YuriSizuku
OnscripterYuri
C++

An enhancement ONScripter project porting to many platforms, especially web.

Last updated Jul 7, 2026
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README

Onscripter-Yuri

GitHub releaseGitHub Workflow Status&logo=firefox&style=flat-square)GitHub Workflow Status&&logo=android&style=flat-square) GitHub Workflow Status&logo=mingww64&style=flat-square)GitHub Workflow Status&logo=codeblocks&style=flat-square) GitHub Workflow Status&logo=linux&style=flat-square)GitHub Workflow Status&logo=apple&style=flat-square) โ˜˜๏ธ An enhancement ONScripter project porting to many platforms, especially web ๏ผ We also support for windows, linux, mac, android, retroarch and psv. This project is base on ONScripter-Jh by SDL2. Online Demo: lifegame, luasnow, noesis1 (lazyload) PSV: psv-OnscripterJH Android : Google PlayStore Multi Platform: github action release onsyuri<em>webtest</em>mo2 Now it supprts utf8 script with option --enc:utf8 ! As the original Onsscripter only support sjis or gbk encoding, you can aslo convert them to utf8 like iconv -f gbk -t utf8 0.txt -o 0.txt. New features :
  • script
- [x] lua script and animation - [x] English half-width text // since v0.7.4 - [x] sjis --enc:sjis and gbk --enc:gbk script - [x] utf8 script --enc:utf8 // since v0.7.6 - [x] nt2, nt3 script encryption (Mine exclusive format) - [x] long click or touch to invoke menu
  • render
- [x] fullscreen by --fullscreen or alt+enter, scretch to fullscreen by --fullscreen2 or f10 - [x] arbitary resolution --width, --height - [x] gles2 sharpness rendering by --sharpness 1.0 parameter, fix bugs on windows
  • platform
- [x] windows - [x] x86, x64 (local or cross compile by mingw, static link) - [x] amd64, arm64 (local msvc, vcpkg, contributed by ryank231231) - [x] video by system player - [x] linux - [x] x86, x64 (local compile, static or dynamic link) - [x] arm, aarch64 (cross compile, SDL2 build from raspberrypi, static link) - [x] retroarch (contributed by iyzsong) - [x] mac - [x] x64, arm64 (local compile, contributed by yujincheng08) - [x] web (by emscripten) - [x] fs to save in indexdb - [x] export and import save by zip file // since v0.7.5beta5 - [x] lazy load by BrowserFS or worker async fetch to avoid block the audio - [x] mobile web with touch, with webui menu - [x] android - [x] SDK level above 21 (android 5.1, Lolipop) - [x] extern SD card by SAF, and scoped storage - [x] non-english charactor in path - [x] video by system player - [x] psv, see psv-Onscripter
  • bugfix
- [x] fix some bugs in origin version (can not read 00.txt problem) - [x] fix lua animation problem - [x] fix button position wrong in fulllscreen, strech fullscreen // since v0.7.5beta4 - [x] fix android onresume gles null pointer - [x] fix android file stat problem (save not found)
  • develop
- [x] clear camke project structure - [x] well documention for develop and usage - [x] scripts to compile or cross compile without pain - [x] vscode and android studio project for multi enviroment - [x] ci in github action to automaticly build - [x] use docker to build for all platform

1. Usage

(1) general command

You can also put these option in ons_args file.
bash
./onsyuri --help
./onsyuri --root /path/to/game --save-dir /path/to/save --font /path/default.ttf --enc:sjis
./onsyuri --width 1280 --height 720 --sharpness=3.1
./onsyuri --fullscreen2 # fullscreen1 alt+f, fullscreen2 f10 (toggle stretch)

Usage: onsyuri [option ...]
  -h, --help            show this help and exit
  -v, --version         show the version information and exit

 load options:
  -f, --font file       set a TTF font file
  -r, --root path       set the root path to the archives
      --save-dir        set save dir
      --debug:1         print debug info
      --enc:[gbk|sjis|utf8]  change encoding of the script, default is gbk

 render options:
      --window          start in windowed mode
      --width 1280      force window width
      --height 720      force window height
      --fullscreen      start in fullscreen mode (alt+f or alt+enter)
      --fullscreen2     start in fullscreen mode with stretch (f10 to toggle stretch)
      --sharpness 3.1    use gles to make image sharp
      --no-video        do not decode video
      --no-vsync        turn off vsync

 other options:
      --cdaudio         use CD audio if available
      --cdnumber no     choose the CD-ROM drive number
      --registry file   set a registry file
      --dll file        set a dll file
      --enable-wheeldown-advance        advance the text on mouse wheel down
      --disable-rescale do not rescale the images in the archives
      --force-button-shortcut   ignore useescspc and getenter command
      --render-font-outline     render the outline of a text instead of casting a shadow
      --edit            enable online modification of the volume and variables when 'z' is pressed
      --key-exe file    set a file (*.EXE) that includes a key table
      --fontcache       cache default font
โ— If you force exit the game, the save might be damaged, try to remvoe envdata to play again.

