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An open-source SDK, decompiler and control flow analyser for Adobe/Macromedia Shockwave

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LibreShockwave SDK

A Java library for parsing Macromedia/Adobe Director and Shockwave files (.dir, .dxr, .dcr, .cct, .cst).

Requirements

  • Java 21 or later

Building

./gradlew build

Supported Formats

  • RIFX container (big-endian and little-endian)
  • Afterburner-compressed files (.dcr, .cct)
  • Director versions 4 through 12

Capabilities

Reading

  • Cast members (bitmaps, text, scripts, sounds, shapes, palettes, fonts)
  • Lingo bytecode with symbol resolution
  • Score/timeline data (frames, channels, labels, behaviour intervals)
  • File metadata (stage dimensions, tempo, version)

Asset Extraction

  • Bitmaps: 1/2/4/8/16/32-bit depths, palette support, PNG export
  • Text: Field (type 3) and Text (type 12) cast members via STXT chunks
  • Sound: PCM to WAV conversion, MP3 extraction, IMA ADPCM decoding
  • Palettes: Built-in Director palettes and custom CLUT chunks

Writing

  • Save to uncompressed RIFX format
  • Remove protection from protected files
  • Decompile and embed Lingo source into cast members

Player & Lingo VM

LibreShockwave includes a Lingo bytecode virtual machine and player that can load and run Director movies. The VM executes compiled Lingo scripts, handles score playback, sprite rendering, and external cast loading — bringing .dcr and .dir files back to life.

LibreShockwave player running a Director movie

The player is available in two forms:

  • Desktop (player) — Swing-based UI with an integrated Lingo debugger
  • Web (player-wasm) — Compiled to WebAssembly via TeaVM, runs in any modern browser

All player functionality is decoupled from the SDK and VM via the player-core module, which provides platform-independent playback logic (score traversal, event dispatch, sprite management, bitmap decoding).

Desktop player and web player side by side

Screenshots

Cast Extractor

A GUI tool for browsing and extracting assets from Director files (available on the releases page).

Cast Extractor

Usage

Loading a File

import com.libreshockwave.DirectorFile;
import java.nio.file.Path;

// From file path
DirectorFile file = DirectorFile.load(Path.of("movie.dcr"));

// From byte array
DirectorFile file = DirectorFile.load(bytes);

Accessing Metadata

DirectorFile file = DirectorFile.load(Path.of("movie.dcr"));

file.isAfterburner();                    // true if compressed
file.getEndian();                        // BIG_ENDIAN (Mac) or LITTLE_ENDIAN (Windows)
file.getStageWidth();                    // stage width in pixels
file.getStageHeight();                   // stage height in pixels
file.getTempo();                         // frames per second
file.getConfig().directorVersion();      // internal version number
file.getChannelCount();                  // sprite channels (48-1000 depending on version)

Iterating Cast Members

for (CastMemberChunk member : file.getCastMembers()) {
    int id = member.id();
    String name = member.name();

    if (member.isBitmap()) { /* ... */ }
    if (member.isScript()) { /* ... */ }
    if (member.isSound()) { /* ... */ }
    if (member.isField()) { /* old-style text */ }
    if (member.isText()) { /* rich text */ }
    if (member.hasTextContent()) { /* either field or text */ }
}

Extracting Bitmaps

for (CastMemberChunk member : file.getCastMembers()) {
    if (!member.isBitmap()) continue;

    file.decodeBitmap(member).ifPresent(bitmap -> {
        BufferedImage image = bitmap.toBufferedImage();
        ImageIO.write(image, "PNG", new File(member.name() + ".png"));
    });
}

Extracting Text

KeyTableChunk keyTable = file.getKeyTable();

for (CastMemberChunk member : file.getCastMembers()) {
    if (!member.hasTextContent()) continue;

    for (KeyTableChunk.KeyTableEntry entry : keyTable.getEntriesForOwner(member.id())) {
        if (entry.fourccString().equals("STXT")) {
            Chunk chunk = file.getChunk(entry.sectionId());
            if (chunk instanceof TextChunk textChunk) {
                String text = textChunk.text();
            }
            break;
        }
    }
}

