Rebuild 3: Gangs of Deadsville

Rebuild 3: Gangs of Deadsville

Rebuild 3: Gangs of Deadsville Mods
Workshop mods can tweak a long list of difficulty and configuration settings, or replace any English language text. See [url=http://rebuildgame.com/mods.php]the official website[/url] for details.
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SWF Injection for non-ini mods | Discussion / Research
This seems to be a common question, so I did some research to see how feasible it would be to inject code/assets into the game. There are a number of resources for this since some games have flash based gui (Mass Effect; XCOM 1).

So there are a few ways I've found:

1. Decompile the swf, add your assets/code, recompile. Since redistributing the compiled code is likely illegal, this would only work for your personal use.

2. Use a program like cheatengine to alter specific opcode and create a script for the code you want changed. The script can be redistributed. No idea if this can be used to add new assets beside code.

3. Use a swf injector. I have only found one and it is built specifically for a certain game that I won't mention here. I haven't downloaded the injector or contacted its developer, but the mods available which use the injector seem to indicate it can inject both assets and code into an swf.


Regardless of the way you choose, to add/change assets/code, you'll still need to decompile everything first (there is a free flash decompiler, google it). Then you'll need to know actionscript 3 (which isn't too hard to learn if you know an object oriented language). You might extract artwork/code/audio/etc and change it, then add it back (ie. adding new faction artwork/code).

What would be nice is if I could get an uncompiled source for option 3 and modify it to work with this game, thus anyone could make mod files and have this injector load them like a typical mod loader.


I'll update this thread if I do any more digging or find an easier way to add code/assets.