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ericoporto / log.txt
Created March 13, 2023 23:41
trying to understand openGL Swap Interval from SDL log.txt
./ags --windowed --log-stdout=+m:all --sdl-log=1
Adventure Game Studio v3.6 Interpreter
Copyright (c) 1999-2011 Chris Jones and 2011-2023 others
ACI version 3.6.0.44
Initializing backend libs
SDL Version: 2.24.1
Initializing game data
Looking for the game data.
Cwd: /home/user/git/user/ags/cmake-build-release
@ericoporto
ericoporto / log.txt
Created March 8, 2023 01:29
log.txt
Adventure Game Studio v3.6 Interpreter
Copyright (c) 1999-2011 Chris Jones and 2011-2023 others
ACI version 3.6.0.44
Initializing backend libs
SDL Version: 2.24.1
Initializing game data
Located game data pak: /home/user/git/user/ags/cmake-build-release/larry_midi_test/game.ags
Opened game data file: ac2game.dta
Game data version: 26
inline Rect full_transform(const Rect &r, const glm::mat4 &m)
{
// Extract the translation, rotation, and scaling components from the transformation matrix
glm::vec3 translation = glm::vec3(m[3][0], m[3][1], m[3][2]);
glm::vec3 scaling = glm::vec3(m[0][0], m[1][1], m[2][2]);
glm::quat rotation = glm::quat_cast(m);
// Calculate the half-width and half-height of the original rectangle
float half_width = 0.5f * (float)(r.Right - r.Left);
float half_height = 0.5f * (float)(r.Bottom - r.Top);
./ags.exe --console-attach --log-file=main:all --sdl-log=2 --log-file-path=log_hang.log
Adventure Game Studio v3.6 Interpreter
Copyright (c) 1999-2011 Chris Jones and 2011-2022 others
ACI version 3.6.0.36
Installing exception handler
Initializing backend libs
SDL Version: 2.24.1
Initializing game data
Looking for the game data.
$ ./ags.exe --console-attach --log-stdout=main:all
Adventure Game Studio v3.6 Interpreter
Copyright (c) 1999-2011 Chris Jones and 2011-2022 others
ACI version 3.6.0.36
Installing exception handler
Initializing backend libs
SDL Version: 2.24.1
Initializing game data
Looking for the game data.
@ericoporto
ericoporto / FORMAT.md
Last active October 26, 2022 00:12
FORMAT.md
@ericoporto
ericoporto / Dark.md
Created October 8, 2022 16:12 — forked from rounk-ctrl/Dark.md
Win32 Dark Mode

Dark Mode APIs.

API Signatures.

ShouldAppsUseDarkMode()

Checks whether system is using dark mode or not.
Signature:

using fnShouldAppsUseDarkMode = bool (WINAPI*)(); // ordinal 132

AllowDarkModeForWindow(In HWND hWnd, In bool allow)

@ericoporto
ericoporto / buid_menus_review.md
Last active February 7, 2022 11:28
Review of build menus WIP
@ericoporto
ericoporto / README.md
Last active October 16, 2025 15:09
☕eri0o's Adventure Game Studio Repositories!

eri0o's Adventure Game Studio Repositories!

Using AGS for some time now, here's a list of things I made!

Script Modules

Introduction

Here are some rough notes on building Kirikiri SDL2 for iOS and Android.
Please note that these may or may not be incomplete. Improved documentation is being planned, but not started yet.

Startup Directory selection

Since Android and iOS don't really have concepts of "current directory" or "command line arguments", you should probably hardcode the startup directory in TVPBeforeSystemInit in src/core/base/sdl2/SysInitImpl.cpp.

Android is still a work in progress. You may be able to use file://?/ to access the Android assets folder, but this is untested.