Recent logs - Formula One 06

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Game title Version Latest Report Message
Formula One 06 v1.17.1 2024-07-20 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c68, pos=0, access=1, data=2, text=2
Formula One 06 v1.17.1 2024-07-20 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c68, pos=0, access=1, data=1, text=1
Formula One 06 v1.17.1 2024-07-09 sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=2, text=2
Formula One 06 v1.17.1 2024-07-09 sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=1, text=1
Formula One 06 v1.17.1 2024-07-09 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=2, text=2
Formula One 06 v1.17.1 2024-07-09 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=1, text=1
Formula One 06 v1.17.1 2024-07-08 sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=2, text=2
Formula One 06 v1.17.1 2024-07-08 sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=1, text=1
Formula One 06 v1.12.3-1383-g940fe6526 2024-06-26 Error in shader compilation: info: Compile failed. ERROR: 0:61: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 01170000:00260b30 HWX T N Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7 Cull #version 320 es // PowerVR Rogue GE8320 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 vec3 u_lightpos1; uniform vec3 u_lightpos2; 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; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal)), 1.0 + (length(u_lightpos2) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos2), worldnormal))) * 0.5, 1.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
Formula One 06 v1.12.3-1383-g940fe6526 2024-06-26 Error in shader compilation: info: Compile failed. ERROR: 0:61: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 01170000:00260b38 HWX C T N Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7 Cull #version 320 es // PowerVR Rogue GE8320 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; 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 vec3 u_lightpos1; uniform vec3 u_lightpos2; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal)), 1.0 + (length(u_lightpos2) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos2), worldnormal))) * 0.5, 1.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
Formula One 06 v1.12.3-1383-g940fe6526 2024-06-26 Error in shader compilation: info: Compile failed. ERROR: 0:59: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 01170000:00000b30 HWX T N Tex Light: 0: c:0 t:0 MatUp:7 Cull #version 320 es // PowerVR Rogue GE8320 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
Formula One 06 v1.12.3-1383-g940fe6526 2024-06-26 Error in shader compilation: info: Compile failed. ERROR: 0:59: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 01170000:00000b38 HWX C T N Tex Light: 0: c:0 t:0 MatUp:7 Cull #version 320 es // PowerVR Rogue GE8320 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; 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 vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
Formula One 06 v1.12.3-1383-g940fe6526 2024-06-26 Error in shader compilation: info: Compile failed. ERROR: 0:45: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 00000000:00000b38 HWX C T N Tex Cull #version 320 es // PowerVR Rogue GE8320 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
Formula One 06 v1.12.3-1383-g940fe6526 2024-06-26 Error in shader compilation: info: Compile failed. ERROR: 0:44: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 00000000:00000938 HWX C T Tex Cull #version 320 es // PowerVR Rogue GE8320 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
Formula One 06 v1.12.3-1383-g940fe6526 2024-06-26 Error in shader compilation: info: Compile failed. ERROR: 0:20: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 00000000:0000001a THR C Tex #version 320 es // PowerVR Rogue GE8320 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; uniform lowp float u_rotation; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; h_depth = outPos.z/outPos.w; }
Formula One 06 v1.12.3-1383-g940fe6526 2024-06-26 Error in shader compilation: info: Compile failed. ERROR: 0:17: 'assign' : l-value required (can't modify a vertex in/attribute) 1 compilation errors. No code generated. 00000000:0000000a THR C #version 320 es // PowerVR Rogue GE8320 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; uniform lowp float u_rotation; out lowp vec4 v_color0; in float h_depth; void main() { v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; h_depth = outPos.z/outPos.w; }
Formula One 06 v1.17.1 2024-06-12 sceKernelLoadModule: unsupported options size=00000014, flags=0002b3fb, pos=0, access=1, data=0, text=2
Formula One 06 v1.17.1 2024-06-12 sceKernelLoadModule: unsupported options size=00000014, flags=0002b3fb, pos=0, access=1, data=0, text=1
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b68 in block starting at 09436ac8
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b64 in block starting at 09436ac8
