Hey, @(you need an account to see links). I've spent some time revising the ActionScript, and here's what I've determined so far.
There are events that are normally fired in the "page" flash file's life cycle which aren't called unless that file is loaded into "comic_loader_v3". There is also a class called "SingletonEnforcer" that is present in the first "page" flash file, but not present in the other "page" flash files. If we attempt to load pages out of order, or out of context - we encounter errors because the SingletonEnforcer is missing and because the events that normally initialize a page aren't fired. Those are what is causing the speech bubbles to mess up. I've been gradually working my way through page 2 of chapter 1, and have patched up most of the dependency and event firing that is required to get the page to work. In short - it can be done, but it's arduous.
It's not perfect, and it's missing the proper font, but (you need an account to see links). If you hover over the comic cells, the speech bubbles will disappear and reappear as expected.
---------- Post added at 11:35 AM ---------- Previous post was at 11:20 AM ----------
I won't be able to dedicate more time to this, but if you're interested in continuing the work, I made the following changes...
In com/neopets/projects/comicEngine/gui (StoryBookPage.as), add this after line 37:
Code:
root.dispatchEvent(new CustomEvent({key:"FIREME"}, LANG_UPDATE_EVENT));
root.dispatchEvent(new CustomEvent({key:"FIREME"}, RESET_PAGE_EVENT));
In virtualworlds/lang (TranslationManager.as), change line 21 to:
Code:
private static const _instance:TranslationManager = new TranslationManager();
remove this from line 35:
Code:
if (param1 != SingletonEnforcer)
{
throw new Error("Invalid Singleton access. Use TranslationManager.instance.");
}
and remove this from line 102:
Code:
loadTranslationData()
All of these changes will allow you to properly hover over comic cells with the speech bubbles popping in and out as expected.