Post subject: Flash games
Joined: 1/3/2010
Posts: 16
Some guy on reddit asked about TAS'ing a Flash game. In the past I have tried scripts which wait on specific pixels, but that isn't a real TAS since its frames are not at exact times. You could go the simulation road by creating a wrapper which swaps out RAM for a program that runs the Flash container. But there might be a cleaner solution. It is possible to decompile .swf files and be able to edit them. Afterwards some code for TAS tools can be copied in and perfect frame-by-frame inputs will work nicely. Maybe this can even be applied as a patch. I don't know how savestates would work though, so that may be a point of discussion. The advantage of this method is that it would open up Flash games for perfect TAS'es. What do you guys think? Would it even work?
Post subject: Universal Answer
Dragos-san
Other
Joined: 11/4/2019
Posts: 21
Location: Apple Macbook Pro (Early 2015)
Flash games are simply lines of code in the 'Flash' language. Make a decoder (so the TAS tool can understand the game) and you're pretty much all good. Theoretically, at least. You'd need a translator, and even one of the biggest companies in the world can't do it right - just ask Google Translate. It would also be quite slow, because not only do you need a translator for the incoming programs (the game) you also need a translator for the outcoming programs (the input) So maybe if you could reprogram/translate the whole game and then call it a 'remix' or whatever (hey, that's a good idea) then you could run any game.
Thank you and have a nice week! :)