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The document details the initialization and loading process of a Ren'Py application on an Android device, including device specifications and various loading times for components. It highlights several errors encountered during shader compilation, specifically issues with comparing float and int types. The document also includes information on the device's graphics rendering capabilities and the setup of the interface for the application.
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© © All Rights Reserved
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0% found this document useful (0 votes)
7 views

log

The document details the initialization and loading process of a Ren'Py application on an Android device, including device specifications and various loading times for components. It highlights several errors encountered during shader compilation, specifically issues with comparing float and int types. The document also includes information on the device's graphics rendering capabilities and the setup of the interface for the application.
Copyright
© © All Rights Reserved
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 7

2025-04-15 23:47:45 UTC

Alternative_Saves_Android_Port
Ren'Py 8.3.2.24090902

Manufacturer samsung Model SM-A035M


Android Version: 11
Device Arch: android-arm64_v8a

Screen diagonal is 6.3584439582583805 inches.


Version: Ren'Py 8.3.2.24090902
Mobile search paths: /data/user/0/hauntedbyfemboy.apk.ryu/files/game
/storage/emulated/0/Android/data/hauntedbyfemboy.apk.ryu/files/game
/storage/emulated/0/Android/data/hauntedbyfemboy.apk.ryu/files/../../../../
Documents/Lapk/hauntedbyfemboy.apk.ryu/game
Early init took 0.30s
Early init took 0.30s
Loading error handling took 0.95s
Loading error handling took 0.95s
Loading script took 5.91s
Loading script took 5.91s
Saving to
/storage/emulated/0/Android/data/hauntedbyfemboy.apk.ryu/files/../../../../
Documents/Lapk/hauntedbyfemboy.apk.ryu
Loading save slot metadata took 0.25s
Loading save slot metadata took 0.25s
Loading persistent took 0.00s
Loading persistent took 0.00s
Set script version to: (8, 2, 1)
Traceback (most recent call last):
File "renpy/exports\platformexports.py", line 105, in run
File "game/scripts/controller_cursor.rpy", line 31, in joystick_cursor
File "renpy/exports\displayexports.py", line 1142, in get_mouse_pos
AttributeError: 'NoneType' object has no attribute 'get_mouse_pos'
Running init code took 0.53s
Running init code took 0.53s
Loading analysis data took 0.18s
Loading analysis data took 0.18s
Analyze and compile ATL took 0.15s
Analyze and compile ATL took 0.15s
Reloading save slot metadata took 0.15s
Reloading save slot metadata took 0.15s
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 0.57s
Initial gc took 0.57s
DPI scale factor: 1.000000
Creating interface object took 0.03s
Creating interface object took 0.03s
Cleaning stores took 0.00s
Cleaning stores took 0.00s
Init translation took 0.65s
Init translation took 0.65s
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 0.54s
Prepare screens took 0.54s
Save pyanalysis. took 0.00s
Save pyanalysis. took 0.00s
Save bytecode. took 0.00s
Save bytecode. took 0.00s
Running _start took 0.00s
Running _start took 0.00s
Interface start took 0.77s
Interface start took 0.77s

Initializing gles2 renderer:


