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METAL GEAR SOLID PEACE WALKER v1.8.0 2019-05-16 __KernelStopThread: thread 2619 does not exist
METAL GEAR SOLID PEACE WALKER v1.6.3-492-g9fddfff66 2019-05-04 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:0001d802 Tex LM TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; if (v.a < 0.002) discard; fragColor0 = v; } vs: 01030000:00000919 HWX C T LM Tex Light: MatUp:3 #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; 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; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
METAL GEAR SOLID PEACE WALKER v1.8.0 2019-04-30 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r5p1-01rel0 [Revision 96995]. 03f31111:40c00b1d HWX C T N LM Fog Tex Bones:4 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } i
METAL GEAR SOLID PEACE WALKER v1.8.0 2019-04-29 __KernelStopThread: thread 2828 does not exist
METAL GEAR SOLID PEACE WALKER v1.8.0 2019-04-29 __KernelStopThread: thread 4200 does not exist
METAL GEAR SOLID PEACE WALKER v1.8.0-112-gf6fe91761 2019-04-26 sceKernelCreateThread(name=jmpFont_Library): unsupported attributes 00000006
METAL GEAR SOLID PEACE WALKER v1.8.0 2019-04-23 Unknown GetPointer 00000000 PC 0887a228 LR 08000020
METAL GEAR SOLID PEACE WALKER v1.7.5 2019-03-12 Branch in Jump delay slot at 09094078 in block starting at 09094078
METAL GEAR SOLID PEACE WALKER v1.6.3-492-g9fddfff66 2019-03-02 __KernelStopThread: thread 3867 does not exist
METAL GEAR SOLID PEACE WALKER v1.7.2 2019-02-22 __KernelStopThread: thread 1640 does not exist
METAL GEAR SOLID PEACE WALKER v1.7.2 2019-01-28 __KernelStopThread: thread 2009 does not exist
METAL GEAR SOLID PEACE WALKER v1.6.3-492-g9fddfff66 2018-12-16 Error in shader program link: info: (unknown reason) fs: 00000000:00800022 Tex TexAlpha 2x TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = v; } vs: 00000000:00000012 THR Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
METAL GEAR SOLID PEACE WALKER v1.6.3-492-g9fddfff66 2019-05-03 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
METAL GEAR SOLID PEACE WALKER v1.6.3-492-g9fddfff66 2019-05-17 WriteToHardware: Invalid address 00000000 near PC 08a8c09c LR 08a8c09c
METAL GEAR SOLID PEACE WALKER v1.6.3-350-g6f173b913 2018-10-20 Error in shader program link: info: Link failed because of invalid fragment shader. fs: 00000000:00000042 Tex Depal TFuncMod (failed) #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; precision highp int; uniform sampler2D tex; uniform sampler2D pal; uniform int u_depal; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0); vec2 fraction; bool bilinear = (u_depal >> 31) != 0; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } vec4 t = texture(tex, uv_round); vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); int depalMask = (u_depal & 0xFF); int depalShift = ((u_depal >> 8) & 0xFF); int depalOffset = (((u_depal >> 16) & 0xFF) << 4); int depalFmt = ((u_depal >> 24) & 0x3); ivec4 col; int index0; int index1; int index2; int index3; switch (depalFmt) { case 0: col = ivec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = ivec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = ivec4(t.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t2.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t3.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = ivec4(t.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t2.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t3.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(index2, 0), 0); t3 = texelFetch(pal, ivec2(index3, 0), 0); t = mix(t, t1, fraction.x); t2 = mix(t2, t3, fraction.x); t = mix(t, t2, fraction.y); } vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb,
METAL GEAR SOLID PEACE WALKER v1.6.3-350-g6f173b913 2018-10-20 Error in shader compilation: info: 0:14: S0001: Type mismatch, cannot convert from 'ivec2' to 'vec2' 00000000:00000042 Tex Depal TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; precision highp int; uniform sampler2D tex; uniform sampler2D pal; uniform int u_depal; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0); vec2 fraction; bool bilinear = (u_depal >> 31) != 0; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } vec4 t = texture(tex, uv_round); vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); int depalMask = (u_depal & 0xFF); int depalShift = ((u_depal >> 8) & 0xFF); int depalOffset = (((u_depal >> 16) & 0xFF) << 4); int depalFmt = ((u_depal >> 24) & 0x3); ivec4 col; int index0; int index1; int index2; int index3; switch (depalFmt) { case 0: col = ivec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = ivec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = ivec4(t.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t2.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t3.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = ivec4(t.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t2.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t3.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(index2, 0), 0); t3 = texelFetch(pal, ivec2(index3, 0), 0); t = mix(t, t1, fraction.x); t2 = mix(t2, t3, fraction.x); t = mix(t, t2, fraction.y); } vec4 p = v_color0; vec4 v = vec4(t.rgb * p.
METAL GEAR SOLID PEACE WALKER v1.6.3 2018-10-12 __KernelStopThread: thread 362 does not exist
METAL GEAR SOLID PEACE WALKER v1.6.3 2018-09-24 __KernelStopThread: thread 3982 does not exist
METAL GEAR SOLID PEACE WALKER v1.6.3 2018-09-24 __KernelStopThread: thread 2041 does not exist
METAL GEAR SOLID PEACE WALKER v1.6.3-347-g0684068 2018-08-22 Error in shader compilation: info: ERROR: 0:14: Incompatible types in initialization (and no available implicit conversion) ERROR: 0:18: Use of undeclared identifier 'tsize' ERROR: 0:20: Use of undeclared identifier 'tsize' WARNING: 0:35: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:35: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:35: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:38: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:38: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:38: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:40: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:40: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:40: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:42: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:42: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:42: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:47: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:47: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:47: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:50: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:50: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:50: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:52: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:52: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:52: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:54: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:54: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:54: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:59: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:59: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:59: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:59: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:62: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:62: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:62: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:62: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:64: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:64: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:64: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:64: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:66: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:66: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:66: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:66: Overflow in implicit constant conversion, minimum range for lowp float is (-2,2) WARNING: 0:71: Overflow in impli
METAL GEAR SOLID PEACE WALKER v1.6.3-347-g0684068 2018-08-22 Error in shader program link: info: ERROR: One or more attached shaders not successfully compiled fs: 00000000:00000042 Tex Depal TFuncMod (failed) #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; precision highp int; uniform sampler2D tex; uniform sampler2D pal; uniform int u_depal; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0); vec2 fraction; bool bilinear = (u_depal >> 31) != 0; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } vec4 t = texture(tex, uv_round); vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); int depalMask = (u_depal & 0xFF); int depalShift = ((u_depal >> 8) & 0xFF); int depalOffset = (((u_depal >> 16) & 0xFF) << 4); int depalFmt = ((u_depal >> 24) & 0x3); ivec4 col; int index0; int index1; int index2; int index3; switch (depalFmt) { case 0: col = ivec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = ivec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = ivec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = ivec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = ivec4(t.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t2.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = ivec4(t3.rgba * vec4(15.99, 15.99, 15.99, 15.99)); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = ivec4(t.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = ivec4(t1.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t2.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = ivec4(t3.rgba * vec4(255.99, 255.99, 255.99, 255.99)); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(index2, 0), 0); t3 = texelFetch(pal, ivec2(index3, 0), 0); t = mix(t, t1, fraction.x); t2 = mix(t2, t3, fraction.x); t = mix(t, t2, fraction.y); } vec4 p = v_color0; vec4 v = ve
METAL GEAR SOLID PEACE WALKER v1.6.3-492-g9fddfff66 2018-12-16 GL ran out of GPU memory; switching to low memory mode
METAL GEAR SOLID PEACE WALKER v1.6.3 2018-06-18 MIPSCompileOp: Invalid instruction 00000101
METAL GEAR SOLID PEACE WALKER v1.6.2 2018-06-03 __KernelStopThread: thread 1722 does not exist
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 00000034
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 195e003a
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 0000003e
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 00000044
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 00000046
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 00000048
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 00000004
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 0000002a
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 00000038
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 0000ffff
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 00000036
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 0000003c
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 0e800024
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 0000000a
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 00000024
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 00000002
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 00000008
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 00000018
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 00000012
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 00000016
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 00000020
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 0e9b0030
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 0883002c
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 00000006
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 00000026
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 0000000c
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 00000028
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 00000022
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 0e9b0024
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 08830020
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 0000001c
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 0e9b0018
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 08830014
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 00000010
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 0e9b000c
METAL GEAR SOLID PEACE WALKER v1.4.2 2018-05-22 Wrong magic number 08830008
METAL GEAR SOLID PEACE WALKER v1.7.5 2019-01-31 Attempting to texture from target (src=00090000 / target=00090000 / flags=7)
METAL GEAR SOLID PEACE WALKER v1.7.5 2019-05-12 Attempting to texture from target (src=00088000 / target=00088000 / flags=7)
METAL GEAR SOLID PEACE WALKER v1.4.2-564-gfa81dd9c4 2017-10-27 sceFontGetFontInfo(0, 8c7d0c8): bad font
METAL GEAR SOLID PEACE WALKER v1.4.2-564-gfa81dd9c4 2017-10-27 sceFontOpenUserFile(08740010, disc0:/PSP_GAME/USRDIR/MGP.PGF, 00000000, 09fbf724): file does not exist
METAL GEAR SOLID PEACE WALKER v1.4.2 2017-10-08 WriteToHardware: Invalid address 00e2102d near PC 08b3e36c LR 08b3aff4
METAL GEAR SOLID PEACE WALKER v1.4.2 2017-09-15 Render to texture with different strides 256 != 64
METAL GEAR SOLID PEACE WALKER v1.5.4 2018-07-28 fbo_blit_color failed in blit (00044000 -> 00044000)
METAL GEAR SOLID PEACE WALKER v1.5.4 2018-07-28 fbo_blit_color failed in blit (00000000 -> 00000000)
METAL GEAR SOLID PEACE WALKER v1.6 2019-04-05 Failed to allocate memory for ELF!
METAL GEAR SOLID PEACE WALKER v1.8.0-180-g5fe02a4ea 2019-05-19 Unknown syscall in known module 'sceNp': 0x4b5c71c8
METAL GEAR SOLID PEACE WALKER v1.8.0-180-g5fe02a4ea 2019-05-19 Unknown syscall in known module 'sceNpService': 0x168b8de5
METAL GEAR SOLID PEACE WALKER v1.8.0-180-g5fe02a4ea 2019-05-19 Unknown syscall in known module 'sceNpService': 0x268c009d
METAL GEAR SOLID PEACE WALKER v1.8.0-180-g5fe02a4ea 2019-05-19 Unknown syscall in known module 'sceNpService': 0x78802d5f
METAL GEAR SOLID PEACE WALKER v1.8.0-180-g5fe02a4ea 2019-05-19 Unknown syscall in known module 'sceNpAuth': 0x72bb0467
METAL GEAR SOLID PEACE WALKER v1.8.0-180-g5fe02a4ea 2019-05-19 Unknown syscall in known module 'sceNpService': 0x1da3e950
METAL GEAR SOLID PEACE WALKER v1.8.0-180-g5fe02a4ea 2019-05-19 Unknown syscall in known module 'sceNp': 0xbb069a87
METAL GEAR SOLID PEACE WALKER v1.8.0-180-g5fe02a4ea 2019-05-19 Unknown syscall in known module 'sceNpAuth': 0x3f1c1f70
METAL GEAR SOLID PEACE WALKER v1.8.0-180-g5fe02a4ea 2019-05-19 Unknown syscall in known module 'sceNpAuth': 0xd99455dd
METAL GEAR SOLID PEACE WALKER v1.8.0-180-g5fe02a4ea 2019-05-19 Unknown syscall in known module 'sceNpAuth': 0xcd86a656
METAL GEAR SOLID PEACE WALKER v1.6.3-492-g9fddfff66 2019-03-28 __KernelStopThread: thread 352 does not exist
METAL GEAR SOLID PEACE WALKER v1.8.0 2019-05-19 __KernelStopThread: thread 353 does not exist
METAL GEAR SOLID PEACE WALKER v1.6.2 2018-06-03 __KernelStopThread: thread 1802 does not exist
METAL GEAR SOLID PEACE WALKER v1.8.0-112-gf6fe91761 2019-05-19 Video out requested, not supported: mode=0 size=512,272
METAL GEAR SOLID PEACE WALKER v1.1.1-202-Adhoc_stuff-chatSimpl 2016-03-20 RET: Stack empty!