(2) linux

You can either download the prebuild static elf from the release or build from source (see next part). onsyuri<em>mo2</em>linuxtest
  • Arch Linux
- Arch User Repository
sh

Install with your AUR helper

yay -S onscripter-yuri
  • Gentoo
- gentoo-zh Overlay
sh

Enable gentoo-zh overlay (use 'repository' subcommamd for 'eselect' need install 'app-eselect/eselect-repository' first):

eselect repository enable gentoo-zh

Install onscripter-yuri:

emerge --ask games-emulation/onscripter-yuri

(3) web

This project can run in a browser through hosted web server. Press F10 to strech full in a webpage, F11 in fullscreen, F9 | Right Click| Long Click to invoke menu. The structure is as bellow:
bash
onsyuri.html
onsyuri.js
onsyuri.wasm
onsyuri_index.json
[your game files]
onsyuri<em>mo2</em>webtest3 It will load the game according to onsyuri_index.json, whitch is defined by <meta > in onsyuri.html.
json
{
  "title": "game1",
  "gamedir": "/onsyuri/game1",
  "savedir": "/onsyuri_save/game1",
  "args": [],
  "lazyload": "true",
  "files":[
    {"path": "0.txt" , "url":"http://localhost:5500/asset/test/0.txt"},
    {"path": "bgm/bgm.ogg" , "url":"http://localhost:5500/asset/test/bgm/bgm.ogg"},
    {"path": "default.ttf" , "url":"http://localhost:5500/asset/test/default.ttf"}
  ]
}
This can be generated by onsyuri_index.py. Futhremoe, use makexhrfsindex > onsyuri_lazyload.json after npm i -g browserfs deprecated.

(4) android

Install the apk, use 3 figures|long touch for invoke menu, 4 figures to invoke skip. You can either put game into /storage/emulated/0/Android/data/com.yuri.onscripter/files, or any directory by saf. onsyuri<em>ui</em>androidtest1

2. Build

(1) local windows

Install the dependency in msys2,
sh
pacman -Syu --noconfirm
pacman -S --noconfirm make tar vim curl # util tools
pacman -S --noconfirm mingw-w64-x8664-binutils mingw-w64-x8664-gcc mingw-w64-x86_64-gdb # mingw64 compile tool
pacman -S --noconfirm mingw-w64-i686-binutils mingw-w64-i686-gcc mingw-w64-i686-gdb # mingw32 compile tool

pacman -S --noconfirm mingw-w64-i686-SDL2 mingw-w64-x86_64-SDL2
pacman -S --noconfirm mingw-w64-i686-SDL2image mingw-w64-x8664-SDL2_image
pacman -S --noconfirm mingw-w64-i686-SDL2ttf mingw-w64-x8664-SDL2_ttf
pacman -S --noconfirm mingw-w64-i686-SDL2mixer mingw-w64-x8664-SDL2_mixer

pacman -S --noconfirm mingw-w64-i686-brotli mingw-w64-x86_64-brotli
pacman -S --noconfirm mingw-w64-i686-mesa mingw-w64-x86_64-mesa
pacman -S --noconfirm mingw-w64-i686-lua mingw-w64-x86_64-lua
and then use these localmsys2mingw32.sh or localmsys2mingw64.sh to build.
sh
cd script
chmod +x *.sh
sh -c "export BUILDTYPE=Debug && export MSYS2HOME=/path/to/msys2 && ./local_msys2mingw32.sh"

(2) local linux

Install the dependency
bash

linux64

sudo apt-get update sudo apt-get -y install gcc gdb make cmake git curl sudo apt-get -y install libsdl2-dev libsdl2-ttf-dev libsdl2-image-dev libsdl2-mixer-dev sudo apt-get -y install libbz2-dev libjpeg-dev libpng-dev sudo apt-get -y install liblua5.3-dev libgl1-mesa-dev

linux32

sudo dpkg --add-architecture i386 sudo apt-get update sudo apt-get -y install gcc-multilib g++-multilib sudo apt-get -y install libsdl2-dev:i386 libsdl2-ttf-dev:i386 libsdl2-image-dev:i386 libsdl2-mixer-dev:i386 sudo apt-get -y install libbz2-dev:i386 libjpeg-dev:i386 libpng-dev:i386 sudo apt-get -y install liblua5.3-dev:i386 libgl1-mesa-dev:i386
sh
cd script
chmod +x *.sh
sh -c "export BUILDTYPE=Debug && ./locallinux32.sh"
and then use locallinux32.sh or locallinux64.sh to build.

