Recent logs - 寂静岭:破碎的记忆

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
寂静岭:破碎的记忆 v1.6.3-492-g9fddfff66 2020-06-13 Error in shader program link: info: (unknown reason) fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; 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; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) discard; fragColor0 = v; } vs: 01f08880:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:2 2: c:0 t:2 3: c:0 t:2 #version 300 es precision highp float; 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 vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; 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 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 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 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); angle = dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * pow(angle, u_lightangle_spotCoef1.y); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); angle = dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * pow(angle, u_lightangle_spotCoef2.y); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); angle = dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * pow(angle, u_lightangle_spotCoef3.y); } else { lightScale = 0.0; } diffuse = (u_lightdif
寂静岭:破碎的记忆 v1.9.4 2020-04-30 Unknown GetPointer 00000000 PC 0897def8 LR 08000030
寂静岭:破碎的记忆 v1.6.3-492-g9fddfff66 2020-03-12 Render to area containing texture at 000d4000 +960x24
寂静岭:破碎的记忆 v1.6.3-492-g9fddfff66 2020-03-12 FBO using existing buffer as depthbuffer, 000c0000/00000000 and 00000000/00000000
寂静岭:破碎的记忆 v1.6.3-492-g9fddfff66 2020-03-12 FBO using existing buffer as depthbuffer, 000e0000/00000000 and 00000000/00000000
寂静岭:破碎的记忆 v1.6.3-492-g9fddfff66 2020-03-07 Render to area containing texture at 00040000 +960x0
寂静岭:破碎的记忆 v1.6.3-492-g9fddfff66 2020-06-17 FBO using existing buffer as depthbuffer, 000a0000/00000000 and 00000000/00000000
寂静岭:破碎的记忆 v1.6.3-492-g9fddfff66 2020-03-06 Render to area containing texture at 00080000 +960x0
寂静岭:破碎的记忆 v1.9.4 2020-02-09 Unknown GetPointer 00000000 PC 08000000 LR 08000000
寂静岭:破碎的记忆 v1.9.4 2020-06-19 FBO using existing buffer as depthbuffer, 040a0000/04000000 and 04000000/04000000
寂静岭:破碎的记忆 v1.9.3 2019-10-21 Unknown GetPointer 00000001 PC 08985050 LR 08984b40
寂静岭:破碎的记忆 v1.6.3-492-g9fddfff66 2019-10-04 Error in shader compilation: info: (unknown reason) 00000000:0000008e Tex TClamp TFuncRepl #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(mod(v_texcoord.x, u_texclamp.x), mod(v_texcoord.y, u_texclamp.y)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb, p.a); fragColor0 = v; }
寂静岭:破碎的记忆 v1.8.0 2019-09-29 Rendering to framebuffer offset: 04170000 +512x0
寂静岭:破碎的记忆 v1.9.4 2020-06-19 FBO using existing buffer as depthbuffer, 04080000/04000000 and 04000000/04000000
寂静岭:破碎的记忆 v1.9.4 2020-06-19 FBO using existing buffer as depthbuffer, 04060000/04000000 and 04000000/04000000
寂静岭:破碎的记忆 v1.9.4 2020-06-19 FBO using existing buffer as depthbuffer, 04040000/04000000 and 04000000/04000000
寂静岭:破碎的记忆 v1.6.3-492-g9fddfff66 2019-08-08 Attempting to texture from target (src=0004c000 / target=0004c000 / flags=7)
寂静岭:破碎的记忆 v1.9.4 2020-04-16 Unknown GetPointer 00000000 PC 08a09de4 LR 08a09de4
寂静岭:破碎的记忆 v1.7.2 2019-04-21 Render to area containing texture at 00060000 +960x0
寂静岭:破碎的记忆 v1.8.0 2019-07-11 FBO using existing buffer as depthbuffer, 04170400/04000000 and 04000000/04000000
寂静岭:破碎的记忆 v1.6.3-492-g9fddfff66 2019-03-17 GL ran out of GPU memory; switching to low memory mode
寂静岭:破碎的记忆 v1.9.4 2020-07-09 FBO using existing buffer as depthbuffer, 04020000/04000000 and 04000000/04000000
寂静岭:破碎的记忆 v1.9.4 2020-07-07 Unexpected mpeg first timestamp: 0 / 0
寂静岭:破碎的记忆 v1.7.1 2018-11-03 Attempting to texture from target (src=0004c000 / target=0004c000 / flags=0)
寂静岭:破碎的记忆 v1.7.1 2020-03-12 FBO using existing buffer as depthbuffer, 00170400/00000000 and 00000000/00000000
寂静岭:破碎的记忆 v1.5.4 2018-01-23 Direct3D9: Failed to get the device caps!
