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| ./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 |
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| 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 |
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| 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); |
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| ./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. |
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| $ ./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. |
Using AGS for some time now, here's a list of things I made!
-
- Immediate GuI script module using Overlays for AGS.
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.
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.

