Recent logs - Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses

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Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.14.4 2023-04-17 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:126: 'comp' : redefinition ERROR: 0:127: 'type' : redefinition ERROR: 0:175: 'comp' : redefinition ERROR: 0:176: 'type' : redefinition ERROR: 0:224: 'comp' : redefinition ERROR: 0:225: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b31 HWX T N LM Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b31 HWX T N LM Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.14.4 2023-04-17 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:125: 'comp' : redefinition ERROR: 0:126: 'type' : redefinition ERROR: 0:174: 'comp' : redefinition ERROR: 0:175: 'type' : redefinition ERROR: 0:223: 'comp' : redefinition ERROR: 0:224: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { if (
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.14.4 2023-03-01 ReadFromHardware: Invalid address ffffffff near PC ffffffff LR ffffffff
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.13.1 2022-08-23 Unimplemented HLE function sceUtilityGetNetParam
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.16.6 2024-04-04 sceNetAdhocMatchingInit(262144) at 0884e208
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.11.3 2022-02-03 ReadFromHardware: Invalid address 2f8f100c near PC 089a6c08 LR 089a6f00
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.11.3 2022-02-03 Invalid VFPU swizzle: 000c001b: 2 / 2 at PC = 0883d290 (vs2i.p C100, C000)
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.11.3 2022-02-03 Invalid VFPU swizzle: 000c001b: 3 / 2 at PC = 0883d290 (vs2i.p C100, C000)
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.11.3 2022-02-03 Invalid VFPU swizzle: 0009004e: 3 / 2 at PC = 0883d290 (vs2i.p C100, C000)
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.11.3 2022-02-03 Invalid VFPU swizzle: 0009004e: 2 / 2 at PC = 0883d290 (vs2i.p C100, C000)
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.11.3 2022-02-03 0 depal unsupported: shift=5 mask=ff offset=0
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.11.3 2022-02-03 Invalid VFPU swizzle: 0004001b: 2 / 2 at PC = 0883d290 (vs2i.p C100, C000)
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.11.3 2022-02-03 Invalid VFPU swizzle: 0004001b: 3 / 2 at PC = 0883d290 (vs2i.p C100, C000)
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.9.0 2021-11-23 Failed to reschedule: out of threads on queue (-1, -1)
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.11.3 2021-09-07 ReadFromHardware: Invalid address 000006e2 near PC 0885955c LR 0885955c
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.11.3 2021-09-07 WriteToHardware: Invalid address 00000000 near PC 088594d4 LR 088594d4
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.8.0 2021-07-15 Render to area containing texture at 040cc000 +0x64
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.11.3 2021-07-07 Unknown GetPointer 00000000 PC 0887f1f8 LR 0887f324
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.11.3 2021-06-02 Unknown GetPointer 00000000 PC 08857dd4 LR 0887f324
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.10.3 2021-04-02 80020190=sceNetAdhocInit(): out of memory, 00001000 stack requested
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.11.3 2022-08-08 Unknown GetPointer 00000000 PC 088d2d3c LR 088d2d3c
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.11.3 2021-05-17 Rendering to framebuffer offset: 04162000 +256x0
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.11.3 2021-03-27 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc6500, pos=0, access=1, data=2, text=2
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.9.4 2020-07-06 An uneaten prefix at end of block: 08c3a5e8
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.9.4 2023-07-15 Savedata version requested: 3
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.6.3 2019-10-18 An uneaten prefix at end of block: 08000df4
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.9.4 2023-09-02 Unknown GetPointer 00000000 PC 088542e4 LR 088542e4
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.9.4 2023-07-31 Unknown GetPointer 00000000 PC 08804040 LR 08000030
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.9.4 2023-05-14 Unknown GetPointer 00000000 PC 08000000 LR 08000000
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.9.4 2023-11-17 Unknown GetPointer 00000000 PC 0888fcc0 LR 0888fcc0
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.9.4 2019-10-25 GL ran out of GPU memory; switching to low memory mode
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.6.3 2018-09-29 BREAK instruction hit
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.9.4 2020-07-06 sceKernelCreateThread(name=update_thread): unsupported attributes a0000000
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.9.4 2020-07-06 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.5.4 2022-06-23 sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.5.4 2022-06-23 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc68c0, pos=0, access=1, data=2, text=2
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.3.0.1 2017-11-19 Nonsense glyph bitmap direction flag
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.9.4 2021-08-18 Unimplemented HLE function sceNetFreeThreadinfo
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.5.2 2023-09-30 Loading module sceFont_Library with version 0101, devkit 06000010
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.13.2 2023-01-20 sceFontGetFontInfo(0, 8a34738): bad font