Recent logs - HUNTER×HUNTER ワンダーアドベンチャー

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
HUNTER×HUNTER ワンダーアドベンチャー v1.9.4 2020-02-19 Unknown GetPointer 00000000 PC 08804040 LR 08000030
HUNTER×HUNTER ワンダーアドベンチャー v1.9.3 2019-12-06 Unknown syscall in known module 'SysMemForKernel': 0x536ad5e1
HUNTER×HUNTER ワンダーアドベンチャー v1.9.3 2019-11-30 Unimplemented HLE function sceKernelFindModuleByUID
HUNTER×HUNTER ワンダーアドベンチャー v1.9.3 2019-12-06 Unknown syscall in known module 'LoadExecForKernel': 0x6d302d3d
HUNTER×HUNTER ワンダーアドベンチャー v1.9.3 2019-12-06 Unknown syscall in known module 'ModuleMgrForKernel': 0xd1ff982a
HUNTER×HUNTER ワンダーアドベンチャー v1.9.3 2019-12-06 Unknown syscall in known module 'ThreadManForKernel': 0xef9e4c70
HUNTER×HUNTER ワンダーアドベンチャー v1.9.3 2019-12-06 Unknown syscall in known module 'SysclibForKernel': 0xa48d2592
HUNTER×HUNTER ワンダーアドベンチャー v1.9.3 2019-12-06 Unknown syscall in known module 'ModuleMgrForKernel': 0x2e0911aa
HUNTER×HUNTER ワンダーアドベンチャー v1.9.3 2019-11-30 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=0
HUNTER×HUNTER ワンダーアドベンチャー v1.9.3 2019-12-06 Unknown syscall in known module 'ThreadManForKernel': 0x809ce29b
HUNTER×HUNTER ワンダーアドベンチャー v1.9.3 2019-12-06 Unknown syscall in known module 'ThreadManForKernel': 0x28b6489c
HUNTER×HUNTER ワンダーアドベンチャー v1.9.3 2019-12-06 Unknown syscall in known module 'SysclibForKernel': 0x7ab35214
HUNTER×HUNTER ワンダーアドベンチャー v1.9.3 2019-12-06 Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a
HUNTER×HUNTER ワンダーアドベンチャー v1.6.3-492-g9fddfff66 2019-10-02 Error in shader program link: info: (unknown reason) fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; 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); fragColor0 = v; } vs: 00000000:00010954 HWX T Fog Tex TexProjPos UVMtx #version 300 es precision highp float; in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = (u_texmtx * vec4(position.xyz, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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; }
HUNTER×HUNTER ワンダーアドベンチャー v1.9.4 2020-02-21 Unknown GetPointer 00000000 PC 088c7714 LR 088c7714
HUNTER×HUNTER ワンダーアドベンチャー v1.9.4 2019-12-08 Unknown GetPointer 00000000 PC 08000000 LR 08000000
HUNTER×HUNTER ワンダーアドベンチャー v1.6.3 2019-02-02 Render to texture with incompatible formats 3 != 1 at 00000000
HUNTER×HUNTER ワンダーアドベンチャー v1.6.3 2019-02-02 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148355080
HUNTER×HUNTER ワンダーアドベンチャー v1.6.3-492-g9fddfff66 2019-12-19 WriteToHardware: Invalid address 00000000 near PC 088d3b00 LR 088d3b00
HUNTER×HUNTER ワンダーアドベンチャー v1.7.5 2018-12-16 Error in shader program link: info: (unknown reason) fs: postshader /* AA shader 4.o / AA shader 4.o - filtro Copyright (C) 2014 guest(r) - [email protected] This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // Modified as video aware smoothing effect for PPSSPP. // Some variable definitions had to be moved inside functions(and so repeated) due to glsl->hlsl auto translation failing. // Also auto translation fails with bool uniform, which is why u_video is defined as float. #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; uniform float u_video; //=========== varying vec2 v_texcoord0; const vec3 dt = vec3(1.0,1.0,1.0); vec3 texture2d (vec2 texcoord) { float scale = 1.0; if (u_video==1.0){ scale = 2.0; } else { scale = 7.0; } vec4 yx = vec4(1.0/480.0,1.0/272.0,-1.0/480.0,-1.0/272.0)/scale; vec4 xy = vec4(2.0/480.0,2.0/272.0,-2.0/480.0,-2.0/272.0)/scale; vec3 s00 = texture2D(sampler0, texcoord + yx.zw).xyz; vec3 s20 = texture2D(sampler0, texcoord + yx.xw).xyz; vec3 s22 = texture2D(sampler0, texcoord + yx.xy).xyz; vec3 s02 = texture2D(sampler0, texcoord + yx.zy).xyz; float