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This document contains log information from running a Ren'Py game on an Android device. It lists the device model and screen size, logs from initializing the game engine and interfaces, and shader code used for rendering. It also contains information about entering the background and foreground of the game.

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oapt710
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0% found this document useful (0 votes)
51 views9 pages

666

This document contains log information from running a Ren'Py game on an Android device. It lists the device model and screen size, logs from initializing the game engine and interfaces, and shader code used for rendering. It also contains information about entering the background and foreground of the game.

Uploaded by

oapt710
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/ 9

Sun Sep 24 00:15:57 2023

Unknown platform.
Ren'Py 8.0.3.22090809

Bootstrap to the start of init.init took 0.00s


Bootstrap to the start of init.init took 0.00s
Manufacturer Xiaomi model Redmi Note 9S
Screen diagonal is 6.035417005352335 inches.
Early init took 0.09s
Early init took 0.09s
Android search paths:
/storage/emulated/0/Android/data/my.milf/files/../../../../Documents/Wills747/
my.milf/game /data/user/0/my.milf/files/game
Loader init took 0.02s
Loader init took 0.02s
Loading error handling took 0.06s
Loading error handling took 0.06s
Loading script took 0.30s
Loading script took 0.30s
Saving to /storage/emulated/0/Android/data/my.milf/files/../../../../Documents/
Wills747/my.milf
Loading save slot metadata. took 0.07s
Loading save slot metadata. took 0.07s
Loading persistent took 0.00s
Loading persistent took 0.00s
Faled to initialize steam: OSError('dlopen failed: library
"/data/user/0/my.milf/files/libsteam_api.so" not found')
Set script version to: (8, 0, 3)
Running init code took 0.12s
Running init code took 0.12s
Loading analysis data took 0.04s
Loading analysis data took 0.04s
Analyze and compile ATL took 0.00s
Analyze and compile ATL took 0.00s
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 0.05s
Initial gc. took 0.05s
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 0.09s
Init translation took 0.09s
Build styles took 0.01s
Build styles took 0.01s
Load screen analysis took 0.06s
Load screen analysis took 0.06s
Analyze screens took 0.00s
Analyze screens took 0.00s
Save screen analysis took 0.00s
Save screen analysis took 0.00s
Prepare screens took 0.15s
Prepare screens took 0.15s
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 0.19s
Interface start took 0.19s

Initializing gles2 renderer:


primary display bounds: (0, 0, 2298, 934)
swap interval: 1 frames
Fullscreen mode.
Vendor: "b'Qualcomm'"
Renderer: b'Adreno (TM) 618'
Version: b'OpenGL ES 3.2 V@0502.0 (GIT@820d4a4028, I5580630f49, 1636016138)
(Date:11/04/21)'
Display Info: None
Screen sizes: virtual=(1280, 720) physical=(2298, 1080) drawable=(2298, 1080)
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.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);
}

--------------------------------------------------------------------------------
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.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.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);
}

--------------------------------------------------------------------------------
Maximum texture size: 4096x4096
controller: '05000000306132330000000001000000' 'uinput-fpc' 1
Total time until interface ready: 1.5836877822875977s
Hid presplash.
controller: '05000000306132330000000001000000' 'uinput-fpc' 1
Entered background.
Entering foreground.
Screen sizes: virtual=(1280, 720) physical=(2298, 1080) drawable=(2298, 1080)
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.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);
}

--------------------------------------------------------------------------------
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.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.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);
}

--------------------------------------------------------------------------------
Maximum texture size: 4096x4096

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