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![List of issues](/flash/images/issue_list.png)
#1453 SWFMOVIE file saving support
Author:
oven59
![user user](/flash/images/user.png)
Date created:
Type: feature
Visibility: Everybody
Assigned to:
Labels: GFXSwfMovie
State: postponed ![Help](/flash/images/help.png)
![Help](/flash/images/help.png)
JPEXS Flash Decompiler is able to open, edit and "save as" swfmovie files, but it is not
able to save these files to original file using "save" option. Is it possible to implement
that feature?
I'm attaching example swfmovie files and printscreen to this request.
Thanks. :)
Hi,
files with extension ".SwfMovie" are unknown to JPEXS.
JPEXS can edit(save) files with extension ".swf",".swc",".gfx",".iggy".
The files you provided are probably from a game that uses some internal format of binary
files,
that contain GFX data inside them. FFDec can display these GFX data(using binary search
feature), but cannot save(edit) them since it does not know how the binary structure of
the original file look like.
If you know any good online source for the documentation of ".SwfMovie" extension, you can
give it to us and we might implement some support for if. Without the docs, we can't help
you.
Thanks for your understanding.
I may have some info for you. These files are from game "Deadpool: The Video Game". This
game is created on unreal engine and swfmovie files have been extracted using Unreal
Package Extractor
(http://gildor.org/downloads) from UPK file (extension ".xxx" in this particular
case)
As for file structure, swfmovie are just normal gfx files with additional header (148
bytes) and footer(80 bytes, I think). These are just information for unreal engine, what
contains this entry in UPK archive - in this case GFX file.
So basically this feature could be implemented to edit just GFX file without editing
header and footer. :)
Is there any progress on this? I was gonna ask you the same thing which has being used for
Thief 4 as well.
State: new→postponed