Runner Launch Arguments - nommiin/Tortoise GitHub Wiki
As you may know, the GMS2 Runner has support for many launch arguments. Listed below are the launch arguments I had found through disassembling the macOS Runner (macOS used due to symbols remaining in binary). Explanations taken from this article will be quoted.
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-game <file>: Takes in a GameMaker WAD file and loads it upon the initialization of the runner -
-exit <file?>: Seems to take a GameMaker WAD file, seemingly for GameMaker player (related toyyg_player_runfunction?) -
-debug: Enables debug mode forCPhysicsWorld(Box2D?) and setsGraphicsPerf::ms_DisplayFlagsto2 -
-trace: Setsg_fVMTracetotrue, which seems to invoke some sort of logging function whenVM::Exec/DoCallScriptare called -
-vmtrace: Setsg_fVMDebugtotrue, doesn't seem to do anything? -
-ext: Disables any extension function calls -
-noerrors: Setsoption_displayerrorstofalseand hides error messages from being displayed -
-oldexecSetsg_fVMUsetofalse, which is checked inVMFlipRequestbut seems to be unused -
-noaudio: Setsg_fNoAudiototrue, which stops sound from being played
This switches off all audio in your game, no matter whether you are using the legacy sound functions or the new audio ones.
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-inawindow: Setsg_fInAWindowtotrue, which overridesoption_fullscreenwhen reading the GEN8 chunk
Forces the game to start in a window, even when set to run in fullscreen mode.
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-yydebugpath: Seems to allow for the runner to take in a.yydebugfile from the debugger? -
-record <file>: Makes the runner record keyboard (and gamepad?) input and saves it to the given -
-steam: Setsg_SteamWorkshoptotrue, not to be confused with Steamworks this argument actually seems to have been used by the GMS1.4 Workshop runner -
-software: Setsg_SoftwareVertexProcessingtotrue
Will force the game to use Software Vertex Processing instead of hardware for rendering the game graphics. This is especially useful for those PCs that are using an on-board Intel GFX chipset or show display issues on older machines.
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-intel: Setsg_bManualClear&g_IntelHWModetotrue, see this article for more information
This will switch on a fix for bad Intel drivers, no matter what GPU is being used. This work around for those bad drivers will slow things down, giving a noticeable performance hit for your game, so if you do not need the fix do not use it.
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-audiodebug: Enables audio debugging, identically to theaudio_debug(true)function -
-networkdebug: Setsg_DebugNetworkOutputtotrue, which seems to log a message whenyySocket::SendDataToEvent(async networking function?),yySocket::SendWSPacket(websockets), oryySocket::SendPacketis called -
-vanillaGFX: Setsg_bVanillaGFXtotrue, which seems to be unused on macOS (todo: see if this changes anything on Windows) -
-playback <file>: Setsg_IO_Playbacktotrue, is complimentary to the-recordargument and plays back the recorded inputs -
-output <file>:
sends console output to the filename
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-debugoutput <file>:
sends debug messages and console output to the filename
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-headless: Setsg_fHeadless,g_fExitAfterFirstRoomCreationCode,g_fNoErrorWindow, andg_fDisableWindowtotrue, seems to run the first room's creation code and then exit -
-profiledump <file> <interval>: Seems to dump the profiler (or debugger) output to the given every ? (todo: test this further) -
-sleepmargin <value>: Overrides the set sleepmargin value -
-multivb: Setsg_OverrideVBmethodtotrueand setsg_UseSingleDynamicVBtofalse, untested but might be related to Vertex Buffers? -
-novb: Setsg_OverrideVBmethodandg_UseDrawPrimitiveUPtotrue, again seems to be related to Vertex Buffers? -
-compresstextures: Setsg_CompressTexturestotrue, forces textures to be compressed upon loading at runtime -
-manualvsync: Setsg_ManualVSynctotrue(todo: find out what this does) -
-nodirectinput: Setsg_NoDirectInputtotrue(todo: find out what this does) -
-nosteamrestart: Setsg_fDoSteamRestarttofalse, seems to allow for the game to be launched without Steam open
-dir
gmplayer:
gmplayer://