Recent logs - 寂静岭:破碎的记忆

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Game title Version Latest Report Message
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 2019-11-17 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 v1.6.3-492-g9fddfff66 2019-08-31 Error in shader program link: info: (unknown reason) fs: 00000000:0000008e Tex TClamp TFuncRepl #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; in vec4 v_color0; in mediump vec3 v_texcoord; inout 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; } vs: 00000000:0000001a THR C 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; }
寂静岭:破碎的记忆 v1.9.4 2020-02-19 FBO using existing buffer as depthbuffer, 04080000/04000000 and 04000000/04000000
寂静岭:破碎的记忆 v1.9.4 2020-02-19 FBO using existing buffer as depthbuffer, 04060000/04000000 and 04000000/04000000
寂静岭:破碎的记忆 v1.9.4 2020-02-19 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 2020-02-25 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 2020-02-25 FBO using existing buffer as depthbuffer, 04020000/04000000 and 04000000/04000000
寂静岭:破碎的记忆 v1.7.2 2018-11-16 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 2018-11-03 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 2019-12-24 Attempting to texture from target (src=00170000 / target=00170000 / flags=7)
寂静岭:破碎的记忆 v1.7.2 2019-04-21 FBO using existing buffer as depthbuffer, 00060000/00000000 and 00000000/00000000
寂静岭:破碎的记忆 v1.7.2 2019-04-21 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 2020-02-20 0 depal unsupported: shift=0 mask=ff offset=0
寂静岭:破碎的记忆 v1.9.4 2020-02-22 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 2020-02-17 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 2019-04-21 FBO using existing buffer as depthbuffer, 00040000/00000000 and 00000000/00000000
寂静岭:破碎的记忆 v1.7.5 2020-02-13 Render to area containing texture at 00020000 +960x0
寂静岭:破碎的记忆 v1.9.3 2020-02-13 Unsupported RGB mask: r=07 g=e3 b=ff
寂静岭:破碎的记忆 v1.9.4 2020-02-25 Render to texture with different strides 512 != 1024
寂静岭:破碎的记忆 v1.9.4 2020-02-25 Render to texture using CLUT with different strides 512 != 1024
寂静岭:破碎的记忆 v1.9.4 2020-02-25 Render to texture with incompatible formats 7 != 0 at 0404c000
寂静岭:破碎的记忆 v1.9.3 2020-02-13 Unsupported alpha/stencil mask: fe
寂静岭:破碎的记忆 v1.7.5 2020-02-20 Render to area containing texture at 00000000 +0x152
寂静岭:破碎的记忆 v1.7.5 2020-02-17 Render to texture using CLUT with offset at 00000000 +0x152
寂静岭:破碎的记忆 v1.9.4 2020-02-25 Render to texture using CLUT with offset at 04000000 +0x152
寂静岭:破碎的记忆 v1.7.5 2020-02-25 FBO using existing buffer as depthbuffer, 00020000/00000000 and 00000000/00000000
寂静岭:破碎的记忆 v1.7.5 2020-02-20 Rendering from framebuf with offset 040d43c0 -> 000d4000+480x0
寂静岭:破碎的记忆 v1.9.4 2020-02-25 Render to area containing texture at 04000000 +0x152
寂静岭:破碎的记忆 v1.9.4 2020-02-25 Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0
寂静岭:破碎的记忆 v1.9.4 2020-02-25 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