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b60 in block starting at 09436ac8
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b5c in block starting at 09436ac8
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b58 in block starting at 09436ac8
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b54 in block starting at 09436ac8
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b50 in block starting at 09436ac8
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b4c in block starting at 09436ac8
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b48 in block starting at 09436ac8
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b44 in block starting at 09436ac8
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b40 in block starting at 09436ac8
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b3c in block starting at 09436ac8
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b38 in block starting at 09436ac8
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b34 in block starting at 09436ac8
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b30 in block starting at 09436ac8
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b2c in block starting at 09436ac8
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 02c20120 PC 09436c10 LR 09436ac0
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436c0c in block starting at 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 050dae40 PC 09436c0c LR 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 0309d500 PC 09436c04 LR 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 050dac80 PC 09436b9c LR 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 0309d500 PC 09436b94 LR 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 06cf6dc0 PC 09436b84 LR 09436ac0
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b80 in block starting at 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 06cf5a00 PC 09436b80 LR 09436ac0
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b7c in block starting at 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 06cf4640 PC 09436b7c LR 09436ac0
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b78 in block starting at 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 06cf3280 PC 09436b78 LR 09436ac0
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b74 in block starting at 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 06cf1ec0 PC 09436b74 LR 09436ac0
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b70 in block starting at 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 06cf0b00 PC 09436b70 LR 09436ac0
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b6c in block starting at 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 06cef740 PC 09436b6c LR 09436ac0
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b68 in block starting at 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 06cee380 PC 09436b68 LR 09436ac0
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b64 in block starting at 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 06cecfc0 PC 09436b64 LR 09436ac0
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b60 in block starting at 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 06cebc00 PC 09436b60 LR 09436ac0
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b5c in block starting at 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 06cea840 PC 09436b5c LR 09436ac0
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b58 in block starting at 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 06ce9480 PC 09436b58 LR 09436ac0
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b54 in block starting at 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 06ce80c0 PC 09436b54 LR 09436ac0
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b50 in block starting at 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 06ce6d00 PC 09436b50 LR 09436ac0
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b4c in block starting at 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 06ce5940 PC 09436b4c LR 09436ac0
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b48 in block starting at 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 06ce4580 PC 09436b48 LR 09436ac0
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b44 in block starting at 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 06ce31c0 PC 09436b44 LR 09436ac0
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b40 in block starting at 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 06ce1e00 PC 09436b40 LR 09436ac0
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b3c in block starting at 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 06ce0a40 PC 09436b3c LR 09436ac0
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b38 in block starting at 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 06cdf680 PC 09436b38 LR 09436ac0
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b34 in block starting at 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 06cde2c0 PC 09436b34 LR 09436ac0