primary display bounds: (0, 0, 1478, 682)
swap interval: 1 frames
Fullscreen mode.
Vendor: "b'ARM'"
Renderer: b'Mali-G57'
Version: b'OpenGL ES 3.2 v1.r32p0-01eac0.e3df0f654f17ebe74d62b5bf4e69a516'
Display Info: None
Screen sizes: virtual=(1920, 1080) physical=(1555, 720) drawable=(1555, 720)
Error compiling shader ('MakeVisualNovels.Manga', 'renpy.geometry',
'renpy.texture'):
1 #version 100
2 precision mediump float;
3
4 vec3 rgb2hsv(vec3 c) {
5 vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
6 vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
7 vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
8
9
10 float d = q.x - min(q.w, q.y);
11 float e = 1.0e-10;
12 return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
13 }
14
15
16 vec3 hsv2rgb(vec3 c) {
17 vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
18 vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
19 return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
20 }
21 uniform float u_intensity;
22 uniform float u_lod_bias;
23 uniform sampler2D tex0;
24 uniform vec4 u_color;
25 varying vec2 v_tex_coord;
26
27 void main() {
28
29 gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);
30
31 vec4 col = texture2D(tex0, v_tex_coord, u_lod_bias);
32 if (col.a == 0) discard;
33 vec3 hsv = rgb2hsv(col.rgb);
34 if (hsv.z < u_intensity || hsv.y < 0.0025) { // Adjust the thresholds
as needed
35 col *= vec4(0.01,0.01,0.01,1.0);
36 } else {
37 col= u_color;
38 }
39 gl_FragColor = col;
40 }
Precompiling shader ('MakeVisualNovels.Manga', 'renpy.texture'):
Traceback (most recent call last):
File "renpy/gl2\gl2shadercache.py", line 430, in load
File "renpy/gl2\gl2shadercache.py", line 352, in get
File "gl2shader.pyx", line 315, in renpy.gl2.gl2shader.Program.load
File "gl2shader.pyx", line 298, in renpy.gl2.gl2shader.Program.load_shader
renpy.gl2.gl2shader.ShaderError: 0:32: S0001: Cannot compare 'float' with 'int'
Error compiling shader ('MakeVisualNovels.Manga', 'renpy.geometry',
'renpy.matrixcolor', 'renpy.texture'):
1 #version 100
2 precision mediump float;
3
4 vec3 rgb2hsv(vec3 c) {
5 vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
6 vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
7 vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
8
9
10 float d = q.x - min(q.w, q.y);
11 float e = 1.0e-10;
12 return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
13 }
14
15
16 vec3 hsv2rgb(vec3 c) {
17 vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
18 vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
19 return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
20 }
21 uniform float u_intensity;
22 uniform float u_lod_bias;
23 uniform mat4 u_renpy_matrixcolor;
24 uniform sampler2D tex0;
25 uniform vec4 u_color;
26 varying vec2 v_tex_coord;
27
28 void main() {
29
30 gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);
31
32 vec4 col = texture2D(tex0, v_tex_coord, u_lod_bias);
33 if (col.a == 0) discard;
34 vec3 hsv = rgb2hsv(col.rgb);
35 if (hsv.z < u_intensity || hsv.y < 0.0025) { // Adjust the thresholds
as needed
36 col *= vec4(0.01,0.01,0.01,1.0);
37 } else {
38 col= u_color;
39 }
40 gl_FragColor = col;
41
42 gl_FragColor = u_renpy_matrixcolor * gl_FragColor;
43 }
Precompiling shader ('MakeVisualNovels.Manga', 'renpy.matrixcolor',
'renpy.texture'):
Traceback (most recent call last):
File "renpy/gl2\gl2shadercache.py", line 430, in load
File "renpy/gl2\gl2shadercache.py", line 352, in get
File "gl2shader.pyx", line 315, in renpy.gl2.gl2shader.Program.load
File "gl2shader.pyx", line 298, in renpy.gl2.gl2shader.Program.load_shader
