Recent logs - 妖精的尾巴:携带公會2

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Game title Version Latest Report Message
妖精的尾巴:携带公會2 v1.6.3 2018-09-18 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00004000:0001d082 Tex Flat TClamp TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D testtex; flat 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.rgb, p.a); if (v.a < 0.002) discard; fragColor0 = v; } vs: 40000000:0000001a THR C Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
妖精的尾巴:携带公會2 v1.6.3 2018-09-10 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; gl_FragColor = v; } vs: 00000000:0000001a THR C Tex #version 100 precision highp float; attribute vec4 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
妖精的尾巴:携带公會2 v1.6.3 2018-09-09 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:0000f802 Tex LM TFuncMod AlphaTest >= #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; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 01130001:00000b11 HWX T N LM Tex Light: 0: c:1 t:0 MatUp:3 #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 lowp vec3 u_lightspecular0; 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; 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 = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
妖精的尾巴:携带公會2 v1.6.3 2018-08-30 GL ran out of GPU memory; switching to low memory mode
妖精的尾巴:携带公會2 v1.6.3 2018-08-30 Attempting to texture from target (src=00000000 / target=00000000 / flags=7)
妖精的尾巴:携带公會2 v1.6.3 2018-09-03 Attempting to texture from target (src=00044000 / target=00044000 / flags=7)
妖精的尾巴:携带公會2 v1.6.3 2018-08-10 Failed decrypting the PRX (ret = -1, size = 4653000, psp_size = 4653344)!
妖精的尾巴:携带公會2 v1.4 2017-10-13 sceDmacMemcpy(dest=09131940, src=09021840, size=278528): overlapping read
妖精的尾巴:携带公會2 v1.4.2 2017-09-20 80630006=sceAtracSetDataAndGetID(097a02e0, 00003b24): invalid RIFF header
妖精的尾巴:携带公會2 v1.4.2 2017-09-20 80630006=sceAtracSetDataAndGetID(097d8470, 0000456c): invalid RIFF header
妖精的尾巴:携带公會2 v1.4.2 2017-09-20 80630006=sceAtracSetDataAndGetID(097c0a80, 00003c9c): invalid RIFF header
妖精的尾巴:携带公會2 v1.4.2 2017-09-20 80630006=sceAtracSetDataAndGetID(097db870, 000052a0): invalid RIFF header
妖精的尾巴:携带公會2 v1.4.2 2017-09-20 80630006=sceAtracSetDataAndGetID(097dae10, 00001dc0): invalid RIFF header
妖精的尾巴:携带公會2 v1.4.2 2017-09-20 80630006=sceAtracSetDataAndGetID(097dc270, 00003b24): invalid RIFF header
妖精的尾巴:携带公會2 v1.4.2 2017-09-20 80630006=sceAtracSetDataAndGetID(097d9120, 0000456c): invalid RIFF header
妖精的尾巴:携带公會2 v1.4.2 2017-06-21 Unknown GetPointer 1144fcc0 PC 08ad4e10 LR 08ad4e10
妖精的尾巴:携带公會2 v1.4.2 2017-11-25 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7