Convert AS2 swf to AS3 swf

I have a swf (written in AS3) that loads other swfs into it.
There are no issues when loading other AS3 swfs but there is a
problem loading AS2 swfs. I get the following error:
TypeError: Error #1034: Type Coercion failed: cannot convert
flash.display::AVM1Movie@35d3a51 to flash.display.MovieClip.
Is there any way to convert the AS2 swf into a AS3 swf so it
will be compatible with my loader? I cannot go back and change the
AS2 swfs because I do not have the fla files. Or is there any way
to incorporate AS3 code that will load AS2 swfs properly? It seems
hard to believe that Adobe would neglect this backwards
compatibility issue. Thanks

Hello Andrei1,
Thanks for looking at my simple AS3 code. The AS2 swfs that
I've been working (and having difficulties) with are components
that I've purchased from places like www.flashden.com. Some are
image transitions (such as "Dynamic Image Draw found at
http://www.flashden.net/item/dynamic-image-draw/7532)
while another is used to create a looped banner rotator animation
(IMG_loop, a free d/l from www.afcomponents.net). I have another
that uses an .xml file to configure a slideshow animation.
You mention "needing to do more" if AS2 scripts inside its
swf are to be run by the parent AS3 fla; what would these lines of
code be?
In researching my problem further I've since realized that
most of these issues deal both with the version of AS used, as well
as the version of the Flash player the fla is set up to animate
for. In particular, the "Dynamic Image Draw" component requires
that Flash Player 8 or 9 be used with AS2.
Given that many of my purchased components are like this,
I've since changed my main fla movie from AS3 back to AS2 and have
learned that the scripting needed to call individual multiple swfs
into it at various points in the timeline is MUCH simpler!!!!! One
single, easily interpreted, line of code vs. 5 lines using
variables and much more arcane (to me) function calls.
I started my file with AS3 figuring that I'd be better off
learning the new version of the language; much stress and
forehead-rubbing later, I've seen just how much easier and
understandable AS2 is to learn.
I recognize that there are likely very strong arguments for
the more structured coding approach used by AS3, but for someone
like me who wants to generate customized Flash presentations with
little fuss, I'm not qualified to make them.
Perhaps this is a no brainer for those many flash gurus out
there, but for me this tiny bit of wisdom has been hard fought for!
That being said, is there an easy way to convert a swf file
created using AS2 to something that AS3 can work/interact with?
I've come across a free d/l product called actionscript bridge, but
haven't been able to understand how to get it to work.

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    so can i do like this then to go to frame 3 in my loaded swf?
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    Date: Sun, 7 Jun 2009 10:25:09 -0600
    From: [email protected]
    To: [email protected]
    Subject: load AS2 swf into AS3 swf problem
    no.
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    >

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  • Load AS2 swf into AS3 swf

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  • Trying to convert AS2 code to AS3

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  • Convert as2 code to as3 please help

