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The document provides technical details about running a visual novel game called 'eter.num' on an Android device. It lists the device specifications, Android version, and logs details from initializing and running the game such as loading times, screen sizes, and graphics settings.

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0% found this document useful (0 votes)
24 views

Logttt

The document provides technical details about running a visual novel game called 'eter.num' on an Android device. It lists the device specifications, Android version, and logs details from initializing and running the game such as loading times, screen sizes, and graphics settings.

Uploaded by

yousef688738
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 6

Tue Apr 16 07:34:36 2024

Wills747 Alternative_Saves_Android_Port
Ren'Py 8.2.1.24030407

Manufacturer HUAWEI Model MAR-LX1A


Android Version: 10
Device Arch: android-arm64_v8a

Screen diagonal is 4.859870129294723 inches.


Version: Ren'Py 8.2.1.24030407
Attempting to sync your saves to/from stock ANDROID_PUBLIC location...
Mobile search paths: /data/user/0/eter.num/files/game
/storage/emulated/0/Android/data/eter.num/files/../../../../Documents/Wills747/
eter.num/game
Early init took 0.41s
Early init took 0.41s
Loading error handling took 0.48s
Loading error handling took 0.48s
Loading script took 5.47s
Loading script took 5.47s
Saving to /storage/emulated/0/Android/data/eter.num/files/../../../../Documents/
Wills747/eter.num
Loading save slot metadata took 1.34s
Loading save slot metadata took 1.34s
Loading persistent took 0.04s
Loading persistent took 0.04s
GL2_on.rpy
Renamed RPY File
Set script version to: (7, 4, 6)
- Init at 00images.rpyc:55 took 0.35510 s.
My Script Version Check: (7, 4, 6)
Running init code took 0.89s
Running init code took 0.89s
Loading analysis data took 0.17s
Loading analysis data took 0.17s
Analyze and compile ATL took 0.29s
Analyze and compile ATL took 0.29s
Reloading save slot metadata took 0.62s
Reloading save slot metadata took 0.62s
Index archives took 0.00s
Index archives took 0.00s
Dump and make backups took 0.00s
Dump and make backups took 0.00s
Cleaning cache took 0.00s
Cleaning cache took 0.00s
Making clean stores took 0.00s
Making clean stores took 0.00s
Initial gc took 0.92s
Initial gc took 0.92s
DPI scale factor: 1.000000
Creating interface object took 0.00s
Creating interface object took 0.00s
Cleaning stores took 0.00s
Cleaning stores took 0.00s
Init translation took 0.90s
Init translation took 0.90s
Build styles took 0.01s
Build styles took 0.01s
Load screen analysis took 0.21s
Load screen analysis took 0.21s
Analyze screens took 0.01s
Analyze screens took 0.01s
Save screen analysis took 0.00s
Save screen analysis took 0.00s
Prepare screens took 0.51s
Prepare screens took 0.51s
Save pyanalysis. took 0.00s
Save pyanalysis. took 0.00s
Save bytecode. took 0.00s
Save bytecode. took 0.00s
Running _start took 0.01s
Running _start took 0.01s
Interface start took 1.11s
Interface start took 1.11s

Initializing gles2 renderer:


primary display bounds: (0, 0, 2108, 999)
swap interval: 1 frames
Fullscreen mode.
Vendor: "b'ARM'"
Renderer: b'Mali-G51'
Version: b'OpenGL ES 3.2 v1.r18p0-01rel0.caae7eec9919d9090a8a7e777d44918f'
Display Info: None
Screen sizes: virtual=(1920, 1080) physical=(2231, 1080) drawable=(2231, 1080)
vertex renpy.alpha, renpy.geometry, renpy.texture ------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;
}

--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.texture ----------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

gl_FragColor = gl_FragColor * vec4(u_renpy_alpha, u_renpy_alpha,


u_renpy_alpha, u_renpy_alpha * u_renpy_over);
}
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.geometry, renpy.matrixcolor, renpy.texture -----------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;
}

--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.matrixcolor, renpy.texture ---------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

gl_FragColor = u_renpy_matrixcolor * gl_FragColor;

gl_FragColor = gl_FragColor * vec4(u_renpy_alpha, u_renpy_alpha,


u_renpy_alpha, u_renpy_alpha * u_renpy_over);
}

--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.solid ---------------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;

void main() {

gl_Position = u_transform * a_position;


}

--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.solid -------------------------------------------
#version 100
precision mediump float;
uniform vec4 u_renpy_solid_color;

void main() {

gl_FragColor = u_renpy_solid_color;
}

--------------------------------------------------------------------------------
vertex renpy.ftl ---------------------------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
varying vec2 v_tex_coord;

void main() {

v_tex_coord = a_tex_coord;
gl_Position = a_position;
}

--------------------------------------------------------------------------------
fragment renpy.ftl -------------------------------------------------------------
#version 100
precision mediump float;
uniform sampler2D tex0;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, -1.0);


}

--------------------------------------------------------------------------------
vertex renpy.dissolve, renpy.geometry ------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;
}

--------------------------------------------------------------------------------
fragment renpy.dissolve, renpy.geometry ----------------------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_dissolve;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;

void main() {

vec4 color0 = texture2D(tex0, v_tex_coord.st, u_lod_bias);


vec4 color1 = texture2D(tex1, v_tex_coord.st, u_lod_bias);

gl_FragColor = mix(color0, color1, u_renpy_dissolve);


}

--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.matrixcolor, renpy.texture ------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;
}

--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor, renpy.texture ----------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

gl_FragColor = u_renpy_matrixcolor * gl_FragColor;


}

--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.texture -------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;
}

--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.texture -----------------------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);


}

--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve -------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;
}

--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve -----------------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_dissolve_multiplier;
uniform float u_renpy_dissolve_offset;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
varying vec2 v_tex_coord;

void main() {

vec4 color0 = texture2D(tex0, v_tex_coord.st, u_lod_bias);


vec4 color1 = texture2D(tex1, v_tex_coord.st, u_lod_bias);
vec4 color2 = texture2D(tex2, v_tex_coord.st, u_lod_bias);

float a = clamp((color0.a + u_renpy_dissolve_offset) *


u_renpy_dissolve_multiplier, 0.0, 1.0);
gl_FragColor = mix(color1, color2, a);
}

--------------------------------------------------------------------------------
Maximum texture size: 4096x4096
Total time until interface ready: 13.81256914138794s.
Hid presplash.
Pausing audio.
Disabling periodic events.
Saving.
Freeing memory.
Releasing wakelock.
Entered background. --------------------------------------------

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