Dummy Guide needed for converting AS2 code into AS3

I have to convert my existing AS2 code into AS3, but I might as well be reading chinese. I never even began to learn AS3, it was still fairly new at the time and the class ended before we had an opportunity to even touch on it. My major was not web design, it was the print side of design. I took an additional class, after I graduated, to learn web design and our teacher told us, basically, that we were designers, not coders so we won't be getting much into actionscripting, beyond the basics. At the time I was relieved, but looking back, I really wish we would have gotten more into it. Bottom line, I need to learn now.
Is there ANYONE that can help me out? I will list my code below, buy I am way beyond lost any help that can be provided, I would be so grateful!!!!
On the main timeline I have the basic..
stop(); -- I found the AS3 version, but I don't know what I'm looking at. I get "not_yet_set.stop()" and there are are 8 options I can choose from. I just want the timeline to stop until I tell it where to go next. And what is "not_yet_set"
Then I have my buttons, which are, basically...
on (release) {
gotoAndStop("Home");
Or "gotoAndPlay("Whatever");"
I also have buttons for scrolling...
on (press) {
play();
on (release) {
stop();
AND
on (press) {
_root.AboutMe_Controller.gotoAndPlay(…
on (release) {
_root.AboutMe_Controller.gotoAndStop(…
For the on(release) command, this is what I found as the AS3 version: not_set_yet.dispatchEvent()

because that's really as1 code, you have steeper learning curve than going from as2 to as3.
first, remove all code from objects, assign instance names to your buttons and you can then start on as3:
// so, if you name your home button, home_btn:
home_btn.addEventListener(MouseEvent.CLICK,homeF);
function homeF(e:MouseEvent):void{
gotoAndStop("Home");
p.s.  the not_yet_set stuff is there because you tried to use script assist or some other actionscript shortcut.

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        ynext = next1._y + 21;
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            ma[i] = new Array(limits + 1);
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                _loc2.inGame["balls" + i + j].y = j;
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        } // end of for
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        for (i = 1; i <= nextballs; i++)
            nextarray[i] = new Array(0, 0, 0);
            attachMovie("balls", "nextballs" + i, kkk++);
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            _loc2.inGame["nextballs" + i]._y = ynext + i * 60;
            _loc2.inGame["nextballs" + i]._xscale = 140;
            _loc2.inGame["nextballs" + i]._yscale = 140;
        } // end of for
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        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)
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            nextarray[i][2] = y;
            _loc2.inGame["nextballs" + i].gotoAndStop(nextarray[i][0] + 1);
            _loc2.inGame["nextballs" + i].buton._visible = false;
        } // end of for
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        } // end of for
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        var _loc2 = _root;
        _loc2.inSFX.grow.start();
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            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];
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                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];
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            line(nextarray[i][1], nextarray[i][2], ma[nextarray[i][1]][nextarray[i][2]]);
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            _loc2.fEndGame();
        } // end if
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        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)
            for (var _loc4 = 1; _loc4 <= st3; ++_loc4)
                pDieList.push(_root.inGame["balls" + _loc3[_loc4][0] + _loc3[_loc4][1]]);
                ma[_loc3[_loc4][0]][_loc3[_loc4][1]] = 0;
            } // end of for
            destroyed = destroyed + st3;
            score = score + scorerule[st3 - 4];
        } // end if
        if (destroyed >= 10)
            --destroyed;
        } // end if
        ballsput = ballsput - destroyed;
        scoretxt = score;
        if (destroyed != 0)
            fDieListSetup();
            _root.inSFX.pickup.start();
        } // end if
        return (destroyed != 0);
    } // End of the function
    function fromactioner(fromx, fromy, tox, toy)
        var _loc3 = toy;
        var _loc2 = tox;
        var _loc4 = fromy;
        ma[_loc2][_loc3] = ma[fromx][_loc4];
        ma[fromx][_loc4] = 0;
        _root.inGame["balls" + fromx + _loc4].gotoAndStop("blank");
        _root.inGame["balls" + fromx + _loc4].ball.gotoAndStop(1);
        _root.inGame["balls" + _loc2 + _loc3].gotoAndStop(ma[_loc2][_loc3] + 1);
        _root.inGame["balls" + _loc2 + _loc3].ball.gotoAndStop(1);
        selected[0] = 0;
        selected[1] = 0;
        line(_loc2, _loc3, ma[_loc2][_loc3]);
        actioner.gotoAndPlay(2);
    } // End of the function
    function move(fromx, fromy, tox, toy)
        var _loc2 = _root;
        var _loc3 = false;
        if (way(fromx, fromy, tox, toy))
            _loc3 = true;
            fromactioner(fromx, fromy, tox, toy);
            _loc2.inGame["balls" + _loc2.inGame.drum[ii][0] + _loc2.inGame.drum[ii][1]].gotoAndStop("blank");
        } // end if
        return (_loc3);
    } // End of the function
    function movetest(fromx, fromy, tox, toy)
        var _loc1 = false;
        if (way(fromx, fromy, tox, toy))
            _loc1 = true;
        } // end if
        return (_loc1);
    } // End of the function
    pLastClicked = "none";
    pLastClickedType = 1;
    pClicked = false;
    pDieList = [];
    init();
    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.

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