    function fDieList()
        if (pDieList.length > 0)
            _root.inSFX.die.start();
            for (var _loc2 = 0; _loc2 <= pDieList.length; ++_loc2)
                pDieList[_loc2].fDie();
            } // end of for
            pDieList = [];
            actioner.pKills = true;
        } // end if
    } // End of the function
    function fDieListSetup()
        if (pDieList.length > 0)
            for (var _loc1 = 0; _loc1 <= pDieList.length; ++_loc1)
                pDieList[_loc1].fDieSetup();
            } // end of for
        } // end if
    } // End of the function
    function recur(fromx, fromy, tox, toy)
        var _loc2 = fromy;
        var _loc1 = fromx;
        var _loc3 = toy;
        if (_loc1 == tox && _loc2 == _loc3)
            return (true);
        else
            ++len;
            drum[len][0] = _loc1;
            drum[len][1] = _loc2;
            wa[_loc1][_loc2] = 1;
            if (_loc1 > tox && _loc2 > _loc3)
                if (_loc1 > 1 && wa[_loc1 - 1][_loc2] == 0)
                    ok = recur(_loc1 - 1, _loc2, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
                if (_loc2 > 1 && wa[_loc1][_loc2 - 1] == 0)
                    ok = recur(_loc1, _loc2 - 1, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
                if (_loc1 < limits && wa[_loc1 + 1][_loc2] == 0)
                    ok = recur(_loc1 + 1, _loc2, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
                if (_loc2 < limits && wa[_loc1][_loc2 + 1] == 0)
                    ok = recur(_loc1, _loc2 + 1, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
            else if (_loc1 <= tox && _loc2 > _loc3)
                if (_loc2 > 1 && wa[_loc1][_loc2 - 1] == 0)
                    ok = recur(_loc1, _loc2 - 1, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
                if (_loc1 < limits && wa[_loc1 + 1][_loc2] == 0)
                    ok = recur(_loc1 + 1, _loc2, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
                if (_loc2 < limits && wa[_loc1][_loc2 + 1] == 0)
                    ok = recur(_loc1, _loc2 + 1, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
                if (_loc1 > 1 && wa[_loc1 - 1][_loc2] == 0)
                    ok = recur(_loc1 - 1, _loc2, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
            else if (_loc1 > tox && _loc2 <= _loc3)
                if (_loc1 > 1 && wa[_loc1 - 1][_loc2] == 0)
                    ok = recur(_loc1 - 1, _loc2, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
                if (_loc2 < limits && wa[_loc1][_loc2 + 1] == 0)
                    ok = recur(_loc1, _loc2 + 1, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
                if (_loc1 < limits && wa[_loc1 + 1][_loc2] == 0)
                    ok = recur(_loc1 + 1, _loc2, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
                if (_loc2 > 1 && wa[_loc1][_loc2 - 1] == 0)
                    ok = recur(_loc1, _loc2 - 1, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
            else
                if (_loc2 < limits && wa[_loc1][_loc2 + 1] == 0)
                    ok = recur(_loc1, _loc2 + 1, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
                if (_loc1 < limits && wa[_loc1 + 1][_loc2] == 0)
                    ok = recur(_loc1 + 1, _loc2, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
                if (_loc2 > 1 && wa[_loc1][_loc2 - 1] == 0)
                    ok = recur(_loc1, _loc2 - 1, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
                if (_loc1 > 1 && wa[_loc1 - 1][_loc2] == 0)
                    ok = recur(_loc1 - 1, _loc2, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end else if
                } // end else if
            } // end else if
            --len;
            return (ok);
        } // end else if
    } // End of the function
    function way(fromx, fromy, tox, toy)
        len = 0;
        ok = false;
        for (i = 1; i <= limits; i++)
            for (j = 1; j <= limits; j++)
                wa[i][j] = ma[i][j];
            } // end of for
        } // end of for
        wa[fromx][fromy] = 0;
        return (recur(fromx, fromy, tox, toy));
    } // End of the function
    function init()
        var _loc2 = _root;
        scorerule = new Array(40, 50, 60, 70, 80);
        score = 0;
        totalballs = 7;
        nextballs = 3;
        limits = 9;
        kkk = 1000;
        xnext = next1._x - 19;
        ynext = next1._y + 21;
        ballsput = 0;
        drum = new Array();
        wa = new Array();
        st = new Array();
        for (i = 1; i <= limits * limits; i++)
            drum[i] = new Array(0, 0);
        } // end of for
        for (i = 1; i <= limits * limits; i++)
            wa[i] = new Array(limits + 1);
        } // end of for
        selected = new Array(0, 0);
        ma = new Array();
        for (i = 1; i <= limits; i++)
            ma[i] = new Array(limits + 1);
            for (j = 1; j <= limits; j++)
                ma[i][j] = 0;
                _loc2.inGame["balls" + i + j].x = i;
                _loc2.inGame["balls" + i + j].y = j;
            } // end of for
        } // end of for
        nextarray = new Array();
