02-06-2021, 12:17 PM
(This post was last modified: 25-07-2023, 11:05 AM by MangaD.
Edit Reason: update
)
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
2. Inside this folder, create a file called
Notice that we are using version 50.2 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
4. Open PowerShell inside the
5. Optionally, you can test the app right away with the following terminal command:
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:
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.
Bundler:
Installer:
The password I used here is "SomePasswordOfYourChoice". You can change it in the previous step.
Note: Type the password when prompted and hit enter, regardless of whether the characters you type show up or not.
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
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
5. The unpacked extensions can be found inside the APK, in the path
6. Inside each extension's directory in the APK, there is a path
If you open the
As we are not packaging the game for
We can see that there is a
Then, from the JAR file that we got at the beginning (converted from
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:
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
7. Once all ANE files are compiled, create a
8. Inside the original APK's
9. Change the
10. Change
11. With the latest Adobe AIR, the following line should be added to the
Another option is to use the Android SDK for building, in which case the following lines should be added in the file
Note that Java 11 or above must be used.
12. Android 12 and higher require receivers with intent filters to have the attribute android:exported. Example:
or else, the following error will show up:
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
Source: https://developer.android.com/guide/topi...av-capture
14. Create a self-signed certificate:
Instructions taken from here.
15. In the
This fixes the error:
The error that I was getting when profiling the APK with Android Studio was:
Then I came across this issue in AIR SDK from HARMAN.
Opening
16. Finally you can package the new APK using the following command in PowerShell:
If using Linux, you can run instead:
which will require adding
PS: If this tutorial was useful to you, please vote up my question and answer in this StackOverflow page.
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/50.2">
<id>CoronationWars</id>
<name>Coronation Wars</name>
<description>
<text xml:lang="en">Coronation Wars by BEBD</text>
</description>
<versionNumber>1.1</versionNumber>
<filename>Coronation Wars</filename>
<architecture>64</architecture>
<initialWindow>
<content>CW.swf</content>
<visible>true</visible>
<!-- Don't set the size. It will be determined automatically. -->
<!--<width>960</width>
<height>540</height>-->
<requestedDisplayResolution>high</requestedDisplayResolution>
<resizable>true</resizable>
</initialWindow>
<icon>
<image16x16>icons/16.png</image16x16>
<image32x32>icons/32.png</image32x32>
<image48x48>icons/48.png</image48x48>
<image256x256>icons/256.png</image256x256>
</icon>
</application>
Notice that we are using version 50.2 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:AIRSDK_Windows\bin\CoronationWars
├── 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.
Bundler:
..\adt.bat -package -keystore hf.p12 -storetype pkcs12 -target bundle CW application.xml CW.swf icons
Installer:
..\adt.bat -package -keystore hf.p12 -storetype pkcs12 -target native CW application.xml CW.swf icons
The password I used here is "SomePasswordOfYourChoice". You can change it in the previous step.
Note: Type the password when prompted and hit enter, regardless of whether the characters you type show up or not.
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:AIRSDK_Windows\bin
├── 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:AIRSDK_Windows\bin
├── 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">
<id>com.chartboost.plugin.air</id>
<versionNumber>5.5.0</versionNumber>
<platforms>
<platform name="Android-ARM">
<applicationDeployment>
<nativeLibrary>libChartboostAir.jar</nativeLibrary>
<initializer>com.chartboost.plugin.air.ChartboostExtension</initializer>
<finalizer>com.chartboost.plugin.air.ChartboostExtension</finalizer>
</applicationDeployment>
</platform>
<platform name="iPhone-ARM">
<applicationDeployment>
<nativeLibrary>libChartboostAir.a</nativeLibrary>
<initializer>ChartboostExtInitializer</initializer>
<finalizer>ChartboostExtFinalizer</finalizer>
</applicationDeployment>
</platform>
<platform name="default">
<applicationDeployment/>
</platform>
</platforms>
</extension>
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:AIRSDK_Windows\bin
├── 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:AIRSDK_Windows\bin
├── 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 33, in order to support Android 13 (currently the latest). Android version and SDK correlation: https://developer.android.com/studio/releases/platforms10. Change
<application xmlns="http://ns.adobe.com/air/application/17.0">
to <application xmlns="http://ns.adobe.com/air/application/50.2">
, so that it uses the latest Flash Player version (50.2 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.<BuildLegacyAPK>true</BuildLegacyAPK>
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):AndroidPlatformSDK=C:/Users/<user>/AppData/Local/Android/Sdk
JAVA_HOME=C:/Program Files/Java/jdk-11.0.14
Note that Java 11 or above must be used.
12. Android 12 and higher require receivers with intent filters to have the attribute android:exported. Example:
<receiver android:name="com.milkmangames.extensions.android.CMBootReceiver" android:exported="false">
<intent-filter>
<action android:name="android.intent.action.BOOT_COMPLETED"/>
</intent-filter>
</receiver>
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.<application
android:isGame="true" <!-- this is extra, not related to audio -->
android:allowAudioPlaybackCapture="true">
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:UncompressedExtensions=emd,tfl,tflite,pb,arsc
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.