Even if you don't use Linux/Unix, you can probably get a lot of mileage out of using my XML files and using my 'adt' invocations in the shell scripts as a model for your own windows commands. My environment also contains some dummy code signing certificates you can use, which are different from the ones I sign my builds with on Android. On iOS, it's the same because it doesn't matter as your phone has to allow running unsigned code (be jailbroken) for it to run, anyway.
Additionally, iOS builds require a 64 bit operating system because Adobe designed it that way.
Also, ADT commands require all arguments in a very specific order, because Adobe designed it that way (i.e., very poorly implemented argument processor). It will fail with basically no useful error messages if your arguments are in the wrong order.
If you do this for iOS, I recommend using the iOS "ipa-debug-interpreter" or "ipa-test-interpreter" targets, as the rest will take an eternity to statically recompile the SWF into native code, and also have a high probability of just failing randomly due to the immense size of the SWF and limits on available RAM, as well as possible compiler bugs. With an unhelpful error message, of course. Interpreter targets work fine and package much faster, but aren't allowed for apps on the iOS app store which is the only reason it's not the default method in AIR for iOS.
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