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Adobe Flash / SWF preservation tools.

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Adobe Flash / SWF preservation tools

Build Status Latest Version Rust Documentation

The goal is to convert SWF files to more durable technologies (SVG, WASM, etc.), avoiding on-the-fly emulation as much as possible.

Status

This is an experimental project, with no progress/completion guarantees.

Feel free to try it out and report issues, but keep in mind that errors explicitly mentioning swf-parser or Unknown {...} tags are caused by limitations in the Open Flash components (also see relevant section).

Conversion to SVG+JS

This is now the default mode. As much as possible (paths, bitmaps, etc.) is statically present in the SVG, while animations and actions are driven by JS.

Note that relying on JS means <img> tags in HTML can't display these SVGs, and you need embed them, either directly, or via <embed> or <object>.

cargo run foo.swf will output a foo.svg file, which hopefully resembles the original, at least partially. It can also process multiple files, so you can use cargo run your-flash-stash/*.swf to get a representative sample.

Conversion to animated SVGs

While currently not exposed via the CLI (see src/bin/flashback.rs), there is support for producing an animated SVG, which works with <img>.

This uses <animate> and <animateTransform>, and supports all of the static resources (e.g. paths and bitmaps) that the SVG+JS mode does.

There doesn't seem to be an easy way to handle sprites' independent animation, and right now multiple instances of the same sprite are always in sync.

AVM1 (AS1/AS2) actions are not supported in this mode, although it might be possible to handle some cases which result in deterministic animations.

SVG animations also appear to have some sort of event support, could be usable.

Is this another "Open Source/Third-Party Flash Player" project?

Ideally, no. The main difference is the split between the conversion step ("recompilation" in a sense) and the runtime required to view/interact with the result of the conversion. A separate conversion step can afford to take longer than a player, in order to reduce the burden on the runtime, which can be smaller, or even non-existent (e.g. the animated SVG mode).

It's not clear yet how well this model scales to the full Flash featureset, specifically the possibility of dynamically manipulating everything. This is why this is primarily an experiment, and may grow several different backends, to deal with as many usecases as possible.

Relation to the Open Flash project

Open Flash's goals align well with this project, and its components will be used where they suffice, to avoid wasting time reinventing the wheel.

It's possible that contributions will be made to Open Flash components if necessary, and this project might even be merged into Open Flash (if it gets past the experimental stage).

See also their "Related projects" section.

License

Licensed under either of

at your option.

Contribution

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in this crate by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.

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Adobe Flash / SWF preservation tools.

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