        for (i = 1; i <= nextballs; i++)
            nextarray[i] = new Array(0, 0, 0);
            attachMovie("balls", "nextballs" + i, kkk++);
            _loc2.inGame["nextballs" + i]._x = xnext;
            _loc2.inGame["nextballs" + i]._y = ynext + i * 60;
            _loc2.inGame["nextballs" + i]._xscale = 140;
            _loc2.inGame["nextballs" + i]._yscale = 140;
        } // end of for
        actioner2.swapDepths(20000);
    } // End of the function
    function generatenext()
        var _loc2 = _root;
        if (ballsput <= 81 - nextballs)
            togenerate = nextballs;
        else
            togenerate = 81 - ballsput;
        } // end else if
        for (i = 1; i <= togenerate; i++)
            do
                x = random(limits) + 1;
                y = random(limits) + 1;
            } while (ma[x][y] != 0)
            nextarray[i][0] = random(totalballs) + 1;
            nextarray[i][1] = x;
            nextarray[i][2] = y;
            _loc2.inGame["nextballs" + i].gotoAndStop(nextarray[i][0] + 1);
            _loc2.inGame["nextballs" + i].buton._visible = false;
        } // end of for
        for (i = togenerate + 1; i <= nextballs; i++)
            _loc2.inGame["nextballs" + i].gotoAndStop("blank");
        } // end of for
        nextballs3.buton._visible = false;
    } // End of the function
    function putnextballs()
        var _loc2 = _root;
        _loc2.inSFX.grow.start();
        if (ballsput <= 81 - nextballs)
            togenerate = nextballs;
        else
            togenerate = 81 - ballsput;
        } // end else if
        for (i = 1; i <= togenerate; i++)
            if (ma[nextarray[i][1]][nextarray[i][2]] == 0)
                ma[nextarray[i][1]][nextarray[i][2]] = nextarray[i][0];
            else
                do
                    x = random(limits) + 1;
                    y = random(limits) + 1;
                } while (ma[x][y] != 0)
                nextarray[i][1] = x;
                nextarray[i][2] = y;
                ma[nextarray[i][1]][nextarray[i][2]] = nextarray[i][0];
            } // end else if
            _loc2.inGame["balls" + nextarray[i][1] + nextarray[i][2]].gotoAndStop(nextarray[i][0] + 1);
            line(nextarray[i][1], nextarray[i][2], ma[nextarray[i][1]][nextarray[i][2]]);
        } // end of for
        ballsput = ballsput + togenerate;
        if (ballsput == limits * limits)
            _loc2.fEndGame();
        } // end if
    } // End of the function
    function line(x, y, c)
        var _loc4 = 0;
        var _loc6 = new Array();
        var _loc5 = new Array();
        var _loc2 = new Array();
        var _loc3 = new Array();
        for (var _loc4 = 1; _loc4 <= limits; ++_loc4)
            _loc6[_loc4] = new Array(2);
            _loc5[_loc4] = new Array(2);
            _loc2[_loc4] = new Array(2);
            _loc3[_loc4] = new Array(2);
        } // end of for
        var _loc7 = 0;
        fl = 0;
        for (var _loc4 = 1; _loc4 <= limits; ++_loc4)
            if (ma[_loc4][y] == c)
                if (fl == 0)
                    ++_loc7;
                    _loc6[_loc7][0] = _loc4;
                    _loc6[_loc7][1] = y;
                } // end if
                continue;
            } // end if
            if (_loc7 < 4)
                _loc7 = 0;
                continue;
            } // end if
            fl = 1;
        } // end of for
        st1 = 0;
        fl = 0;
        for (var _loc4 = 1; _loc4 <= limits; ++_loc4)
            if (ma[x][_loc4] == c)
                if (fl == 0)
                    ++st1;
                    _loc5[st1][0] = x;
                    _loc5[st1][1] = _loc4;
                } // end if
                continue;
            } // end if
            if (st1 < 4)
                st1 = 0;
                continue;
            } // end if
            fl = 1;
        } // end of for
        fl = 0;
        st2 = 0;
        imin = x;
        for (jmin = y; imin > 1 && jmin > 1; jmin--)
            --imin;
        } // end of for
        imax = x;
        for (jmax = y; imax < limits && jmax < limits; jmax++)
            ++imax;
        } // end of for
        if (imin == 1)
            for (var _loc4 = imin; _loc4 <= imax; ++_loc4)
                if (ma[_loc4][jmin + _loc4 - 1] == c)
                    if (fl == 0)
                        ++st2;
                        _loc2[st2][0] = _loc4;
                        _loc2[st2][1] = jmin + _loc4 - 1;
                    } // end if
                    continue;
                } // end if
                if (st2 < 4)
                    st2 = 0;
                    continue;
                } // end if
                fl = 1;
            } // end of for
        else
            for (var _loc4 = jmin; _loc4 <= jmax; ++_loc4)
                if (ma[imin + _loc4 - 1][_loc4] == c)
                    if (fl == 0)
                        ++st2;
                        _loc2[st2][0] = imin + _loc4 - 1;
                        _loc2[st2][1] = _loc4;
                    } // end if
                    continue;
                } // end if
                if (st2 < 4)
                    st2 = 0;
                    continue;
                } // end if