Extracting Sounds

import com.libreshockwave.audio.SoundConverter;

for (CastMemberChunk member : file.getCastMembers()) {
    if (!member.isSound()) continue;

    for (KeyTableChunk.KeyTableEntry entry : keyTable.getEntriesForOwner(member.id())) {
        if (entry.fourccString().equals("snd ")) {
            SoundChunk sound = (SoundChunk) file.getChunk(entry.sectionId());

            if (sound.isMp3()) {
                byte[] mp3 = SoundConverter.extractMp3(sound);
            } else {
                byte[] wav = SoundConverter.toWav(sound);
            }
            break;
        }
    }
}

Accessing Scripts and Bytecode

ScriptNamesChunk names = file.getScriptNames();

for (ScriptChunk script : file.getScripts()) {
    // Script-level declarations
    List<String> globals = script.getGlobalNames(names);
    List<String> properties = script.getPropertyNames(names);

    for (ScriptChunk.Handler handler : script.handlers()) {
        String handlerName = names.getName(handler.nameId());
        int argCount = handler.argCount();
        int localCount = handler.localCount();

        // Argument and local variable names
        for (int id : handler.argNameIds()) {
            String argName = names.getName(id);
        }
        for (int id : handler.localNameIds()) {
            String localName = names.getName(id);
        }

        // Bytecode instructions
        for (ScriptChunk.Handler.Instruction instr : handler.instructions()) {
            int offset = instr.offset();
            Opcode opcode = instr.opcode();
            int argument = instr.argument();
        }
    }
}

Aggregating Globals and Properties

// All unique globals across all scripts
Set<String> allGlobals = file.getAllGlobalNames();

// All unique properties across all scripts
Set<String> allProperties = file.getAllPropertyNames();

// Detailed info per script
for (DirectorFile.ScriptInfo info : file.getScriptInfoList()) {
    info.scriptId();
    info.scriptName();
    info.scriptType();
    info.globals();
    info.properties();
    info.handlers();
}

Reading Score Data

if (file.hasScore()) {
    ScoreChunk score = file.getScoreChunk();
    int frames = score.getFrameCount();
    int channels = score.getChannelCount();

    // Frame labels
    FrameLabelsChunk labels = file.getFrameLabelsChunk();
    if (labels != null) {
        for (FrameLabelsChunk.FrameLabel label : labels.labels()) {
            int frameNum = label.frameNum();
            String labelName = label.label();
        }
    }

    // Behaviour intervals
    for (ScoreChunk.FrameInterval interval : score.frameIntervals()) {
        int start = interval.startFrame();
        int end = interval.endFrame();
        int scriptId = interval.scriptId();
    }
}

Accessing Raw Chunks

// All chunk metadata
for (DirectorFile.ChunkInfo info : file.getAllChunkInfo()) {
    int id = info.id();
    ChunkType type = info.type();
    int offset = info.offset();
    int length = info.length();
}

// Specific chunk by ID
Chunk chunk = file.getChunk(42);

// Type-safe chunk access
file.getChunk(42, BitmapChunk.class).ifPresent(bitmap -> {
    byte[] data = bitmap.data();
});

External Cast Files

for (String castPath : file.getExternalCastPaths()) {
    Path resolved = baseDir.resolve(castPath);
    if (Files.exists(resolved)) {
        DirectorFile castFile = DirectorFile.load(resolved);
    }
}

Saving Files

// Load compressed/protected file
DirectorFile file = DirectorFile.load(Path.of("protected.dcr"));

// Save as unprotected RIFX (decompiles scripts automatically)
file.save(Path.of("unprotected.dir"));

// Or get bytes
byte[] rifxData = file.saveToBytes();

Web Player (player-wasm)

The player-wasm module compiles the player for the browser using TeaVM v0.13's standard WebAssembly backend. It produces a .wasm file with a JavaScript library that runs in all modern browsers.

Building

./gradlew :player-wasm:generateWasm

The build output goes to player-wasm/build/generated/teavm/wasm/.

Embedding in Any Web Page

Include shockwave-lib.js and add a <canvas>. That's it.