renpy.gl2.gl2shader.ShaderError: 0:33: S0001: Cannot compare 'float' with 'int'
Error compiling shader ('MakeVisualNovels.Manga', 'renpy.geometry',
'renpy.texture'):
1 #version 100
2 precision mediump float;
3
4 vec3 rgb2hsv(vec3 c) {
5 vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
6 vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
7 vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
8
9
10 float d = q.x - min(q.w, q.y);
11 float e = 1.0e-10;
12 return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
13 }
14
15
16 vec3 hsv2rgb(vec3 c) {
17 vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
18 vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
19 return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
20 }
21 uniform float u_intensity;
22 uniform float u_lod_bias;
23 uniform sampler2D tex0;
24 uniform vec4 u_color;
25 varying vec2 v_tex_coord;
26
27 void main() {
28
29 gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);
30
31 vec4 col = texture2D(tex0, v_tex_coord, u_lod_bias);
32 if (col.a == 0) discard;
33 vec3 hsv = rgb2hsv(col.rgb);
34 if (hsv.z < u_intensity || hsv.y < 0.0025) { // Adjust the thresholds
as needed
35 col *= vec4(0.01,0.01,0.01,1.0);
36 } else {
37 col= u_color;
38 }
39 gl_FragColor = col;
40 }
Precompiling shader ('MakeVisualNovels.Manga', 'renpy.geometry', 'renpy.texture'):
Traceback (most recent call last):
File "renpy/gl2\gl2shadercache.py", line 430, in load
File "renpy/gl2\gl2shadercache.py", line 352, in get
File "gl2shader.pyx", line 315, in renpy.gl2.gl2shader.Program.load
File "gl2shader.pyx", line 298, in renpy.gl2.gl2shader.Program.load_shader
renpy.gl2.gl2shader.ShaderError: 0:32: S0001: Cannot compare 'float' with 'int'
Error compiling shader ('MakeVisualNovels.Static', 'renpy.geometry',
'renpy.texture'):
1 #version 100
2 precision mediump float;
3 uniform float u_intensity;
4 uniform float u_lod_bias;
5 uniform float u_mode;
6 uniform float u_time;
7 uniform sampler2D tex0;
8 uniform vec4 u_color;
9 varying vec2 v_tex_coord;
10
11 void main() {
12
13 gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);
14
15 vec2 uv = v_tex_coord;
16 vec4 colorShift = vec4(0.9, 0.7, 1.0, 1.0);
17 uv.x += sin(u_time * 0.5) * 0.12;
18 uv.y += cos(u_time * 0.5) * 0.11;
19 vec4 color = texture2D(tex0, v_tex_coord, u_lod_bias) * u_color;
20 //float scanline = fract(uv.y * 50.0) < 0.5 ? 0.95 : 1.0;
21 //color.rgb *= scanline;
22 float alpha = texture2D(tex0, v_tex_coord, u_lod_bias).a;
23 float brightFactor = 1.0 - u_mode;
24 float darkFactor = u_mode;
25 float staticValue = alpha > 0.0 ? fract(sin(dot(v_tex_coord +
u_time, vec2(12.9898, 78.233))) * 43758.5453) : 0.0;
26 float noise = smoothstep(0.0, u_intensity, staticValue);
27 // Adjust operation based on u_operation: 0 for bright static, 1
for dark static
28
29
30 //if mode is 0 bright factor is 1
31 color.rgb = ((color.rgb + noise * brightFactor) + (color.rgb *
noise * darkFactor)) - color.rgb * (1 - brightFactor);
32 gl_FragColor = vec4(color.r,color.g, color.b, color.a);
33 }
Precompiling shader ('MakeVisualNovels.Static', 'renpy.geometry', 'renpy.texture'):
Traceback (most recent call last):
File "renpy/gl2\gl2shadercache.py", line 430, in load
File "renpy/gl2\gl2shadercache.py", line 352, in get
File "gl2shader.pyx", line 315, in renpy.gl2.gl2shader.Program.load
File "gl2shader.pyx", line 298, in renpy.gl2.gl2shader.Program.load_shader
renpy.gl2.gl2shader.ShaderError: 0:31: S0001: Type mismatch in arithmetic operation
between 'int' and 'float'
Error compiling shader ('MakeVisualNovels.Manga', 'renpy.geometry',
'renpy.matrixcolor', 'renpy.texture'):
1 #version 100
2 precision mediump float;
