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by MangaD at 02-06-2021, 12:17 PM
Although Adobe has abandoned Flash in 2020, it has transitioned the ongoing support and development of Adobe AIR to HARMAN, a Samsung company. You can read more on this here.

This means that we can still create executable versions of HF and HFX using the latest Flash Player version for the latest platforms (e.g. Android 10+).

The instructions for creating packages of HF and HFX differ, with HFX being the most complicated one. I will start with HF (PC version).

For these instructions, you will need to download and extract AIR SDK by HARMAN.

Note that in the end there will be a splash screen of this company when opening the game. It cannot be removed without payment as you can see here. Do not attempt to remove it through hacking, it is illegal.

PC version:

1. Go to AIRSDK_Windows\bin folder, create a folder for your app there (e.g. CoronationWars). Open the folder that you have just created.

2. Inside this folder, create a file called application.xml with the following content:
<?xml version="1.0" encoding="UTF-8"?> 
<application xmlns="http://ns.adobe.com/air/application/33.1"> 
    <name>Coronation Wars</name>
        <text xml:lang="en">Coronation Wars by BEBD</text>
    <filename>Coronation Wars</filename>
        <!-- Don't set the size. It will be determined automatically. -->

Notice that we are using version 33.1 of Flash Player (currently the latest and released by HARMAN). We have decided to give the version 1.1 to this package of Coronation Wars mod.

In this case we are creating a package for the 64-bit architecture, thus using the 64-bit version of the Flash Player. The reason for this is that Coronation Wars crashes on the 32-bit FP due to having large resource files inside.

3. Place the game's SWF file in this folder (with the same name as the one in the content tag in the application.xml file). Create a icons folder and place your icon images there accordingly to the information in the application.xml file. The directory structure should look like this:
├── application.xml
├── CW.swf
├── icons
│  ├── 16.png
│  ├── 32.png
│  ├── 48.png
│  ├── 256.png

4. Open PowerShell inside the CoronationWars folder. (You can do this using the context menu. Shift+right click on the empty space inside the folder for that option to appear).

5. Optionally, you can test the app right away with the following terminal command:
..\adl64.exe .\application.xml

6. Create a certificate to sign your app (this may help with some anti-viruses not giving false positives). Run the following command for this:
..\adt.bat -certificate -cn SelfSign -ou HK -o "Martial Studio Limited" -c HK 2048-RSA hf.p12 SomePasswordOfYourChoice

Instructions taken from here.

You'll be prompted for the password you chose when packaging in the next phase.

7. Now you can either create a bundle (a folder containing various necessary files and an EXE that you can run the game with) or an installer.

..\adt.bat -package -keystore hf.p12 -storetype pkcs12 -target bundle CW application.xml CW.swf icons

..\adt.bat -package -keystore hf.p12 -storetype pkcs12 -target native CW application.xml CW.swf icons

HFX (Android):

You will need the original (or modded) APK for this. You can download it from here.

1. Open the APK file with an archive manager (APK is a ZIP file).

2. Extract the classes.dex file inside the APK and convert it to a JAR file using the dex2jar tool.

3. Open the JAR file (which is also a ZIP file) with an archive manager and extract the files inside (they are the compiled Java classes from the AIR Native Extensions that HFX uses) to some folder of your choice, we will be using them soon.

4. Inside the bin directory of Adobe AIR by HARMAN, create a directory for each extension:
├── com.adobe.ane.social
├── com.milkmangames.extensions.AndroidIAB
├── com.chartboost.plugin.air
├── com.milkmangames.extensions.CoreMobile
├── com.jirbo.airadc.AirAdColony
├── com.milkmangames.extensions.GoViral

5. The unpacked extensions can be found inside the APK, in the path /assets/META-INF/AIR/extensions/. For each extension, add catalog.xml and library.swf into a ZIP file, and renamed the ZIP extension to SWC (e.g.: com.adobe.ane.social.swc). Then, place the SWC file inside the respective extension's directory.