m1=dot(abs(s00-s22),dt)+0.001; float m2=dot(abs(s02-s20),dt)+0.001; return 0.5*(m2*(s00+s22)+m1*(s02+s20))/(m1+m2); } vec3 texture2dd (vec2 texcoord) { float scale = 1.0; if (u_video==1.0){ scale = 2.0; } else { scale = 7.0; } vec4 yx = vec4(1.0/480.0,1.0/272.0,-1.0/480.0,-1.0/272.0)/scale; vec4 xy = vec4(2.0/480.0,2.0/272.0,-2.0/480.0,-2.0/272.0)/scale; vec3 c11 = texture2D(sampler0, texcoord ).xyz; vec3 c00 = texture2D(sampler0, texcoord + xy.zw).xyz; vec3 c20 = texture2D(sampler0, texcoord + xy.xw).xyz; vec3 c22 = texture2D(sampler0, texcoord + xy.xy).xyz; vec3 c02 = texture2D(sampler0, texcoord + xy.zy).xyz; vec3 s00 = texture2D(sampler0, texcoord + yx.zw).xyz; vec3 s20 = texture2D(sampler0, texcoord + yx.xw).xyz; vec3 s22 = texture2D(sampler0, texcoord + yx.xy).xyz; vec3 s02 = texture2D(sampler0, texcoord + yx.zy).xyz; float d1=dot(abs(c00-c22),dt)+0.001; float d2=dot(abs(c20-c02),dt)+0.001; float m1=dot(abs(s00-s22),dt)+0.001; float m2=dot(abs(s02-s20),dt)+0.001; vec3 t2=(d1*(c20+c02)+d2*(c00+c22))/(2.0*(d1+d2)); return 0.25*(c11+t2+(m2*(s00+s22)+m1*(s02+s20))/(m1+m2)); } void main() { float scale = 7.0; bool filtro = false; if (u_video==1.0){ scale = 2.0; filtro = true; } else { scale = 7.0; filtro = false; } // Calculating texel coordinates vec2 size = vec2(480.0,272.0)*scale; vec2 inv_size = vec2(1.0/480.0,1.0/272.0)/scale; vec2 OGL2Pos = v_texcoord0 * size; vec2 fp = fract(OGL2Pos); vec2 dx = vec2(inv_size.x,0.0); vec2 dy = vec2(0.0, inv_size.y); vec2 g1 = vec2(inv_size.x,inv_size.y); vec2 g2 = vec2(-inv_size.x,inv_size.y); vec2 pC4 = floor(OGL2Pos) * inv_size + 0.5*inv_size; // Reading the texels vec3 C0 = texture2d(pC4 - g1); vec3 C1 = texture2d(pC4 - dy); vec3 C2 = texture2d(pC4 - g2); vec3 C3 = texture2d(pC4 - dx); vec3 C4 = texture2d(pC4 ); vec3 C5 = texture2d(pC4 + dx); vec3 C6 = texture2d(pC4 + g2); vec3 C7 = texture2d(pC4 + dy); vec3 C8 = texture2d(pC4 + g1); vec3 ul, ur, dl, dr; float m1, m2; m1 = dot(abs(C0-C4),dt)+0.001; m2 = dot(abs(C1-C3),dt)+0.001; ul = (m2
HUNTER×HUNTER ワンダーアドベンチャー v1.7.5 2018-12-16 Error in shader program link: info: (unknown reason) fs: postshader /* Hyllian's xBR-lv2 Shader Accuracy (tweak by guest.r) Copyright (C) 2011-2015 Hyllian - [email protected] Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. Incorporates some of the ideas from SABR shader. Thanks to Joshua Street. */ #ifdef GL_ES precision mediump float; precision mediump int; #endif #define CornerA 0 //ON:1/OFF:0 / A, B, C, D are just different variants of corner rounding #define CornerB 0 //ON:1/OFF:0 / activate only one #define CornerD 0 //ON:1/OFF:0 // CornerC //used as default if none of the above is defined const float XBR_SCALE = 3.0; const float lv2_cf = 2.0; const float coef = 2.0; const vec3 rgbw = vec3(14.352, 28.176, 5.472); const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0); const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 ); const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 ); const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 ); const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 ); const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 ); const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 ); const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 ); const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 ); const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 ); const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25); uniform sampler2D sampler0; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; varying vec2 v_texcoord0; // Difference between vector components. vec4 df(vec4 A, vec4 B) { return vec4(abs(A-B)); } // Compare