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Author Topic: Launching Swf Files Via Kiosk Disk  (Read 2439 times)

-PK-

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Launching Swf Files Via Kiosk Disk
« Reply #120 on: January 06, 2006, 12:19:00 PM »

QUOTE(1337C0D3R @ Jan 6 2006, 06:21 PM) View Post

You might want to have a look at http://www.secretlevel.com/ , as it is a strong possibility that they are the creators of the flash player we are toying with.

My lead :
http://www.xbox.com/...S/dev/tools.htm
"Secret Level Tools, Inc.
Flash Player
http://www.secretlevel.com"

Side Note : If anyone wants to work on flash experiments on IM or otherwise, PM me. I have a second premium now just for testing.


I found some info in their news section (googled their site for "flash").  Two in paticular directly point to Macromedia Flash..


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02 | 18 | 2001 LucasArts Entertainment Company releases STARWARS® Starfighter™ for PS2
------------

STAR WARS® Starfighter™ for PlayStation 2 has recently hit store shelves; Macromedia Flash enabled thanks in part to Secret Level and Orange Design. LucasArts utilized a prototype of the Strobe SDK developed by SL, and worked closely with Orange Design to create the game shell user interface entirely in Flash utilizing Flash's ActionScript to handle the shell logic and communication to Lucas' game engine. Read more about it in a recent Macromedia press release, and articles on this site.
 
 

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  06 | 18 | 2001 Starfighter postmortem in GameDeveloper
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Secret Level's version of the Macromedia Flash Player was mentioned in the "What went right" section of Lucas' Star Wars® Starfighter postmortem!

"We had heard that a small San Francisco-based company named Secret Level was adapting Macromedia's Flash technology for us in PS2 games...Macromedia content-authoring tools were far more elaborate than anything we could come up with in the same time frame. We also suspected that there was a wealth of Flash authoring expertise available from out-of-house contractors which would help us smooth out the work load. Most importantly, we were very impressed by the intelligence and games savvy of the Secret Level staff."


Edit:  Re-reading the first news post above, it says that they used Action Scripts to communicate with the game engine & handle the shell logic.  In this case, it seems like that would almost confirm that the xex is what is specifically saying which Action Scripts & flash functions are allowed or not..

Also, the second post says that they have a modified version (possibly tool/plugin set) for macromedia flash to assist in developing flash material for any console.
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jax32

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Launching Swf Files Via Kiosk Disk
« Reply #121 on: January 06, 2006, 12:51:00 PM »

QUOTE(1337C0D3R @ Jan 6 2006, 11:21 AM) View Post

You might want to have a look at http://www.secretlevel.com/ , as it is a strong possibility that they are the creators of the flash player we are toying with.

My lead :
http://www.xbox.com/...S/dev/tools.htm
"Secret Level Tools, Inc.
Flash Player
http://www.secretlevel.com"

Side Note : If anyone wants to work on flash experiments on IM or otherwise, PM me. I have a second premium now just for testing.


no one listens to me sad.gif
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Ardend

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Launching Swf Files Via Kiosk Disk
« Reply #122 on: January 06, 2006, 01:35:00 PM »

Hmmm interesting, in the Full Hexic HD SWF, they use the duplicateMovieClip funtion.... that tells me that default.xex is updated and supports more code smile.gif  to bad we cant boot it sad.gif

Even more interesting is the fact that the game can be booted with the old default.xex and works fine as far as I can tell.  So does that mean the default.xex from the demo actually supports more code then we think?

Sorry, just rambling off random thoughts at work :|
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maximilian0017

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« Reply #123 on: January 06, 2006, 02:42:00 PM »

QUOTE(Ardend @ Jan 6 2006, 09:42 PM) View Post

Hmmm interesting, in the Full Hexic HD SWF, they use the duplicateMovieClip funtion.... that tells me that default.xex is updated and supports more code smile.gif  to bad we cant boot it sad.gif


Did you try the new default.xex?, what would be the reason it wouldn't work?
1. Signing should be intact
2. Would they use a media flag for this game?, should be able to put it back on the memorycard so no problem there...

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Caballero2005

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Launching Swf Files Via Kiosk Disk
« Reply #124 on: January 06, 2006, 02:59:00 PM »

QUOTE(PedrosPad @ Jan 6 2006, 06:04 PM) View Post

should anyone else wish to retrieve their own HexicHD files.  smile.gif


Ok thanx a lot have got all the tools, stripped my hdd out and connected via sata to pc, dumped all 20gig with winhex by sectorcopy. But now im stuck, the dumper finds no info... have i missed something important? a little tip would be nice...

cheers, caballero
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PedrosPad

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Launching Swf Files Via Kiosk Disk
« Reply #125 on: January 06, 2006, 03:05:00 PM »

QUOTE(Caballero2005 @ Jan 7 2006, 12:06 AM) *

Ok thanx a lot have got all the tools, stripped my hdd out and connected via sata to pc, dumped all 20gig with winhex by sectorcopy. But now im stuck, the dumper finds no info... have i missed something important? a little tip would be nice...

cheers, caballero

Try opening the HDD dump file in a hex editor and at offset 0x80000 you should see the letters "XTAF" (FATX backwards).  This indicates the start of a FATX partition.  If not, search for "XTAF" and see where it does appear (& post).  There should be 2,3,or 4 occurances of "XTAF" in the HDD image.  One at the start of each partition.  It's possible that you got some crap in the dump that throwing the offset out slightly.


