WARNING: in a Version 8 movie you MUST use an Import2 tag instead of Import or it just will not work (Import tags are ignored in version 8 movies).
Intended to name objects so one can reference them in an ActionScript. Instead, PlaceObject2 was used which is better since one object can be placed multiple times in your display list and each should have a different name. With the PlaceObject2 tag, it works that way.
Moved the monolithic documentation to a multi-page hierarchical document that includes everything we had before plus many links, many terms attached to all pages (tags, English words.) And revision of most of the text for better English and clarification in some places.
Strengthen the formatting with CCK fields so all declarations look alike.
Broken up the actions from one large table to a set of pages.
Started work on the Load() feature of the SSWF library. This helped fixing several small mistakes in the documentation.
Fixed the ...
The SWF Reference by Alexis is part of the free SSWF project.
This documentation is intended for people who want to program a Flash player, editor, or some similar tool handling Flash data.
The project comes with a complete C++ library that is designed to greatly simplify the generation and loading of Flash files.
Information on how to playback a sound effect. These are found in a StartSound and a DefineButtonSound.
The f_sound_id_ref is a reference to an earlier DefineSound tag.
The f_stop_playback can be set to 1 in which case the sound stops as soon as the next ShowFrame is reached. All the other flags should be set to 0 when this one is 1.
The f_no_multiple flag indicates whether the same sound effect can be played more than once at a time.
The f_in/out_point indicate the start and end points where the sound should start playing and where it will end. f_in_point should always be smaller than ...
A button structure defines a state and a corresponding shape reference. The shape will be affected by the specified matrix whenever used.
There are many acceptable combinations. The object which is referenced is drawn when its state matches the current state of the button. If only the f_button_state_hit_test is set, then the shape is always displayed.
In order to define the area where the button can be clicked, it is necessary to set the f_button_state_hit_test flag to 1. Also, when this flag is set, only a shape can be referenced (no edit text, sprite or text object will work in this ...
The array of shape records starts with a set of styles definition and is followed by shape records. The list of shape records ends with a null record.
Note that f_shape_records_morph cannot include any reference to styles and lines, nor include new styles. It is likely that the f_styles_count will always be 0x11. Also, it is always byte aligned.
This tag will be used to specify where and how to place an object in the next frame. The PlaceObject is much different and is presented separately.
The f_depth field is used to indicate at which depth the character is inserted in the current frame. There can be only one object per depth value (thus a maximum of 65536 objects can appear on a single frame).
The f_place_has_move and f_place_has_id_ref flags are used to indicate what to do at the given depth. The following table presents what happens depending on the current value.
f_place_has_move ...