6. Inside each extension's directory in the APK, there is a path META-INF/ANE/ where the file extension.xml and other files can be found (e.g.: /assets/META-INF/AIR/extensions/com.adobe.ane.social/META-INF/ANE/). Place all the files inside these directories in the directories of the respective extensions that you created in the bin directory. For the com.chartboost.plugin.air extension, for example, this is what the directory structure looks like:
├── com.adobe.ane.social
├── com.milkmangames.extensions.AndroidIAB
├── com.chartboost.plugin.air
│  ├── com.chartboost.plugin.air.swc
│  ├── extension.xml
│  ├── Android-ARM
├── com.milkmangames.extensions.CoreMobile
├── com.jirbo.airadc.AirAdColony
├── com.milkmangames.extensions.GoViral

If you open the extension.xml file you can see that these are its contents (in the original APK):
<extension xmlns="http://ns.adobe.com/air/extension/16.0">
<platform name="Android-ARM">

<platform name="iPhone-ARM">
        <platform name="default">


As we are not packaging the game for iPhone-ARM nor do we have the libChartboostAir.a file, you must comment that platform block using XML comments <!-- -->, or simply remove that block altogether.

We can see that there is a default platform (I noticed that all extensions have one). So, create a directory for the default platform and copy library.swf from the Android-ARM directory to it. Then place both directories inside a platform directory. The directory structure now looks like this:
├── com.adobe.ane.social
├── com.milkmangames.extensions.AndroidIAB
├── com.chartboost.plugin.air
│  ├── com.chartboost.plugin.air.swc
│  ├── extension.xml
│  ├── platform
│  │  ├── Android-ARM
│  │  │  ├── library.swf
│  │  │  ├── <other bunch of files>
│  │  ├── default
│  │  │  ├── library.swf
├── com.milkmangames.extensions.CoreMobile
├── com.jirbo.airadc.AirAdColony
├── com.milkmangames.extensions.GoViral

Then, from the JAR file that we got at the beginning (converted from classes.dex), get all the classes related to com.chartboost.plugin.air and place them in a ZIP archive named libChartboostAir.jar. Then place libChartboostAir.jar inside the Android-ARM directory.

Open PowerShell inside the extension's folder. (You can do this using the context menu. Shift+right click on the empty space inside the folder for that option to appear).

Finally, for this extension, run the following command to generate the ANE file:
..\adt.bat -package -target ane com.chartboost.plugin.air.ane extension.xml -swc com.chartboost.plugin.air.swc -platform Android-ARM -C platform/Android-ARM . -platform default -C platform/default library.swf

Do the same for the other extensions following the above steps. At the end, there can be some classes in the JAR file (generated from classes.dex) that you haven't placed in the JAR file from any extension, because you may not know to which extension they belong. So, just placed them in a random extension's JAR file. This isn't a problem because what matters is that all classes end up being placed in the new classes.dex file, using the same directory structure as the original.

7. Once all ANE files are compiled, create a HeroFighterX directory in the bin directory.

8. Inside the original APK's assets directory, there are the app's SWF file and a _Pic_Gen directory with the app's icons. Place them both in the HeroFighterX directory. And in the original APK's /assets/META-INF/AIR/ directory there are an application.xml file and an extensions directory (with the unpacked ANEs). Placed the application.xml file inside the HeroFighterX directory. Inside this directory, create an extensions directory and place the compiled ANE files inside. So, the directory structure for this app now looks like this:
├── HFX
│  ├── application.xml
│  ├── _Pic_Gen
│  ├── HeroFighterX.swf
│  ├── extensions
│  │  ├── com.adobe.ane.social.ane
│  │  ├── com.milkmangames.extensions.AndroidIAB.ane
│  │  ├── com.chartboost.plugin.air.ane
│  │  ├── com.milkmangames.extensions.CoreMobile.ane
│  │  ├── com.jirbo.airadc.AirAdColony.ane
│  │  └── com.milkmangames.extensions.GoViral.ane

9. Change the targetSdkVersion in the manifest inside application.xml to 31, in order to support Android 12 (currently the latest). Android version and SDK correlation: https://developer.android.com/studio/releases/platforms

10. Change <application xmlns="http://ns.adobe.com/air/application/17.0"> to <application xmlns="http://ns.adobe.com/air/application/33.1">, so that it uses the latest Flash Player version (33.1 is from HARMAN).

