font Embedding

2009-01-13 Thread Robin Palotai
Hi!, Check http://swfmill.org/doc/using-swfmill.html#fonts
Cheers

Robin
--
www.mindless-labs.com

On Tue, Jan 13, 2009 at 11:00 AM, gabriel  wrote:
> Hi all,
>
> can anyone please point me in the right direction about embedding fonts with
> swfmill?
>
>
> thanks
> Gabriel
>
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[swfmill] added wav file support

2008-09-30 Thread Robin Palotai
Hi!

I added WAVE (.wav) file import to swfmill. The sampling rates as
supported by flash are 5.5kHz, 11kHz, 22kHz and 44kHz, coding is only
plain PCM (no ADPCM support). Patches are available for both current
stable swfmill 0.2.12 and current subversion (v.250).

These patches also include the Mp3 import fixes described in a
previous post (if you already applied the sole mp3 patch, please
recover the original swft_import_mp3.cpp by copying over (or reverting
in svn) so that the new patch won't argue.. however, this isn't
strictly necessary).

Steps of patching:
* Download the appropriate patch. For the tarball swfmill-0.2.12:
swfmill-0.2.12-wav_mp3.patch, or for subversion:
swfmill-svn-250-wav_mp3.patch
  from: http://www.mindless-labs.com/files/swfmill/
* cd to your swfmill directory, one level above the src directory
(that's "trunk" in case of svn, or the top directory for tarball)
* copy the downloaded patch file there
* execute: patch -p0 < swfmill-whatyoudownloaded-wav_mp3.patch
* execute: automake && ./configure
* execute: make (and maybe make install)

That's all. Please report if you had succes or stumbled upon something buggy!
Thanks and good luck!
Robin

(source: 
http://www.mindless-labs.com/blog/archive/2008/09/30/Swfmill_added_Wave_file_import)

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Re: [swfmill] Font not visible at first

2008-09-23 Thread Robin Palotai
Hi!

Did you succeed meanwhile? I'm having the same issue: When embedding a
font, it randomly appears, or just parts of it appear.
However, the standalone flash player displays it correctly, this is
just browser issue.

My environment is : Linux, swfmill + haXe + Flash9 target
What is yours?

Thanks!
Robin

 In reply to -

Hi list !

I try to create font  with swfmill and use it in a flash application.
In order to create font I use an xml like :

*




   

 

*


In my file build.dat wiche create the font unsing swfmill iI have this :

*swfmill.exe simple "bin\xml\Face Front.xml" "swf\fonts\latin-basic\Face
Front.swf"


pause


exit*


The swf of the font is correctly create. When I want to use this
generate font, I load the swf in my application and when is loaded I
create a textfield with the embedFonts properties turn on true, I create
a textformat with the propertie "font" set with the name of the font :
*Face Front *in this example.
When I launch the main swf of my application I see nothing, but if
with the flash contextual menu I change the zoom the textField suddenly
appear, I can next set the normal zoom and it is ok too.

It is very strange, I don't know if the cause is the swf file of the
font ... But I think it is not strangeer of the probleme. Because, if I
try to creta simple textfield they are display without problem.

Can anybody help me ?   :-)

Thanks

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[swfmill] mp3 import fix

2008-09-22 Thread Robin Palotai
Hello All!

After some investigation, I found that swfmill's mp3 import code was a
bit limited, allowing only to import 44.1kHz stereo mp3 (a bit better
in subversion, but still not complete).

With this fix, all the flash-supported 44, 22 and 11kHz mono/stereo
mp3's can be included.

Apply the patch to or simply overwrite src/swft/swft_import_mp3.cpp of
swfmill (either targz or svn).
http://www.mindless-labs.com/blog/files/swfmill-0.2.12-mp3.patch
http://www.mindless-labs.com/blog/files/swft_import_mp3.cpp

Maybe this can make it to the repository if provides to be correct.

Good luck swfmilling!
Robin

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