This post has been edited by PedrosPad: Jan 6 2006, 11:08 PM
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Caballero2005

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« Reply #126 on: January 06, 2006, 03:11:00 PM »

QUOTE(PedrosPad @ Jan 6 2006, 11:12 PM) View Post

Try opening the HDD dump file in a hex editor and at offset 0x80000 you should see the letters "XTAF" (FATX backwards).  This indicates the start of a FATX partition.  If not, search for "XTAF" and see where it does appear (& post).  It's possible that you got some crap in the dump that throwing the offset out slightly.

PS. There should be 2,3,or 4 occurances of "XTAF" in the HDD image.


Ok thanx a lot, the first dump was full of read errors (bad sectors?), i just deleted it, turned all unnecessary stuff off and try again to get a clean dump now, as this lasts at least an hour i will post later if it worked and what i found...

Greetz, C.
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Ardend

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Launching Swf Files Via Kiosk Disk
« Reply #127 on: January 06, 2006, 03:35:00 PM »

regarding the Full Hexic HD swf, i did try booting the full version default.xex and it doesnt work.  so i replaced it with the demo one.  AFter that i tried booting and it loads and hangs on a black screen.  Turns out (and i should have noticed in the file set) that the Full version doesnt use the Splash.swf.  But since i was using the demo xex, i added that back into the folder along with all of the Full version files and demo xex and it boots and plays fine.  The only thing that doesnt work are the Achievements button, which literally does nothing when i try and press it, and the Exit to Dashboard button which crashes the WHOLE system when pressed.  Have to reboot out of it.

Other thing to note is that the Default.xex are totally different sizes, with the Full version being almost half the size of the demo one.  So there is a good chance the Full one is what we need to be getting at as its more than likely more complete if not totally complete.  Like i said, there was a duplicateMovieClip call in the file that I'm pretty sure wasnt in the demo game, but i could be mistaken...

I guess i should really see how/where the duplicateMovieClip function is used, then try and play the full game with the demo xex and see if that part of the game still works.  If not, we know for a fact that the demo.xex is crippled.....  

More ramblings (IMG:style_emoticons/default/smile.gif)


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PedrosPad

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Launching Swf Files Via Kiosk Disk
« Reply #128 on: January 06, 2006, 04:14:00 PM »

QUOTE(Ardend @ Jan 7 2006, 12:42 AM) View Post

regarding the Full Hexic HD swf, i did try booting the full version default.xex and it doesnt work.
<snip />

I guess i should really see how/where the duplicateMovieClip function is used, then try and play the full game with the demo xex and see if that part of the game still works.  If not, we know for a fact that the demo.xex is crippled.....  

More ramblings smile.gif

Ditto result. sad.gif   And agreed regarding the duplicateMovieClip investigation.
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Ardend

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« Reply #129 on: January 06, 2006, 04:37:00 PM »

Ok so here is the exact code (i hope this is ok, its only a snipet) of where they use the duplicateMovieClip function.  The odd thing is, as far as I can tell, the FOR loop in this case doesnt do anything??  its almost like they need it in the FOR loop just to make it work??  Any other ideas?  kinda wierd:

for (i = 0; i < 0; i++)
{
    dot.duplicateMovieClip("dot" + i, i);
} // end of for


And thats the whole code for the symbol where its used. (IMG:style_emoticons/default/sad.gif)

anyone wanna run a quick test on duplicateMovieClip with this method and see if they can get it to work?

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PedrosPad

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Launching Swf Files Via Kiosk Disk
« Reply #130 on: January 06, 2006, 04:42:00 PM »

QUOTE(Ardend @ Jan 7 2006, 12:42 AM) View Post

Other thing to note is that the Default.xex are totally different sizes, with the Full version being almost half the size of the demo one.

Below is an image of the Hexic contents side by side.
IPB Image

There some other very odd file size differences.  What's going on with xarialuni.ttf, from 6589652 bytes, to 153940?
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Ardend

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« Reply #131 on: January 06, 2006, 04:44:00 PM »

Also noticed the full game uses the createEmptyMovieClip function as well.  Wasnt that one of the ones that we couldnt get working on the demo version?

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deadparrot

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Launching Swf Files Via Kiosk Disk
« Reply #132 on: January 09, 2006, 11:43:00 AM »

Something has been nagging at me all day ever since maths...

What happens if we try to get a flash app to divide something by zero?  I know it sounds incredibly stupid, and flash obviously has a way of hadling it, but I'm going to find out what happens, well, on my PC atleast.
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Gloei

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« Reply #133 on: January 09, 2006, 12:05:00 PM »

QUOTE(xecuterbox @ Jan 9 2006, 05:38 PM) View Post

I just like to mention that to make it easy to access the flash wiki - I have created a domain - http://www.360flash.be

Hope you dont mind - but if you do just email me and I can remove it  smile.gif
Just makes it easy to remember

No problem at all smile.gif Great idea.
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petepx

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« Reply #134 on: January 09, 2006, 03:34:00 PM »

Hello, I just discovered this thread tonight and I did my first experiment.

Some things I noticed while coding:
- Stage object doesn't exist.
- setInterval is not available.
- anonymous object argument for attachMovie initialisation is not available.

I'll come back with more experiments, analyse and reports.

http://www.tweenpix....p/starfield.rar
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