two vectors and return their components are different. vec4 diff(vec4 A, vec4 B) { return vec4(notEqual(A, B)); } // Determine if two vector components are equal based on a threshold. vec4 eq(vec4 A, vec4 B) { return (step(df(A, B), eq_threshold)); } // Determine if two vector components are NOT equal based on a threshold. vec4 neq(vec4 A, vec4 B) { return (vec4(1.0, 1.0, 1.0, 1.0) - eq(A, B)); } float c_df(vec3 c1, vec3 c2) { vec3 df = abs(c1 - c2); return df.r + df.g + df.b; } void main() { bool upscale = u_texelDelta.x > (1.6 * u_pixelDelta.x); vec3 res = texture2D(sampler0, v_texcoord0.xy).xyz; // Let's skip the whole scaling if output size smaller than 1.6x of input size if (upscale) { vec4 edri, edr, edr_l, edr_u, px; // px = pixel, edr = edge detection rule vec4 irlv0, irlv1, irlv2l, irlv2u; vec4 fx, fx_l, fx_u; // inequations of straight lines. vec2 pS = 1.0 / u_texelDelta.xy; vec2 fp = fract(v_texcoord0.xy*pS.xy); vec2 TexCoord_0 = v_texcoord0.xy-fp*u_pixelDelta.xy; vec2 dx = vec2(u_texelDelta.x,0.0); vec2 dy = vec2(0.0,u_texelDelta.y); vec2 y2 = dy + dy; vec2 x2 = dx + dx; vec4 delta = vec4(1.0/XBR_SCALE, 1.0/XBR_SCALE, 1.0/XBR_SCALE, 1.0/XBR_SCALE); vec4 delta_l = vec4(0.5/XBR_SCALE, 1.0/XBR_SCALE, 0.5/XBR_SCALE, 1.0/XBR_SCALE); vec4 delta_u = delta_l.yxwz; vec3 A = texture2D(sampler0, TexCoord_0 -dx -dy ).xyz; vec3 B = texture2D(sampler0, Tex
HUNTER×HUNTER ワンダーアドベンチャー v1.7.1 2018-12-09 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
HUNTER×HUNTER ワンダーアドベンチャー v1.7.1 2018-11-10 Direct3D9: Failed to get the device caps!
HUNTER×HUNTER ワンダーアドベンチャー v1.7.1 2018-11-10 DrawActiveTexture() failed: 8876086c
HUNTER×HUNTER ワンダーアドベンチャー v1.9.4 2019-12-13 GL ran out of GPU memory; switching to low memory mode
HUNTER×HUNTER ワンダーアドベンチャー v1.9.4 2020-01-01 WriteToHardware: Invalid address 00000398 near PC 08000000 LR 08000000
HUNTER×HUNTER ワンダーアドベンチャー v1.7.4 2019-11-02 Attempting to texture from target (src=00000000 / target=00000000 / flags=0)
HUNTER×HUNTER ワンダーアドベンチャー v1.7.5 2019-11-12 Attempting to texture from target (src=00088000 / target=00088000 / flags=7)
HUNTER×HUNTER ワンダーアドベンチャー v1.7.5 2019-03-09 Attempting to texture from target (src=00000000 / target=00000000 / flags=7)
HUNTER×HUNTER ワンダーアドベンチャー v1.7.4 2019-10-31 Attempting to texture from target (src=00088000 / target=00088000 / flags=0)
HUNTER×HUNTER ワンダーアドベンチャー v1.7.4 2019-07-10 Unsupported alpha/stencil mask: fe
HUNTER×HUNTER ワンダーアドベンチャー v1.5.4 2018-04-07 fbo_blit_color failed in blit (00000000 -> 00000000)
HUNTER×HUNTER ワンダーアドベンチャー v1.5.4 2018-06-01 fbo_blit_color failed in blit (00088000 -> 00088000)
HUNTER×HUNTER ワンダーアドベンチャー v1.6.3 2019-02-02 RET: Stack empty!
HUNTER×HUNTER ワンダーアドベンチャー v1.9.4 2020-02-19 WriteToHardware: Invalid address 00000374 near PC 08000000 LR 08000000
HUNTER×HUNTER ワンダーアドベンチャー v1.9.4 2020-02-19 WriteToHardware: Invalid address 00000390 near PC 08000000 LR 08000000
HUNTER×HUNTER ワンダーアドベンチャー v1.8.0 2019-12-27 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
HUNTER×HUNTER ワンダーアドベンチャー v1.9.4 2019-12-09 Render to texture with different strides 256 != 512
HUNTER×HUNTER ワンダーアドベンチャー v1.9.4 2020-02-21 Render to texture with different strides 512 != 256
HUNTER×HUNTER ワンダーアドベンチャー v1.9.3-94-gaa04c5763 2020-02-21 Unsupported alpha/stencil mask: e0
HUNTER×HUNTER ワンダーアドベンチャー v1.2.2 2017-11-07 UNIMPL sceKernelFindModuleByName(sceMeCodecWrapper)
HUNTER×HUNTER ワンダーアドベンチャー v1.5.4 2017-12-16 Failed decrypting the PRX (ret = -1, size = 3254828, psp_size = 3255168)!
HUNTER×HUNTER ワンダーアドベンチャー v1.9.3 2019-11-30 UNIMPL sceKernelFindModuleByName(peagasusGEN)
HUNTER×HUNTER ワンダーアドベンチャー v1.9.3 2019-11-30 UNIMPL sceKernelFindModuleByName(sceMesgLed)