Recent logs - MotoGP

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
MotoGP v1.8.0 2019-08-17 Unknown GetPointer 00000000 PC 08923238 LR 08923238
MotoGP v1.8.0 2019-08-12 Unexpected mpeg first timestamp: fffffff6640 / 17592186005056
MotoGP v1.8.0-451-g3d6bd6f0d 2019-08-09 Savedata version requested: 3
MotoGP v1.8.0 2019-08-08 ReadFromHardware: Invalid address d7d7d7d7 near PC d7d7d7d7 LR d7d7d7d7
MotoGP v1.8.0 2019-06-26 __KernelStopThread: thread 286 does not exist
MotoGP v1.8.0 2019-06-26 __KernelStopThread: thread 321 does not exist
MotoGP v1.8.0 2019-06-25 Unexpected mpeg first timestamp: 0 / 0
MotoGP v1.8.0 2019-05-24 80020001=sceKernelCreateSema(): invalid name
MotoGP v1.8.0 2019-05-24 Unknown GetPointer 00000000 PC 089e3b14 LR 089e3b14
MotoGP v1.8.0 2019-05-24 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
MotoGP v1.8.0 2019-05-24 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=1, text=1
MotoGP v1.8.0 2019-05-24 scePowerSetBusClockFrequency(111)
MotoGP v1.8.0 2019-07-21 Unknown GetPointer 00000000 PC 08000000 LR 08000000
MotoGP v1.8.0 2019-09-05 Unknown GetPointer 00000000 PC 08809ca0 LR 08809ca0
MotoGP v1.7.4 2019-02-13 Error in shader program link: info: Link failed because of invalid fragment shader. fs: postshader (failed) // 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 GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //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 //================ #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 0 //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 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 //================ #define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SLcolor 2.8 //Default: 2.8 /brightens screen to compensate for dark lines #define
MotoGP v1.7.4 2019-02-13 Error in shader compilation: info: 0:384: L0002: No matching function for call to 'mul' 0:388: L0001: else statement not preceded by if 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 GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //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 //================ #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 0 //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 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 //================ #define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SLcolor 2.8 //Default: 2.8 /brightens scree
MotoGP v1.8.0-93-g4d580c32c 2019-09-20 Inter-buffer memcpy 04000000 -> 089ca400
MotoGP v1.6 2018-11-07 Error in shader program link: info: L0001 Vertex shader corrupt, unannounced version mismatch between compiler and linker? fs: 00000000:0001d000 AlphaTest0 > #version 100 precision lowp float; uniform sampler2D testtex; varying vec4 v_color0; void main() { vec4 v = v_color0 ; if (v.a < 0.002) discard; gl_FragColor = v; } vs: 00000000:0000000a THR C #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
MotoGP v1.6.3 2018-06-26 sceUtilityMsgDialogInitStart: invalid status
MotoGP v1.6.3-492-g9fddfff66 2019-09-19 WriteToHardware: Invalid address 00000000 near PC 0884cd5c LR 0884cd5c
MotoGP v1.8.0 2019-06-11 GL ran out of GPU memory; switching to low memory mode
MotoGP v1.5.4-924-g34a2fd542 2018-05-11 Failed decrypting the PRX (ret = -1, size = 2404960, psp_size = 2405296)!
MotoGP v1.5.4-653-g0ed3deabe 2018-03-11 80420023=__sceSasRevEVOL(08a82c00, 00007fff, 00007fff): invalid volume
MotoGP v1.8.0 2019-09-20 sceDmacMemcpy(dest=089ca400, src=04000000, size=278528): overlapping read
MotoGP v1.7.5 2018-12-07 BREAK instruction hit
MotoGP v1.3.0.1 2017-04-25 CALL: Stack full!
MotoGP v1.3.0.1 2017-04-25 RET: Stack empty!
MotoGP v1.3.0.1 2017-04-25 Unknown GE command : 112c0470
MotoGP v1.8.0 2019-09-20 Render to texture with incompatible formats 4 != 3 at 04088000
MotoGP v1.2.2 2017-03-11 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
MotoGP v1.7.5 2018-12-23 Render to texture with incompatible formats 4 != 3 at 00088000
MotoGP v1.8.0 2019-09-20 4 and 8-bit CLUT format not supported for framebuffers
MotoGP v1.8.0 2019-09-18 Using texture with rendered CLUT: texfmt=4, clutfmt=3
MotoGP v1.6.3-492-g9fddfff66 2019-06-13 sceKernelCreateThread(name=AdhocThread): unsupported options parameter 00001000
MotoGP v1.1.1-66-g5ebd7bf 2017-11-15 sceSasRevEVOL(08a82c00, 32767, 32767): invalid volume
MotoGP v1.4.2 2019-08-22 sceDmacMemcpy(dest=089ca400, src=04000000, size=278528): overlapping read
MotoGP v1.8.0 2019-05-20 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed