Recent logs - DEAD OR ALIVE Paradise

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Game title Version Latest Report Message
DEAD OR ALIVE Paradise v1.9.4 2020-03-17 sceMp3Init: invalid data: not 44.1kHz
DEAD OR ALIVE Paradise v1.6.3-492-g9fddfff66 2020-03-08 BREAK instruction hit
DEAD OR ALIVE Paradise v1.6.3-492-g9fddfff66 2020-03-08 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed
DEAD OR ALIVE Paradise v1.9.4 2020-01-16 Unknown GetPointer 00000000 PC 08a0ce74 LR 08a0ce74
DEAD OR ALIVE Paradise v1.8.0 2019-09-25 ReadFromHardware: Invalid address 00000000 near PC 0898fee4 LR 0898e7e4
DEAD OR ALIVE Paradise v1.8.0 2019-09-16 Failed to truncate file.
DEAD OR ALIVE Paradise v1.9.4 2020-02-29 Unknown GetPointer 00000000 PC 08000000 LR 08000000
DEAD OR ALIVE Paradise v1.6.3-492-g9fddfff66 2020-02-03 GL ran out of GPU memory; switching to low memory mode
DEAD OR ALIVE Paradise v1.4.2-425-g7a7ccee5e 2019-06-09 Error in shader compilation: info: 0(19) : error C1503: undefined variable "u_proj" / code: #version 330 #define lowp #define mediump #define highp in vec3 position; in mediump vec3 normal; in lowp vec4 color0; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; 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); gl_Position = u_proj * viewPos; v_color0 = color0; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
DEAD OR ALIVE Paradise v1.8.0 2019-06-06 RET: Stack empty!
DEAD OR ALIVE Paradise v1.9.4 2020-01-16 Unknown GetPointer 00000000 PC 08a010c4 LR 08000030
DEAD OR ALIVE Paradise v1.7.5-488-g13c85b127 2019-04-22 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
DEAD OR ALIVE Paradise v1.7.4 2019-09-30 Attempting to texture from target (src=00044000 / target=00044000 / flags=7)
DEAD OR ALIVE Paradise v1.6.3 2018-08-02 Error in shader compilation: info: ERROR: 0:213: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:213: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:213: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:213: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:216: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:216: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:216: '=' : cannot convert from 'const int' to '3-component vector of float' ERROR: 0:237: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:237: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:237: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:237: '+' : wrong operand postshader // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 4 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 1 //Sharpen Complex v2 from h
DEAD OR ALIVE Paradise v1.7.5 2019-12-07 Attempting to texture from target (src=00000000 / target=00000000 / flags=7)
DEAD OR ALIVE Paradise v1.2 2017-09-14 DrawActiveTexture() failed: 8876086c
DEAD OR ALIVE Paradise v1.4-2-g648bc5d 2017-05-06 WriteToHardware: Invalid address 00000004 near PC 08000000 LR 08000000
DEAD OR ALIVE Paradise v1.2.2 2016-05-20 Failed decrypting the PRX (ret = -1, size = 5290493, psp_size = 5290832)!
DEAD OR ALIVE Paradise v1.6.3-456-g6d0ed4a 2019-08-26 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
DEAD OR ALIVE Paradise v1.5.4 2018-08-27 ReadFromHardware: Invalid address 00000002 near PC 08967260 LR 08967254
DEAD OR ALIVE Paradise v1.9.3 2019-11-18 VTYPE with morph used: THRU=0 TC=1 COL=0 POS=2 NRM=2 WT=0 NW=1 IDX=1 MC=7
DEAD OR ALIVE Paradise v1.6.3-21-g5f57ecb 2020-04-01 Loading module scePsmf_library with version 0101, devkit 06020010
DEAD OR ALIVE Paradise v1.6.3-21-g5f57ecb 2020-04-01 Loading module scePsmfP_library with version 0101, devkit 06020010
DEAD OR ALIVE Paradise v1.9.4 2020-07-09 00000000=sceUtilityScreenshotInitStart(09079dc4)
DEAD OR ALIVE Paradise v1.9.4 2020-07-09 sceKernelSetCompiledSdkVersion600_602 unknown SDK: 5000010
DEAD OR ALIVE Paradise v1.9.4 2020-07-01 VTYPE with morph used: THRU=0 TC=1 COL=0 POS=2 NRM=2 WT=0 NW=1 IDX=1 MC=2
DEAD OR ALIVE Paradise v1.9.4 2020-07-09 VTYPE with morph used: THRU=0 TC=1 COL=0 POS=2 NRM=2 WT=0 NW=1 IDX=2 MC=2
DEAD OR ALIVE Paradise v1.9.4 2020-07-05 VTYPE with morph used: THRU=0 TC=1 COL=0 POS=2 NRM=2 WT=0 NW=1 IDX=2 MC=7
DEAD OR ALIVE Paradise v1.7.0 2018-11-07 ReadFromHardware: Invalid address 00000002 near PC 08967254 LR 08967254