From cb02941e0033ec9a6883a3c3b40cb79f818972d7 Mon Sep 17 00:00:00 2001 From: widd Date: Sat, 2 Dec 2017 19:03:04 -0700 Subject: [PATCH] README --- README.md | 29 +++++++++++++++++++++++++++++ 1 file changed, 29 insertions(+) create mode 100644 README.md diff --git a/README.md b/README.md new file mode 100644 index 0000000..501b519 --- /dev/null +++ b/README.md @@ -0,0 +1,29 @@ +# Boots +Wrapper for the Club Penguin flash client to make custom loading easier. + +# How does it work? +Using Flash's various built-in amenities it: + +* Sets up usage of `ExternalInterface` calls +* Creates a hook that is called every time a new SWF is loaded. +* Waits for the global client components to load (shell, engine, interface, crumbs, airtower, etc). +* Modifies various functions, static variables, etc after each component is loaded. + +# What does it do? +By default: +* Gets rid of chat restrictions (case transformation, character restrictions, bumps up message length limit). +* Replaces the login server information with data of your own choosing. +* Sets up the game with your media server paths. + +# What else can be done? +A few examples: +* You can modify the airtower as soon as it loads, meaning you can define custom messages and even reroute or remove default ones. +* You can modify the login process - skip world selection, auto-login, etc. +* You can modify crumbs on the fly. You can have the server define crumbs or even add new ones for individual players. +* Modify anything accessible from the `_global` or `_levelN` contexts. + +# But I can decompile what I need to change, why use this? +A few different reasons: +* This requires no decompilation whatsoever. +* This is distributable, whereas any of Disney's SWFs are not. +* Tracking changes across loads of decompiled files is difficult, this consolidates them and makes it easier.