                fl = 1;
            } // end of for
        } // end else if
        fl = 0;
        st3 = 0;
        imin = x;
        for (jmin = y; imin > 1 && jmin < limits; jmin++)
            --imin;
        } // end of for
        imax = x;
        for (jmax = y; imax < limits && jmax > 1; jmax--)
            ++imax;
        } // end of for
        if (imin == 1)
            for (var _loc4 = imin; _loc4 <= imax; ++_loc4)
                if (ma[_loc4][jmin - _loc4 + 1] == c)
                    if (fl == 0)
                        ++st3;
                        _loc3[st3][0] = _loc4;
                        _loc3[st3][1] = jmin - _loc4 + 1;
                    } // end if
                    continue;
                } // end if
                if (st3 < 4)
                    st3 = 0;
                    continue;
                } // end if
                fl = 1;
            } // end of for
        else
            for (var _loc4 = jmax; _loc4 <= jmin; ++_loc4)
                if (ma[jmin - _loc4 + jmax][_loc4] == c)
                    if (fl == 0)
                        ++st3;
                        _loc3[st3][0] = jmin - _loc4 + jmax;
                        _loc3[st3][1] = _loc4;
                    } // end if
                    continue;
                } // end if
                if (st3 < 4)
                    st3 = 0;
                    continue;
                } // end if
                fl = 1;
            } // end of for
        } // end else if
        destroyed = 0;
        if (_loc7 >= 4)
            for (var _loc4 = 1; _loc4 <= _loc7; ++_loc4)
                pDieList.push(_root.inGame["balls" + _loc6[_loc4][0] + _loc6[_loc4][1]]);
                ma[_loc6[_loc4][0]][_loc6[_loc4][1]] = 0;
            } // end of for
            destroyed = destroyed + _loc7;
            score = score + scorerule[_loc7 - 4];
        } // end if
        if (st1 >= 4)
            for (var _loc4 = 1; _loc4 <= st1; ++_loc4)
                pDieList.push(_root.inGame["balls" + _loc5[_loc4][0] + _loc5[_loc4][1]]);
                ma[_loc5[_loc4][0]][_loc5[_loc4][1]] = 0;
            } // end of for
            destroyed = destroyed + st1;
            score = score + scorerule[st1 - 4];
        } // end if
        if (st2 >= 4)
            for (var _loc4 = 1; _loc4 <= st2; ++_loc4)
                pDieList.push(_root.inGame["balls" + _loc2[_loc4][0] + _loc2[_loc4][1]]);
                ma[_loc2[_loc4][0]][_loc2[_loc4][1]] = 0;
            } // end of for
            destroyed = destroyed + st2;
            score = score + scorerule[st2 - 4];
        } // end if
        if (st3 >= 4)
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                ma[_loc3[_loc4][0]][_loc3[_loc4][1]] = 0;
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        } // end if
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            --destroyed;
        } // end if
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        return (destroyed != 0);
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        var _loc4 = fromy;
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        return (_loc3);
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    pLastClicked = "none";
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    pDieList = [];
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    generatenext();
    putnextballs();
    generatenext();
    stop ();

    Zhanbolat,
    In theory, conversion of this code is not difficult, especially because it is clear what the logic is designed to do. The issue is that you will not have an expected result once only this code is converted in isolation. This puppy uses some other objects that are written in AS2 including entities in the FLA library.
    In short, it looks like this application needs a total overhaul at every level in order for it to properly function as an AS3 program.
    With that said, although this is, again, not a difficult task, it is unlikely to find someone to do it for free. You may have a better luck if you start conversion yourself and post focused questions as you go.

  • Convert as2 code to as3

    Please help me to convert this code..............
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  • AS2 SWF loaded inside a AS3 SWF

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    LocalConnections. Add a 4th SWF and you'll need a total of 12 and
    so forth.

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    Hi,
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    I am looking for below solution.
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    2) After successfully loaded, below properties should be shown -   
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         b) currentFrames
         c) FPS of loaded swf file
         d) Should wok play(), stop() properties of loaded swf file.
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    4) AS2 & AS3 action script must be supported in AS3 player. (All interactive swf file should be supported)
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    http://gskinner.com/blog/archives/2007/07/swfbridge_easie.html

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