Having trouble using swf assets

My experience with swfs is limited to as3 projects, my experience with haxe is limited to bitmap sprites; I’m attempting to bridge the two and I can’t seem to get it to work. I’m using this doc page

<?xml version="1.0" encoding="utf-8"?>
<project>
	<!------------------------------APPLICATION SETTINGS---------------------------->
	
	<app title="test" file="testbed" main="com.geokureli.testbed.Main" version="0.0.1" company="GeoKureli" package="com.geokureli.testbed" />
	
	<window width="384" height="384" fps="60" background="#5c94fc" hardware="true" vsync="true" />
	<window if="web" orientation="portrait"  />
	
	<set name="BUILD_DIR" value="export" />
	
	<library path="assets/animations/test_1.swf" id="library" />
	
	<classpath name="source" />
	<assets path="assets/test" rename="assets"/>
	
	<app path="export/release" />
	<app path="export" if="debug" />
	
	<haxelib name="swf" type="swflite" unless="flash"/>
	<haxelib name="swf" type="swf"     if    ="flash" />
	
</project>

and this code:

package com.geokureli.testbed.misc;

import flash.display.Sprite;
import openfl.Assets;

class EmbedSwfTest extends Sprite {
	
	public function new():Void {
		super();
		
		Assets.loadLibrary("library", function(library) { trace(Assets.getMovieClip("library:")); } );
	}
}

Main.hx creates and adds EmbedSwfTest as a child. The trace outputs null and the library arg passed in is null as well.
I tried:
but that throws a library not found error on startup, removing “/test” fixed it.
is there something I’m doing wrong?
Running: flash -debug, btw

P.S.: is there a reference that lists the feature differences between swf and swfLite? I’m specifically interested in the flash and c++ builds

openfl:3.6.1
lime:2.9.1

My project.xml:

<?xml version="1.0" encoding="utf-8"?>
<project>
	<!-- NMML reference: https://gist.github.com/1763850 -->
	
	<!-- metadata, make sure 'package' is at least 3 segments (ie. com.mycompany.myproject) -->
	<meta title="." package="comm.main" version="1.0.0" company="." />
	
	<!-- output -->
	<app main="comm.Main" file="." path="bin" />
	
	<window background="#0B0D0B" fps="60" />
	
	<window if="cpp" height="768" width="1024"/>
	<window if="html5" height = "0" width="0" />

	<window antialiasing="0" vsync="false" orientation="landscape"/>
	
	<!-- classpath, haxe libs -->
	<source path="src" />
	<haxelib name="openfl" />
	<haxelib name="actuate" />
	<haxelib name="random" />
	
	<!-- assets -->
	<icon path="assets/icon.svg" />
	
	<library path="assets/library.swf" type="swflite" generate="true" preload="true" />
	
	
</project>

and then in test.hx loading “Movieclip_mc” (with AS linkage same name ofc) movieclip:

var someMovieclip = new Movieclip_mc();

(Movieclip you want to use like this has to start with big letter.)

This works for me.

Openfl:4.7.3 (latest)
Lime:3.7.2 (latest)
Target: Windows

You are using quite old Lime and Openfl versions. Update?

haxelib install openfl
haxelib install lime

I think official tutorial you linked to has been updated to work with latest openfl&lime(?).

turns out I was using old version because haxeflixel needs to use old tile classes. updated, and it all works. Thanks!