Users browsing this thread: 1 Guest(s)
How do you get sprites from a flash SWF?
#1
I'm trying to get sprites from the game "Mibibli's Quest".

The game uses a weird format for data, the game is a flash SWF that runs off a application executable. I tried to open the SWF with 7-zip with results, but I don't know what exactly the files are.

They're organized in a format that seems to end with numbers, such as "37.32" as a "32" file.

If anyone could help me, it would be a big thanks.
I like to make models in my free time. I also make weird games, too.
Reply
Thanked by:
#2
Use free flash decompiler https://www.free-decompiler.com (site is not loading for me when I'm posting) I wanted to post it, but can't find it on my computer. Never mind here it is: http://www.mediafire.com/download/s1ictb..._setup.zip

The rest should be obvious after you open the swf.
[Image: yXqxjiu.png]
Reply
Thanked by:
#3
I'd just like to add that Free Flash Decompiler is the best program I know of for extracting from SWFs. It seems to access pretty much any assets easily.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
Reply
Thanked by:
#4
SWF Rip seems to be working pretty well.

You can also avoid the junk-ware-filled installer Sourceforge hacks up with 7-zip, so there's no worries towards ever needing to install it.

Edit: Nevermind, SWF Rip seems to also have a couple issues with the export, gotta try something else.
I like to make models in my free time. I also make weird games, too.
Reply
Thanked by:
#5
I went and downloaded the game, opened with ffdec and there are no apparent issues, sprites are there, tilesets are there, sounds are there.

It's a game made with stencyl, which means that it's your run of the mill flash game with an Air wrapper.

Edit: I went and dumped all the raster assets and it did well with no problems, 1079 items in total.

What issues are you running into?
[Image: yXqxjiu.png]
Reply
Thanked by: Filler
#6
There seems to be an issue with Stencyl games and their formats using SWF Rip, mostly due to being an old software. Other games off their site worked well, though.

Here's a test I did, the player from Dangerous Dungeons:

[Image: roFsIUQ.png]

Gonna try out what I was told to use, then.
I like to make models in my free time. I also make weird games, too.
Reply
Thanked by:
#7
The tool used to make it makes no real difference, adobe flash, stencyl, flashpunk, all output the same thing.

Here's a complete dump from Mibili's Quest:
http://www.mediafire.com/download/sxgwtm...images.zip
[Image: yXqxjiu.png]
Reply
Thanked by:
#8
JEXPS free flash dumper has worked wonders for me. If you need any help, let me know.
Reply
Thanked by: Simpsons Dumper
#9
i use a combination of

Sothink Decompiler
and
Adobe Flash

for most of my flash rips.
I've recently discovered JPEXS from a thread on this site, and found it is also quite useful.

There are some shortfalls of using solely decompilers/rippers I would like to explain, though.
Firstly, decompilers/rippers sometimes cannot export or even detect certain assets properly.
Common problem areas are the binarydata tags, and video assets

I have found a way to deal with those, which I've explained in one of my other threads.

This next issue I'd like to mention, though, has to do with vectors. I am finding newer vector assets, especially "HD" ones, will not render or export correctly from any decompiler. Unless this has been fixed in an update, Sothink won't export .svg's correctly, which creates some noticeable flaws in exported shapes. JPEXS won't render the shapes correctly, and resulting .png is the same as rasterizing the faulty vector sothink or any other decompiler will dump.

I am finding that the only way to properly handle certain vector assets is to somehow render them out through flash player or adobe flash. I don't have cs6, so I am forced to utilize flash player's rendering. That ofc, involves creating utilities for the sole purpose of loading and rasterizing .swfs and their movieclips. (so far every known tool to do this is commercial, and/or just doesn't work)

The vector issue probably won't be encountered with Stencyl games, because as I recall, Stencyl rasterizes imported vectors, or at least, for the brief time I tried it, that was the case. But many of the other popular ways of creating flash games and animations do support vector assets. (and it's safe to say a lot of flash games are predominantly vectors)

I will try to provide some information, and maybe, tools, for dealing with newer vector assets. IDK when/if this will happen, though. I have an idea how to export them, but I haven't the current means or skills to develop that application.
Reply
Thanked by: Hiccup


Forum Jump: