Recent logs - WWE SmackDown vs. RAW 2007 The Remastered Mod

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Game title Version Latest Report Message
WWE SmackDown vs. RAW 2007 The Remastered Mod v1.17.1 2024-09-26 UNTESTED sceNetAdhocPollSocket(09ffe8a0, 1, 0, 1) at 08a0a90c
WWE SmackDown vs. RAW 2007 The Remastered Mod v1.11.3 2024-09-11 sceGeBreak(mode=0, unknown=08a6ac58): unknown ptr (valid)
WWE SmackDown vs. RAW 2007 The Remastered Mod v1.17.1 2024-05-02 sceDmacMemcpy(dest=040cc000, src=090f20c0, size=262160): overlapping read
WWE SmackDown vs. RAW 2007 The Remastered Mod v1.17.1 2024-09-07 Can't draw: No current render step. Step count: 0
WWE SmackDown vs. RAW 2007 The Remastered Mod v1.17.1 2024-02-24 sceDmacMemcpy(dest=0414ec70, src=09367cf0, size=65552): overlapping read
WWE SmackDown vs. RAW 2007 The Remastered Mod v1.9.4 2024-10-27 Render to area containing texture at 04000000 +480x0
WWE SmackDown vs. RAW 2007 The Remastered Mod v1.16.6 2024-01-06 Texture cache ran out of GPU memory; switching to low memory mode
WWE SmackDown vs. RAW 2007 The Remastered Mod v1.6.3 2023-12-10 Error in shader program link: info: Error: input v_texcoordNC0 not declared in output from previous stage. Error: Linking failed. fs: postshader //Note : Recommend to use PPSSPP v1.1.1-183-gb411fc0 or newer for full functionality, there were some bugs in earlier versions. //Note2 : Upscaling, smoothing and sharpening filters are not set to be mixed between each other since the results are pointless(they counter each other). // Awas ngelag! :u //====================================================================================================================================================================== //SMOOTHING FILTERS: //If you love smooth graphics ~ those are also great for downscaling - to do that, you need to use higher rendering res than your display res //================ #define FXAA 1 //ON:1/OFF:0 /default FXAA, orginal info below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering #define Gsmoothing 2.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ //SHARPENING FILTERS: //if you need very sharp image, add lots of aliasing //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 0.98 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 0 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ //UPSCALING FILTERS: //To use those, you have to set rendering res to smaller than window/display size(x1 for best results) and screen scaling filter to "nearest" //Starting from v1.1.1-28-g70e9979 you can also add Upscaling=True to ini file(check example) to do it automatically //================ #define xBR 1 //ON:1/OFF:0 /5xBR upscale, nice for 2D games especially those that might be buggy with higher rendering res, initially made by Hyllian - license below #define VariantB 0 //ON:1/OFF:0 /slightly less effect on fonts, dots and other small details //================ #define xHQ 0 //ON:1/OFF:0 same as 4xHQ in PPSSPP, but actually using output resolution #define scaleoffset 0.75 //Default: 0.75 /you can tweek it between 0.5 and 1.0, Note: to little = no effect, to high = ugliness //================ //OTHER FILTERS: //Most effects from here on can be fully mixed without loosing previous effects. Exceptions: Natural Colors, Advanced Cartoon //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define KIMOCHI 1 //Senpai! #define samples 3 //Default: 4 /higher = more glow, worse performance #define quality 0.22 //Default: 0.18 /lower = smaller glow, better quality #define Bpower 1.0 //Default: 1.0 /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 0.69 //Default: 0.5 /strenght of the effect //================ #define NATURALC 0 //ON:1/OFF:0 /by popular demand, natular colors, note: this shader can't be fully mixed with smoothing/sharpening/upscaling effects #define ncpower 0.5 //Default:0.5 / higher = more natural color, check note line above //================ #define ACARTOON 0 //ON:1/OFF:0 Advanced Cartoon from Guest shader pack #define th 0.10 //Default: 0.10 /outlines sensitivity, recommended from 0.00...0.50 #define bb 0.45 //Default: 0.45 /outlines
WWE SmackDown vs. RAW 2007 The Remastered Mod v1.6.3 2024-03-16 Render to area containing texture at 00000000 +480x0
WWE SmackDown vs. RAW 2007 The Remastered Mod v1.12.3 2024-12-13 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 040103c0 offset: 0 (32x64 stride 512, 5551)
WWE SmackDown vs. RAW 2007 The Remastered Mod v1.9.4 2024-12-13 Rendering to framebuffer offset: 04000000 +480x0
WWE SmackDown vs. RAW 2007 The Remastered Mod v1.6.3 2024-03-16 Rendering to framebuffer offset: 00000000 +480x0
WWE SmackDown vs. RAW 2007 The Remastered Mod v1.18.1 2024-12-18 Rendering to framebuffer offset at 04000000 +480x0 (stride 512)
WWE SmackDown vs. RAW 2007 The Remastered Mod v1.9.4 2024-12-21 sceGeBreak(mode=0, unknown=08b9cc8c): unknown ptr (valid)