<canvas id="stage" width="640" height="480"></canvas>
<script src="shockwave-lib.js"></script>
<script>
  var player = LibreShockwave.create("stage");
  player.load("http://example.com/movie.dcr");
</script>

The following files must be served from the same directory as the script:

File Purpose
shockwave-lib.js Player library (the only <script> you need)
player-wasm.wasm Compiled player engine
player-wasm.wasm-runtime.js TeaVM runtime (loaded by the worker)

API

// Create a player on a <canvas> element (by ID or element reference)
var player = LibreShockwave.create("my-canvas", {
    basePath:  "/wasm/",                 // where the WASM files live (auto-detected by default)
    params:    { sw1: "key=value" },     // Shockwave <PARAM> tags
    autoplay:  true,                     // start playing after load (default: true)
    remember:  true,                     // persist params in localStorage (default: false)
    onLoad:    function(info) {},        // { width, height, frameCount, tempo }
    onError:   function(msg) {},         // error message string
    onFrame:   function(frame, total) {} // called each frame
});

// Load a movie
player.load("http://localhost/movie.dcr");  // from URL
player.loadFile(fileInput.files[0]);        // from <input type="file">

// Playback
player.play();
player.pause();
player.stop();
player.goToFrame(10);
player.stepForward();
player.stepBackward();

// External parameters (Shockwave PARAM tags)
player.setParam("sw1", "external.variables.txt=http://localhost/gamedata/external_variables.txt");
player.setParams({ sw1: "...", sw2: "..." });

// State
player.getCurrentFrame();  // current frame number
player.getFrameCount();    // total frames

// Clean up
player.destroy();

Running the Built-in Player Page

cd player-wasm/build/generated/teavm/wasm/
npx serve .
# Open http://localhost:3000

The included index.html is a ready-made player page with file picker, URL bar, transport controls, and a params editor.

External Parameters

Shockwave movies read <PARAM> tags from the embedding HTML (e.g. sw1 through sw9). Pass these via params in create() or call setParam() / setParams() at any time. With remember: true, params persist in localStorage across sessions.

Module Structure

player-wasm/
  build.gradle                          # TeaVM plugin config (standard WASM target)
  src/main/java/.../wasm/
    WasmPlayerApp.java                  # Entry point + @Export API
    WasmPlayer.java                     # Player wrapper
    render/SoftwareRenderer.java        # RGBA pixel buffer renderer
    net/WasmNetManager.java             # @Import-based fetch NetProvider
  src/main/resources/web/
    index.html                          # Player page (uses the lib)
    shockwave-lib.js                    # Embeddable player library (worker inlined)
    libreshockwave.css                  # Styling

Known Limitations

  • No mouse/keyboard event forwarding to Lingo VM (planned)
  • 32-bit JPEG-based bitmaps (ediM+ALFA) render as placeholders

Tools

Cast Extractor GUI

./gradlew :sdk:extractCasts

Running Tests

# Unit tests per module
./gradlew :sdk:test
./gradlew :vm:test
./gradlew :player-core:test

# SDK integration / feature tests
./gradlew :sdk:runTests
./gradlew :sdk:runFeatureTests

# Compile the WASM player (no runtime tests — verify in browser)
./gradlew :player-wasm:generateWasm

Architecture

Modules

Module Description
sdk Core library for parsing Director/Shockwave files
vm Lingo bytecode virtual machine
player-core Platform-independent playback engine (score, events, rendering data)
player Desktop player with Swing UI and debugger
player-wasm Browser player compiled to WebAssembly via TeaVM
cast-extractor GUI tool for extracting assets from Director files

SDK Packages

  • com.libreshockwave - Main DirectorFile class
  • com.libreshockwave.chunks - Chunk type parsers (CASt, Lscr, BITD, STXT, etc.)
  • com.libreshockwave.bitmap - Bitmap decoding and palette handling
  • com.libreshockwave.audio - Sound conversion utilities
  • com.libreshockwave.lingo - Opcode definitions and decompiler
  • com.libreshockwave.io - Binary readers/writers
  • com.libreshockwave.format - File format utilities (Afterburner, chunk types)
  • com.libreshockwave.cast - Cast member type definitions

References

This implementation draws from:

Licence

Licensed under the Apache License, Version 2.0. See LICENSE for details.

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An open-source SDK, decompiler and control flow analyser for Adobe/Macromedia Shockwave

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