3
4 vec3 rgb2hsv(vec3 c) {
5 vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
6 vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
7 vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
8
9
10 float d = q.x - min(q.w, q.y);
11 float e = 1.0e-10;
12 return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
13 }
14
15
16 vec3 hsv2rgb(vec3 c) {
17 vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
18 vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
19 return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
20 }
21 uniform float u_intensity;
22 uniform float u_lod_bias;
23 uniform mat4 u_renpy_matrixcolor;
24 uniform sampler2D tex0;
25 uniform vec4 u_color;
26 varying vec2 v_tex_coord;
27
28 void main() {
29
30 gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);
31
32 vec4 col = texture2D(tex0, v_tex_coord, u_lod_bias);
33 if (col.a == 0) discard;
34 vec3 hsv = rgb2hsv(col.rgb);
35 if (hsv.z < u_intensity || hsv.y < 0.0025) { // Adjust the thresholds
as needed
36 col *= vec4(0.01,0.01,0.01,1.0);
37 } else {
38 col= u_color;
39 }
40 gl_FragColor = col;
41
42 gl_FragColor = u_renpy_matrixcolor * gl_FragColor;
43 }
Precompiling shader ('MakeVisualNovels.Manga', 'renpy.geometry',
'renpy.matrixcolor', 'renpy.texture'):
Traceback (most recent call last):
File "renpy/gl2\gl2shadercache.py", line 430, in load
File "renpy/gl2\gl2shadercache.py", line 352, in get
File "gl2shader.pyx", line 315, in renpy.gl2.gl2shader.Program.load
File "gl2shader.pyx", line 298, in renpy.gl2.gl2shader.Program.load_shader
renpy.gl2.gl2shader.ShaderError: 0:33: S0001: Cannot compare 'float' with 'int'
Error compiling shader ('MakeVisualNovels.Static', 'renpy.geometry',
'renpy.texture'):
1 #version 100
2 precision mediump float;
3 uniform float u_intensity;
4 uniform float u_lod_bias;
5 uniform float u_mode;
6 uniform float u_time;
7 uniform sampler2D tex0;
8 uniform vec4 u_color;
9 varying vec2 v_tex_coord;
10
11 void main() {
12
13 gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);
14
15 vec2 uv = v_tex_coord;
16 vec4 colorShift = vec4(0.9, 0.7, 1.0, 1.0);
17 uv.x += sin(u_time * 0.5) * 0.12;
18 uv.y += cos(u_time * 0.5) * 0.11;
19 vec4 color = texture2D(tex0, v_tex_coord, u_lod_bias) * u_color;
20 //float scanline = fract(uv.y * 50.0) < 0.5 ? 0.95 : 1.0;
21 //color.rgb *= scanline;
22 float alpha = texture2D(tex0, v_tex_coord, u_lod_bias).a;
23 float brightFactor = 1.0 - u_mode;
24 float darkFactor = u_mode;
25 float staticValue = alpha > 0.0 ? fract(sin(dot(v_tex_coord +
u_time, vec2(12.9898, 78.233))) * 43758.5453) : 0.0;
26 float noise = smoothstep(0.0, u_intensity, staticValue);
27 // Adjust operation based on u_operation: 0 for bright static, 1
for dark static
28
29
30 //if mode is 0 bright factor is 1
31 color.rgb = ((color.rgb + noise * brightFactor) + (color.rgb *
noise * darkFactor)) - color.rgb * (1 - brightFactor);
32 gl_FragColor = vec4(color.r,color.g, color.b, color.a);
33 }
Precompiling shader ('MakeVisualNovels.Static', 'renpy.texture'):
Traceback (most recent call last):
File "renpy/gl2\gl2shadercache.py", line 430, in load
File "renpy/gl2\gl2shadercache.py", line 352, in get
File "gl2shader.pyx", line 315, in renpy.gl2.gl2shader.Program.load
File "gl2shader.pyx", line 298, in renpy.gl2.gl2shader.Program.load_shader
renpy.gl2.gl2shader.ShaderError: 0:31: S0001: Type mismatch in arithmetic operation
between 'int' and 'float'
Maximum texture size: 4096x4096
Total time until interface ready: 12.143198490142822s.
Hid presplash.
Pausing audio.
Disabling periodic events.
Saving.
Freeing memory.

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