(3) cross web

Install emsdk and use crossweb.sh to build. You need to add $EMSDKHOME and $MSYS2HOME (if windows) user variable at first.
shell
cd script
chmod +x *.sh
sh -c "BUILDTYPE=Debug EMCSDKHOME=/path/to/emsdk ./cross_web.sh"

(4) cross linux

Install the dependency for cross compiler,
shell

install in the target machine, aarch64

sudo apt-get -y install libx11-dev libxext-dev libasound2-dev sudo apt-get -y install libgl1-mesa-dev mesa-utils

install in the target machine, armhf (if you want to run armhf in aarch64)

sudo dpkg --add-architecture armhf && sudo apt-get update sudo apt-get -y install libc6:armhf sudo apt-get -y install libx11-dev:armhf libxext-dev:armhf libasound2-dev:armhf sudo apt-get -y install libgl1-mesa-dev:armhf mesa-utils:armhf

install in the local machine

sudo apt-get -y install tar make cmake curl git sudo apt-get -y install crossbuild-essential-i386 sudo apt-get -y install crossbuild-essential-x86_64 sudo apt-get -y install crossbuild-essential-armhf sudo apt-get -y install crossbuild-essential-arm64
then use crosslinuxa64.sh or crosslinuxa32.sh, crosslinux32.sh, crosslinux64.sh to compile. onsyuri<em>mo2</em>linuxtest2.png For raspberrypi or the other arm64 devices cross compiling. As there are many system bindings in SDL2, just build libraries in the target machine, and use these build cache to link. Or you can use docker_linuxarm64.sh for cross compile.
# at first build sdl2 in raspberry pi
sh -c "export SYSROOT=/ && ./local_linux64.sh"

copy prebuild of dependency to local

cp -rf /path/to/rpi/OnscripterYuri/thirdparty/build/archaarch64 thirdparty/build/archaarch64

use SKIP_PORTS to skip thirdpart builds

cd script chmod +x *.sh sh -c "export BUILDTYPE=Debug && export SKIPPORTS=yes && ./local_linux64.sh"

(5) cross mingw

Install mingw cross compiler and tools, in debian or wsl2,
shell
sudo apt-get -y install tar make cmake curl git

use pkg-config is to find sdl2 by compiling sdl2_image, do not install mingw-w64-tools, this pkg-config is broken

sudo apt-get -y install mingw-w64 zstd pkg-config
in msys2,
pacman -Syu --noconfirm
pacman -S --noconfirm make tar vim curl # util tools
pacman -S --noconfirm mingw-w64-x8664-gcc mingw-w64-x8664-gdb
pacman -S --noconfirm mingw-w64-x8664-binutils mingw-w64-x8664-pkg-config
pacman -S --noconfirm mingw-w64-i686-gcc mingw-w64-i686-gdb
pacman -S --noconfirm mingw-w64-i686-binutils mingw-w64-i686-pkg-config
then use crossmingw32.sh or crossmingw64.sh to compile. If you want to make compatible for winxp, should use gcc below 12.

(6) cross llvmmingw

Download llvm-mingw and add ${LLVMMINGWHOME}/bin to path, then use crossllvmmingw32.sh or crossllvmmingw64.sh to compile (either bash (git bash) or msys2 shell). If you want to build compatible for winxp, you can use i686-11.2.0-release-win32-dwarf-rtv9-rev1. Higher version like gcc 14 is not available. Do not mix mingw and llvm-mingw libraries, which will cause ld.lld: error: undefined symbol: _chkstk_ms problem !
export PATH=/path/to/mingw32/bin:$PATH
export CC=i686-w64-mingw32-gcc
export CXX=i686-w64-mingw32-g++
export RC=i686-w64-mingw32-windres

echo CC=$(which $CC)
echo CXX=$(which $CXX)
echo RC=$(which $RC)

bash -c "./cross_llvmmingw32.sh"

(7) cross android

Install android sdk and ndk, then
sh

prepare port dependencies

cd script sh ./cross_android.sh cd -

use ANDROID_HOME or local.properties for sdk

cd src/onsyuri_android/ chmod +x ./gradlew && ./gradlew assembleDebug

(8) cross by docker

You can easily build all supported platforms by docker, see docker/docker_xxx.sh in detail. If you want to build for linux arm in x86 platform, install qemu at first.
shell
sudo apt-get install qemu-user-static binfmt-support

3. Compatibility

|game|version|status|description| |----|-------|------|-----------|

4. Issues (including already solved)

  • general
- release file too big; This is because of static link all libraries for better compatibility. Partly solved by recomiple SDL libraries.
  • windows
- windows fullscreen aliasing; This is because window high dpi scale problem, use change high dpi setting or edit reg as below:
set app_name=onsyuri.exe
  reg add "HKCU\SOFTWARE\Microsoft\Windows NT\CurrentVersion\AppCompatFlags\Layers" /t regsz /v "%~dp0%appname%" /d "~ HIGHDPIAWARE" /f
  • linux
  • android
  • web
- lazy load in workerfs not work, see this issue ; solved by using BrowserFS - Audio glitch problem in slow network ; solved by async fetch without blocking audio - SDL2 Mix_LoadMUS can not decode mp3

5. Todo

  • video support (future plan) partly finish by invoke system player
  • web preloading (future plan) might not need ? lazyload partly solved

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