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b30 in block starting at 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 06cdcf00 PC 09436b30 LR 09436ac0
Formula One 06 v1.17 2024-06-08 Branch in Jump delay slot at 09436b2c in block starting at 09436ac0
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 050daac0 PC 09436b2c LR 09436ac0
Formula One 06 v1.17 2024-06-08 MIPSCompileOp: Invalid instruction 00000001
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 0309d500 PC 09436b24 LR 09436ac0
Formula One 06 v1.17 2024-06-08 Trying to compile instruction 00000070 that can't be interpreted
Formula One 06 v1.17 2024-06-08 Jump to invalid address: 06cf6dc0 PC 09436ac0 LR 09436ac0
Formula One 06 v1.14.2 2024-05-25 UI scissor out of bounds in MainScreen: 64,693-656,907 / 1600,720
Formula One 06 v1.17 2024-05-21 ReadFromHardware: Invalid address 00000004 near PC 08add2fc LR 08add2fc
Formula One 06 v1.17 2024-05-21 ReadFromHardware: Invalid address 0000001c near PC 08a8ed28 LR 08a8ed30
Formula One 06 v1.17 2024-05-21 WriteToHardware: Invalid address 00000176 near PC 08a8ed28 LR 08a8ed30
Formula One 06 v1.17 2024-05-21 ReadFromHardware: Invalid address 00000176 near PC 08a8ed28 LR 08a8ed30
Formula One 06 v1.17 2024-05-21 WriteToHardware: Invalid address 0000014c near PC 08a8ed28 LR 08a8ed30
Formula One 06 v1.17.1 2024-02-20 Error in shader program link: info: Variable u_texelDelta has unmatched precision qualifier in different shaders fs: postshader #version 320 es precision mediump float; precision highp int; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec4 u_time; in vec2 v_texcoord0; out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; bvec4 _and_(bvec4 A, bvec4 B) { return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w); } vec4 df(vec4 A, vec4 B) { return abs(A - B); } bvec4 close(vec4 A, vec4 B) { vec4 param = A; vec4 param_1 = B; return lessThan(df(param, param_1), vec4(15.0)); } bvec4 _or_(bvec4 A, bvec4 B) { return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w); } vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { vec4 param = a; vec4 param_1 = b; vec4 param_2 = a; vec4 param_3 = c; vec4 param_4 = d; vec4 param_5 = e; vec4 param_6 = d; vec4 param_7 = f; vec4 param_8 = g; vec4 param_9 = h; return (((df(param, param_1) + df(param_2, param_3)) + df(param_4, param_5)) + df(param_6, param_7)) + (df(param_8, param_9) * 4.0); } vec3 processxBR(vec3 color) { vec2 pS = vec2(1.0) / u_texelDelta; vec2 fp = fract(v_texcoord0 * pS); vec2 TexCoord_0 = v_texcoord0 - (fp * u_pixelDelta); vec2 dx = vec2(u_texelDelta.x, 0.0); vec2 dy = vec2(0.0, u_texelDelta.y); vec2 y2 = dy + dy; vec2 x2 = dx + dx; vec3 A = texture(sampler0, (TexCoord_0 - dx) - dy).xyz; vec3 B = texture(sampler0, TexCoord_0 - dy).xyz; vec3 C = texture(sampler0, (TexCoord_0 + dx) - dy).xyz; vec3 D = texture(sampler0, TexCoord_0 - dx).xyz; vec3 E = texture(sampler0, TexCoord_0).xyz; vec3 F = texture(sampler0, TexCoord_0 + dx).xyz; vec3 G = texture(sampler0, (TexCoord_0 - dx) + dy).xyz; vec3 H = texture(sampler0, TexCoord_0 + dy).xyz; vec3 I = texture(sampler0, (TexCoord_0 + dx) + dy).xyz; vec3 A1 = texture(sampler0, (TexCoord_0 - dx) - y2).xyz; vec3 C1 = texture(sampler0, (TexCoord_0 + dx) - y2).xyz; vec3 A0 = texture(sampler0, (TexCoord_0 - x2) - dy).xyz; vec3 G0 = texture(sampler0, (TexCoord_0 - x2) + dy).xyz; vec3 C4 = texture(sampler0, (TexCoord_0 + x2) - dy).xyz; vec3 I4 = texture(sampler0, (TexCoord_0 + x2) + dy).xyz; vec3 G5 = texture(sampler0, (TexCoord_0 - dx) + y2).xyz; vec3 I5 = texture(sampler0, (TexCoord_0 + dx) + y2).xyz; vec3 B1 = texture(sampler0, TexCoord_0 - y2).xyz; vec3 D0 = texture(sampler0, TexCoord_0 - x2).xyz; vec3 H5 = texture(sampler0, TexCoord_0 + y2).xyz; vec3 F4 = texture(sampler0, TexCoord_0 + x2).xyz; vec4 b = vec4(dot(B, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(D, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(H, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(F, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 c = vec4(dot(C, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(A, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(G, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(I, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 d = vec4(b.y, b.z, b.w, b.x); vec4 e = vec4(dot(E, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 f = vec4(b.w, b.x, b.y, b.z); vec4 g = vec4(c.z, c.w, c.x, c.y); vec4 h = vec4(b.z, b.w, b.x, b.y); vec4 i = vec4(c.w, c.x, c.y, c.z); vec4 i4 = vec4(dot(I4, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(C1, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))
Formula One 06 v1.17.1 2024-02-13 00000400=sceGeEdramSetAddrTranslation(00000400)
Formula One 06 v1.16.6 2024-01-22 __KernelStopThread: thread 306 does not exist (helper deleted)
Formula One 06 v1.15.4 2024-01-20 ReadFromHardware: Invalid address 00000000 near PC 08809f14 LR 08809f50
Formula One 06 v1.15.4 2024-01-20 ReadFromHardware: Invalid address 0000004c near PC 08809e68 LR 0880a7ac