You have to apply AS2: The Simplest One first
Find these 2 functions in SaveFunction
? ? ? function getDataFile() {
? ? ? ? ? ? ? var _loc3 = String(_root.gcs + _root.gcid);
? ? ? ? ? ? ? var _loc4 = md5.hash(_loc3);
? ? ? ? ? ? ? return (_loc4);
? ? ? }
? ? ? function getLevelPrefix(num) {
? ? ? ? ? ? ? var _loc4 = String(_root.lpfx + num);
? ? ? ? ? ? ? var _loc3 = md5.hash(_loc4);
? ? ? ? ? ? ? return (_loc3);
? ? ? }
Now play through the original game and use Live HTTP Header to capture each level's name, and the name of a file that will load on each level.
? ? ? function getDataFile() {
? ? ? ? ? ? ? var _loc3 = String(_root.gcs + _root.gcid);
? ? ? ? ? ? ? var _loc4 = md5.hash(_loc3);
? ? ? ? ? ? ? return (_loc4);
? ? ? }
->
? ? ? function getDataFile() {
? ? ? ? ? ? ? return (%The name of file that will load on each level%);
? ? ? }
And
? ? ? function getLevelPrefix(num) {
? ? ? ? ? ? ? var _loc4 = String(_root.lpfx + num);
? ? ? ? ? ? ? var _loc3 = md5.hash(_loc4);
? ? ? ? ? ? ? return (_loc3);
? ? ? }
->
? ? ? function getLevelPrefix(num) {
? ? ? ? ? ? return (String(num));
? ? ? }
That is, in AoB
? ? ? //4f
? ? ? _setMember
? ? ? //96 04 00 04 02 08 1e
? ? ? _push register2 "getDataFile"
? ? ? //8e 08 00 00 00 00 05 69 00 37 00
? ? ? _defineFunction2 '' [0 params]() //regCount[0x05], flag[0x69], end offset is: #405
? ? ? //96 04 00 04 02 08 1f
? ? ? _push register2 "gcs"
? ? ? //4e
? ? ? _getMember
? ? ? //96 04 00 04 02 08 11
? ? ? _push register2 "gcid"
? ? ? //4e
? ? ? _getMember
? ? ? //47
? ? ? _add2
? ? ? //4b
? ? ? _toString
? ? ? //87 01 00 03
? ? ? _storeRegister 3
? ? ? //17
? ? ? _pop
? ? ? //96 0b 00 04 03 07 01 00 00 00 04 01 08 06
? ? ? _push register3 1 register1 "md5"
? ? ? //4e
? ? ? _getMember
? ? ? //96 02 00 08 20
? ? ? _push "hash"
? ? ? //52
? ? ? _callMethod
? ? ? //87 01 00 04
? ? ? _storeRegister 4
? ? ? //17
? ? ? _pop
? ? ? //96 02 00 04 04
? ? ? _push register4
? ? ? //3e
? ? ? _return
->
? ? ? // 96 22 00 00 (Here is the name you found in HEX, don't put an A if you see A in the name) 00
? ? ? _push "That Lengthy Name"
? ? ? // 01 ...(A lot of)... 01
? ? ? _Nop, you should replace all BOLDED content afterwards with 01 until the 3e, which is NOT bolded
? ? ? //4f
? ? ? _setMember
? ? ? //96 04 00 04 02 08 21
? ? ? _push register2 "getLevelPrefix"
? ? ? //8e 0d 00 00 01 00 06 69 00 05 6e 75 6d 00 34 00
? ? ? _defineFunction2 '' [1 params](<reg5>num) //regCount[0x06], flag[0x69], end offset is: #423
? ? ? //96 04 00 04 02 08 22
? ? ? _push register2 "lpfx"
? ? ? //4e
? ? ? _getMember
? ? ? //96 02 00 04 05
? ? ? _push register5
? ? ? //47
? ? ? _add2
? ? ? //4b
? ? ? _toString
? ? ? //87 01 00 04
? ? ? _storeRegister 4
? ? ? //17
? ? ? _pop
? ? ? //96 0b 00 04 04 07 01 00 00 00 04 01 08 06
? ? ? _push register4 1 register1 "md5"
? ? ? //4e
? ? ? _getMember
? ? ? //96 02 00 08 20
? ? ? _push "hash"
? ? ? //52
? ? ? _callMethod
? ? ? //87 01 00 03
? ? ? _storeRegister 3
? ? ? //17
? ? ? _pop
? ? ? //96 02 00 04 03
? ? ? _push register3
? ? ? //3e
? ? ? _return
->
? ? ? // 96 02 00 04 05
? ? ? _push register5
? ? ? //4b
? ? ? _toString
? ? ? // 01 ...(A lot of)... 01
? ? ? _Nop, you should replace all BOLDED content afterwards with 01 until the 3e, which is NOT bolded
Now, Download the swf that always load on each level and all levels files, rename each level to 1, 2, 3...., place them in correct relative folder structure as it is in it server and you are done.