寂静岭:破碎的记忆 v1.5.4 2018-01-23 DrawActiveTexture() failed: 8876086c
寂静岭:破碎的记忆 v1.7.5 2020-05-20 Attempting to texture from target (src=00170000 / target=00170000 / flags=7)
寂静岭:破碎的记忆 v1.7.2 2020-06-17 FBO using existing buffer as depthbuffer, 00060000/00000000 and 00000000/00000000
寂静岭:破碎的记忆 v1.7.2 2020-06-17 FBO using existing buffer as depthbuffer, 00080000/00000000 and 00000000/00000000
寂静岭:破碎的记忆 v1.0.1 2016-06-08 Unsupported alpha/stencil mask: 7f
寂静岭:破碎的记忆 v1.9.4 2020-05-24 0 depal unsupported: shift=0 mask=ff offset=0
寂静岭:破碎的记忆 v1.9.4 2020-06-29 Render to area containing texture at 04020000 +960x0
寂静岭:破碎的记忆 v1.7.1 2018-11-03 Unsupported alpha/stencil mask: bf
寂静岭:破碎的记忆 v1.7.5 2020-06-17 Render to texture with incompatible formats 7 != 0 at 0004c000
寂静岭:破碎的记忆 v1.0.1-138-g8c8613b 2017-06-21 Rendering to framebuffer offset: 00170000 +512x0
寂静岭:破碎的记忆 v1.7.2 2020-06-17 FBO using existing buffer as depthbuffer, 00040000/00000000 and 00000000/00000000
寂静岭:破碎的记忆 v1.7.5 2020-06-17 Render to area containing texture at 00020000 +960x0
寂静岭:破碎的记忆 v1.9.3 2020-06-29 Unsupported RGB mask: r=07 g=e3 b=ff
寂静岭:破碎的记忆 v1.9.4 2020-07-05 Render to texture with different strides 512 != 1024
寂静岭:破碎的记忆 v1.9.4 2020-07-05 Render to texture using CLUT with different strides 512 != 1024
寂静岭:破碎的记忆 v1.9.4 2020-07-05 Render to texture with incompatible formats 7 != 0 at 0404c000
寂静岭:破碎的记忆 v1.9.3 2020-06-29 Unsupported alpha/stencil mask: fe
寂静岭:破碎的记忆 v1.7.5 2020-06-14 Render to area containing texture at 00000000 +0x152
寂静岭:破碎的记忆 v1.7.5 2020-06-17 Render to texture using CLUT with offset at 00000000 +0x152
寂静岭:破碎的记忆 v1.9.4 2020-07-05 Render to texture using CLUT with offset at 04000000 +0x152
寂静岭:破碎的记忆 v1.7.5 2020-06-17 FBO using existing buffer as depthbuffer, 00020000/00000000 and 00000000/00000000
寂静岭:破碎的记忆 v1.7.5 2020-06-17 Rendering from framebuf with offset 040d43c0 -> 000d4000+480x0
寂静岭:破碎的记忆 v1.9.4 2020-07-09 Render to area containing texture at 04000000 +0x152
寂静岭:破碎的记忆 v1.9.4 2020-07-09 Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0
寂静岭:破碎的记忆 v1.9.4 2020-07-05 Render to texture with different formats 3 != 0
寂静岭:破碎的记忆 v1.9.2 2019-10-13 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed