I see this issue mentioned here: Always getting 'Fatal error in gc' Too many heap sections
And here: Assets from external .swf files
But not sure if people want me bumping, does this have no workaround for html5? I’m just trying to embed 9 swfs totaling 7.4mb. I have a Haxe+Flash game that I’m trying to port, I don’t think the runtime bundle hack works because I need the assets embedded for typecheck to pass.
Also, there’s a workaround for a similar issue in hxcpp here, but don’t think it’s relevant: https://github.com/HaxeFoundation/hxcpp/issues/853
Edit: The base swfs total 7.4mb, doing
openfl process on them shows, that they’ll total ~50mb once in that .zip format.
The verbose flag implies that it’s an issue with them being sequential
Running command: UPDATE - Running command: haxelib run swf process C:\msys64\tmp/temp_2965201 C:\msys64\tmp/temp_13991765 -verbose --targetDirectory=c:\swfBin\html5 - Processing library: res/AnimationDebugger4.swf [SWF] - Creating directory: swfBin/html5 - Creating directory: swfBin/html5/obj - Creating directory: swfBin/html5/obj/libraries - Processing library: res/SofiAnim.swf [SWF] - Processing library: res/ZaraAnim.swf [SWF] Error: Could not process asset libraries (swf, swf, swf, swf, swf, swf, swf)
But I’m can run
openfl process on each one individually, could this be theoretically bypassed so that I could just supply the zips?
Edit2: I’d also like Type.getClassName(Type.getClass(X)) to work on them, but right now it only seem to work if you also give the movieclips an instance name. https://imgur.com/a/L45voiz
mc.__timeline.__symbol.className seems like is always have the right data, but it’s private, never returned, and I don’t see where I could change it to public.