11. With the latest Adobe AIR, the following line should be added to the application.xml file under the <android> section if one does not wish to use the Android SDK for building.

Another option is to use the Android SDK for building, in which case the following lines should be added in the file AIRSDK_Windows\lib\adt.cfg (replace with correct paths):
JAVA_HOME=C:/Program Files/Java/jdk-11.0.14

Note that Java 11 or above must be used.

12. Android 12 requires receivers with intent filters to have the attribute android:exported. Example:
<receiver android:name="com.milkmangames.extensions.android.CMBootReceiver" android:exported="false">
        <action android:name="android.intent.action.BOOT_COMPLETED"/>

or else, the following error will show up:

Quote:Error: Apps targeting Android 12 and higher are required to specify an explicit value for android:exported when the corresponding component has an intent filter defined. See https://developer.android.com/guide/topi...t#exported for details.

13. To allow screen recorders to capture the game's audio in Android 10 and above, it is necessary to add the following attribute in the Android app manifest file. It is located in the application.xml file under the <android> section.
                android:isGame="true" <!-- this is extra, not related to audio -->

Source: https://developer.android.com/guide/topi...av-capture

14. Create a self-signed certificate:
..\adt.bat -certificate -cn SelfSign -ou HK -o "Martial Studio Limited" -c HK 2048-RSA hfx.p12 SomePasswordOfYourChoice

Instructions taken from here.

15. In the lib folder from AIR SDK from HARMAN there is a file called adt.cfg. Add the following line to it:

This fixes the error:
Quote:There was a problem parsing this package.
when trying to install the app on some devices.

The error that I was getting when profiling the APK with Android Studio was: INSTALL_PARSE_FAILED_RESOURCES_ARSC_COMPRESSED

Then I came across this issue in AIR SDK from HARMAN.
Opening lib/adt.cfg showed me the commented line and I simply uncommented it and added the arsc extension to it, which is the extension of the file resources.arsc that Android Studio was complaining about.

16. Finally you can package the new APK using the following command in PowerShell:
..\adt.bat -package -target apk -storetype pkcs12 -keystore hfx.p12 HeroFighterX.apk application.xml -extdir extensions HeroFighterX.swf _Pic_Gen
# enter certificate's password

If using Linux, you can run instead:
java -jar ../../lib/adt.jar -package -target apk -storetype pkcs12 -keystore hfx.p12 HeroFighterX.apk application.xml -extdir extensions HeroFighterX.swf _Pic_Gen
# enter certificate's password

which will require adding AndroidPlatformSDK=/home/<user>/Android/Sdk/ to the lib/adt.cfg file.

This step is no longer necessary with the latest Adobe AIR (Click to View)

PS: If this tutorial was useful to you, please vote up my question and answer in this StackOverflow page.
by MangaD at 06-05-2021, 01:31 PM
Hero Fighter Technology

[Image: hft.jpg]


@Lee Catalpa Tien



Chinese notes

(0.2.0 & 0.2.2)两次更新内容:
by MangaD at 17-04-2021, 08:59 AM
Hero Fighter EX

[Image: hf-ex.jpg]

This is the PC version containing the new characters from HFX. Not everything works as in HFX as the game's code is not changed. The purpose of this version is to be a blueprint for mod producers. All the characters have been over-HD processed and are no longer HFX low-pixel characters. This version will not be updated again.