METAL GEAR SOLID PEACE WALKER v1.1.1-66-g5ebd7bf 2016-01-11 MIPSCompileOp: Invalid instruction 0058621f
METAL GEAR SOLID PEACE WALKER v1.1.1-66-g5ebd7bf 2016-01-11 MIPSCompileOp: Invalid instruction 008cd328
METAL GEAR SOLID PEACE WALKER v1.1.1-66-g5ebd7bf 2016-01-11 MIPSCompileOp: Invalid instruction 0036355e
METAL GEAR SOLID PEACE WALKER v1.1.1-66-g5ebd7bf 2016-01-11 MIPSCompileOp: Invalid instruction 003dfb75
METAL GEAR SOLID PEACE WALKER v1.1.1-66-g5ebd7bf 2016-01-11 MIPSCompileOp: Invalid instruction 00010005
METAL GEAR SOLID PEACE WALKER v1.1.1-66-g5ebd7bf 2016-01-11 MIPSCompileOp: Invalid instruction 008cd329
METAL GEAR SOLID PEACE WALKER v1.1.1-66-g5ebd7bf 2016-01-11 MIPSCompileOp: Invalid instruction 003d0001
METAL GEAR SOLID PEACE WALKER v1.1.1-66-g5ebd7bf 2016-01-11 MIPSCompileOp: Invalid instruction 0090f0b5
METAL GEAR SOLID PEACE WALKER v1.1.1-66-g5ebd7bf 2016-01-11 MIPSCompileOp: Invalid instruction 005c2038
METAL GEAR SOLID PEACE WALKER v1.0.1-2676-chatSimple 2015-11-27 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=2 pos=1, access=0, data=0, text=2
METAL GEAR SOLID PEACE WALKER v1.0.1-2676-chatSimple 2015-11-27 Loading file directly instead of using handlers: disc0:/PSP_GAME/USRDIR/MGP.PGF20handlers: disc0:/PSP_GAME/USRDIR/MGP.PGF
METAL GEAR SOLID PEACE WALKER v1.0-33-ge6af3cf 2015-10-27 MIPSCompileOp: Invalid instruction b0220a00
METAL GEAR SOLID PEACE WALKER v1.0-33-ge6af3cf 2015-11-21 Branch in RSZeroComp delay slot at 08000118 in block starting at 08000108
METAL GEAR SOLID PEACE WALKER v1.0-33-ge6af3cf 2015-10-22 Loading file directly instead of using handlers: disc0:/PSP_GAME/USRDIR/MGP.PGFsing handlers: disc0:/PSP_GAME/USRDIR/MGP.PGF
METAL GEAR SOLID PEACE WALKER v1.0.1-790-g07b1756 2015-10-16 4 and 8-bit CLUT format not supported for framebuffers
METAL GEAR SOLID PEACE WALKER v1.0.1-790-g07b1756 2015-10-16 Render to texture with incompatible formats 5 != 1 at 04044000