There are two ways to make a zoom:
1. Flash style: Find a suitable node of object tree:
The jasmine_sex_a SWF file contains following object tree:
Main time line
-area (DefineSprite 324)
-char (DefineSprite 323)
-sky (DefineSprite 216)
-(unnamed) DefineSprite 218 (background)
-jasmin (DefineSprite 322) (sex animation)
-... body parts
-player (DefineSprite 299)
-controller (DefineSprite 342)
Where the "area" object instance defined by DefineSprite(324) object class is the best candidate as it has only one frame with one child object instance "char".
So now add second frame to DefineSprite(324) in which you change "char" object instance scale: I don't know how it's done in Adobe Flash tool, but in FFDec SWF editor you add PlaceObject2 tag where you fill the same depth (1) already occupied by "char" object, set move flag, leave character parameter empty and fill scale parameter in matrix record. xscale and yscale in SWF is 16.16 fixed point number, where value of 1 (0x00010000 for 16.16 fixed point) means 1:1 or 100%. Also change x and y coordinates, both are in pixels of parent object scale.
Now you can add third frame with third zoom level the same way.
But flash would play the frames by default so you need to stop the sequence on load.
You can either add script to the first frame of object class DefineSprite(324), or as an onLoad() event script to the object instance (in the PlaceObject2 record in the main timeline). In both cases the script should contain only one statement stop().
Now how to control the zoom sequence. First add frame labels to all frames you have, i.e. "zoom1", "zoom2", "zoom3". Avoid using numbers as names, because when you have 6th frame labeled by name "2", then flash player get confused on gotoAndStop("2); statement whether to go to the frame number 2 or frame number 6 labeled "2". That's what Crow has done and then swears that Flash is breaking his game.
Now set the control buttons. Each button has mouse event script, either on(press) or on(release), doesn't really matter which one. I may have on(keyPress "z") event defined too.
For each button add gotoAndStop("zoom1"); statement for particular frame label. But because the zoom button instance is in the unnamed child of "controller" object (when using Anahi controller), not in the "char" object, you have to climb up the object tree using _parent reference and then down the zoom object by it's "char" instance name, so you have _parent._parent.char.gotoAndStop("zoom1"); /zoom2 or zoom3 statement in each button script. Alternatively you can go from the top of the object hierarchy using _root reference. However top of the hierarchy depends whether is the file played standalone (file main timeline is _root) or file is loaded by the launcher (launcher main timeline is _root, file main timeline is mounted as _root.LVL object), so statements using _root reference works only one mode.
Still keep zoom button green sign movement statement in each button script, i.e. _parent.camera_controls_glow.gotoAndStop("d"); when using Anahi controller. Do not use Crow's favorite tellTarget(){} statement, it has been deprecated since AS1 before Crow even started creating HTH.
2. ActionScript style: It's actually easier way to do this but Crow cannot code in AS2 even after 20 years of doing that.
Each object instance of MovieClip class (which is represented by DefineSprite in SWF) has coordinates and scale properties:
_x and _y numbers in pixels of parent object scale,
_xscale and _yscale numbers in percentage (100 = 1:1).
So in order to create a zoom you only need to change zoom button scripts. For example:
_parent._parent.char._xscale = 200;
_parent._parent.char._yscale = 200;
_parent._parent.char._x = -500;
_parent._parent.char._y = 2000;
... and keep _parent.camera_controls_glow.gotoAndStop("b");
I hope it's clear enough.
I'm not a programmer either, I've learnt Flash & ActionScript barely an year ago with single purpose of hacking HTH game :-)
Well, neither is Crow, that's why he uses only like 5 basic AS2 statements and often wrong way.