@Lee Catalpa Tien


by MangaD at 18-02-2021, 01:36 AM
Hero Fighter X now works on recent Android versions, has full version enabled for everyone (this means no more level caps, energy and gems), and all heroes can be unlocked by progress - without a need for referral codes. Moreover, I expect to release a new version of Hero Fighter Workshop later this year, that will support Hero Fighter X. This is all for Android. iOS is not changed. Since this repackaged APK is not official and is not published on Google Play, you may get a warning on your mobile that the source is not trusted. Putting it simply: if you trust me you can ignore this warning.

Attention: You need to "Allow installation of apps from unknown sources."
Settings -> Security -> Unknown sources

Why have I done this and why it was necessary:
  • Recent Android versions: Hero Fighter X hasn't received updates since 2015 and Android versions released after that could no longer support this outdated APK, which shipped an older runtime of Adobe AIR. Thus, the game would instantly crash on Android versions above 7.
  • Full version: It appears that it was no longer possible to buy gems in the game. This means that, even if the players want to progress faster and support the author, they could not. Thus, full version has been made available for everyone, and upon clicking on the infinite gems or infinite energy icons, a message shows up saying:
    Quote:This APK was repackaged by MangaD. Because it was no longer possible to buy gems, I have made full version available for everyone. However, you should support the author if you'd like to see this project continue. Any donation amount is greatly appreciated! PayPal: martiwongkh@gmail.com
    Thus, players are encouraged to donate to Marti Wong in order to show their appreciation for the game and motivate Marti to continue this project.
  • All heroes can be unlocked: Since the game was hacked by some Chinese pirates that the referral system stopped working properly. Many players cannot even get a referral code assigned, and get the infamous "Unable to connect to the game server... Please check your network connection and try again later.". Because of this, many players were unmotivated since they could not unlock all the characters no matter what they do. Hence, I have made all the characters unlocked by progress. The list with the stages on which a specific character is unlocked is provided below.
  • Modding: Modding makes the game much more fun to play, because you can create your own content. So once you've grown tired of playing the same over and over, you can create your own custom characters and stages. HF Workshop has released in 2019 with support for HF v0.7 only. But I have successfully implemented modding of older HF versions and of HFX characters. However, before I can release this new version of HF Workshop, I still need to make a few adjustments to it and implement repackaging of the APK.

Heroes Unlocked:
  • Lucas - Start
  • Drew - Intro 1st match
  • Shawn - Intro 3rd match
  • Jenny - Act 2 Duel 1
  • Taylor - Act 2 Team Fight 1
  • Legge - Act 2 Tournament
  • Gordon - Act 2 Duel 5
  • Sinan - Act 2 Team Fight 6
  • Titto - Act 3 Duel 1
  • Saws - Act 3 Tournament
  • Swordsman Eason - Act 3 Duel 9
  • Vivian - Act 4 Duel 1
  • Yaga - Act 4 Tournament
  • Giggs - Act 4 Duel 10
  • Leo - Act 5 Battle 4
  • Iczzy, Heater or Raye - Act 5 Tournament
  • Jason - Act 6 Battle 2
  • Livermore - Act 6 Tournament
  • Iczzy, Heater or Raye - Act 7 Mission 9
  • Iczzy, Heater or Raye - Act 7 Duel 16
  • Eason - Act 7 Mission 16
  • Azrael - Act 7 Story

Known issues:
  • Characters level 105 and above heal the enemy. Don't level up your characters too much and you'll be fine. You don't need to reach this level in order to clear the game!
  • Referral codes don't work. This is not a problem anymore since all the characters can be unlocked by progress.
  • Aspect ratio on wide screens - On wider screens the image does not fully stretch.
  • A tester, with Android 9, has reported that the game crashes or black screen appears if you get notifications from other apps (e.g. Whatsapp) while playing. I haven't gotten this problem on my Android 7. Let me know if you get or don't get this problem and your Android version.
by MangaD at 03-02-2021, 06:23 PM
Coronation Wars

[Image: CW-1-1.png]





Note: Extract archive with 7-Zip or another archive manager.

Video demo

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