There is a block of AS in the player, that creates the built-in objects and links them to the internal C++ code (via ASNative, ASConsructor etc). This script can be located and decompiled. This is how features have been discovered in the past and, I assume, this is how it has been done this time.

Peter

www.peterjoel.com
www.macromedia.com/go/team/

----- Original Message ----- From: "David Rorex" <[EMAIL PROTECTED]>
To: "Liron Le-Fay" <[EMAIL PROTECTED]>; "Open Source Flash Mailing List" 
<[email protected]>
Sent: Monday, July 25, 2005 3:45 PM
Subject: Re: [osflash] Mysteries in Player 8


On 7/25/05, Liron Le-Fay <[EMAIL PROTECTED]> wrote:
Hello List,
I wonder how was the undocumented features in the "Mysteries" list on
"flashcoders/undocumented/flash8.txt" discovered.
some of them are prototype related.
I though ASSetPropFlags doesn't work. So how was it done?

the things I know about:
*for...in loops on the _global.flash object
*reverse engineering the player code itself (apparently there are
tools that do this for you, but what they do is look for actionscript
bytecode inside the player runtime, and then run that through
something like ASV and it gets decompiled into some lists of
functions/properties)
*watching the preview videos released a while back, they show some
bits of code in it

-David R

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