ActionScript 2.0 :: Does The XRay Debugger Still Work In FP10
May 27, 2010
I'm trying to debug an old AS2 project that uses an old version of MDM Zinc and its driving me mad not having a decent debugger.
Especially as I need to debug on several platforms,e.g by Zinc exe works fine in XP but not in Vista.I tried downloading the latest XRay stuff from GoogleCode but it doesn't seem to work as my player is the lastest FP10 I suspect that this could be the result of FP10 sandbox security changes to local connection.
PS. I did look at DeMonster debugger but I can only find an AS3 version
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Jul 17, 2009
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Jul 29, 2009
So I am learning AS3 slowly.First project in it.I am having some troubles. (I know I need to learn to code class based, working on it, familiarizing myself with some of the basics before I change my style completely).I have set up my stage to have four instances of a movieclip named silverScreen0 - silverScreen3.Each of those has a content layer in it which I am dynamically loading an identical swf.I then have a mask I put over each clip so that it only show a specific area.
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Jun 25, 2009
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Nov 1, 2009
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i've thrown together a little sample here below (code obviously needs cleaning up, but i'm gonna worry about that when i've got it working as i want to). in this example z-val will always be 1 and no perspective fixing will be done. so i really need your to figure out how i can take my calculated x and y point and turn them into a "fake" z-point and use that to avoid distortion in the map/texture.
[Code].....
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Nov 1, 2009
i'm messing around a bit with the new fp10 drawing api and drawtriangles. i've created a little something i think is kinda of cool, though i can't seem to get the uv-mapping working as i want. since i'm just moving points in z/y direction i don't really have and z-value to calculate the uv with. though the bitmap texture gets distorted. i've tried to calculate a "fake" z-value with x and y, but since my maths skills are terrible i can't really get it to work.
i've thrown together a little sample here below (code obviously needs cleaning up, but i'm gonna worry about that when i've got it working as i want to). in this example z-val will always be 1 and no perspective fixing will be done. how i can take my calculated x and y point and turn them into a "fake" z-point and use that to avoid distortion in the map/texture.
[Code]...
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// Flash Code:
Code:
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[code]....
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[Code]...
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[Code]....
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Code:
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[code]...
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[Edited - Title changed]
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