Recent logs - Ratchet and Clank: Size Matters

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Ratchet and Clank: Size Matters v1.10.3 2020-07-31 Error in shader compilation: info: 0:387: L0002: No matching function for call to 'mul' 0:391: L0001: else statement not preceded by if postshader #ifdef GL_ES precision mediump float; #endif // 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 SLco
Ratchet and Clank: Size Matters v1.10.1 2020-07-21 MIPSCompileOp: Invalid instruction 7b843d75
Ratchet and Clank: Size Matters v1.10.1 2020-07-03 Ignoring func export sceCcc/70ecaa10, already implemented in HLE.
Ratchet and Clank: Size Matters v1.10.1 2020-07-03 Ignoring func export sceCcc/6f82ee03, already implemented in HLE.
Ratchet and Clank: Size Matters v1.10.1 2020-07-03 Ignoring func export sceCcc/67bf0d19, already implemented in HLE.
Ratchet and Clank: Size Matters v1.10.1 2020-07-03 Ignoring func export sceCcc/4bdeb2a8, already implemented in HLE.
Ratchet and Clank: Size Matters v1.10.1 2020-07-03 Ignoring func export sceCcc/41b724a5, already implemented in HLE.
Ratchet and Clank: Size Matters v1.10.1 2020-07-03 Ignoring func export sceCcc/17e1d813, already implemented in HLE.
Ratchet and Clank: Size Matters v1.10.1 2020-07-03 Ignoring func export sceCcc/068c4320, already implemented in HLE.
Ratchet and Clank: Size Matters v1.10 2020-06-27 80020001=sceKernelCreateMutex(): invalid name
Ratchet and Clank: Size Matters v1.9.4 2020-06-10 MIPSCompileOp: Invalid instruction 7b843d7d
Ratchet and Clank: Size Matters v1.9.4 2020-06-10 MIPSCompileOp: Invalid instruction 0000ba28
Ratchet and Clank: Size Matters v1.9.4 2020-06-10 MIPSCompileOp: Invalid instruction 00003ce9
Ratchet and Clank: Size Matters v1.9.4 2020-07-21 ReadFromHardware: Invalid address 00000032 near PC 00000032 LR 091913b8
Ratchet and Clank: Size Matters v1.9.4 2020-06-10 MIPSCompileOp: Invalid instruction 00003f7d
Ratchet and Clank: Size Matters v1.9.4 2020-06-08 Unknown GE command : 4ecdd200
Ratchet and Clank: Size Matters v1.9.4 2020-06-08 CALL to illegal address 0f2d6708 - ignoring! data=100808
Ratchet and Clank: Size Matters v1.9.4 2020-06-08 Bad bounding box data: 03dc16
Ratchet and Clank: Size Matters v1.9.4 2020-06-08 JUMP to illegal address 00796cf8 - ignoring! data=796cf8
Ratchet and Clank: Size Matters v1.9.4 2020-06-08 JUMP to illegal address 00796d08 - ignoring! data=796d08
Ratchet and Clank: Size Matters v1.9.4 2020-05-15 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r7p0-00rel1 [Revision 96995]. 01f14444:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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 vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; 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); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (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.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Ratchet and Clank: Size Matters v1.8.0 2019-09-20 80630011=sceAtracSetDataAndGetID(09511ac0, 00000000): buffer too small
Ratchet and Clank: Size Matters v1.8.0 2019-07-20 An uneaten prefix at end of block: 09199388
Ratchet and Clank: Size Matters v1.8.0 2019-07-06 80630006=sceAtracSetDataAndGetID(0950f780, 0000d3cc): invalid RIFF header
Ratchet and Clank: Size Matters v1.8.0 2019-07-06 80630006=sceAtracSetDataAndGetID(0950f780, 00010000): invalid RIFF header
Ratchet and Clank: Size Matters v1.8.0 2019-07-06 80630006=sceAtracSetDataAndGetID(094ca200, 00010000): invalid RIFF header
Ratchet and Clank: Size Matters v1.9.4 2020-07-23 Unknown GetPointer 00000000 PC 08805774 LR 08000020
Ratchet and Clank: Size Matters v1.9.4 2020-06-28 sceKernelCreateThread(name=rtpspnet): unsupported attributes 00000006
Ratchet and Clank: Size Matters v1.9.4 2020-07-04 FBO created from existing depthbuffer as color, 04000000/04110000 and 04174000/04000000
Ratchet and Clank: Size Matters v1.7.5 2019-02-26 80630006=sceAtracSetDataAndGetID(09514ac0, 0000f04c): invalid RIFF header
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 BJUMP to illegal address 00fcd0f0 - ignoring! data=fcd0f0
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Jump to invalid address: 05d34f40 PC 08818040 LR 08818040
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 ReadFromHardware: Invalid address 00000062 near PC 09217984 LR 09217984
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 WriteToHardware: Invalid address 00000040 near PC 09217984 LR 09217984
Ratchet and Clank: Size Matters v1.8.0 2019-05-22 ReadFromHardware: Invalid address 12001310 near PC 0921ab9c LR 0921ab94
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 WriteToHardware: Invalid address 0a000004 near PC 0923d144 LR 0923d118
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 ReadFromHardware: Invalid address 000003d8 near PC 09155788 LR 0915584c
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 ReadFromHardware: Invalid address 000003c0 near PC 09154b98 LR 09154c18
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 WriteToHardware: Invalid address 00000400 near PC 092b656c LR 09154c70
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Unknown GetPointer 000003c0 PC 09154c54 LR 09154c5c
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 WriteToHardware: Invalid address 00001ff0 near PC 09154be8 LR 091481b4
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 ReadFromHardware: Invalid address 00000005 near PC 0921d520 LR 0921d534
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 WriteToHardware: Invalid address 12000024 near PC 0923efa8 LR 09144cc0
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 ReadFromHardware: Invalid address 12001310 near PC 09217e54 LR 091c40d8
Ratchet and Clank: Size Matters v1.9.4 2020-06-15 80630011=sceAtracSetDataAndGetID(094fb980, 00000000): buffer too small
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 CALL to illegal address 00bababc - ignoring! data=bababf
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Bad bounding box data: 0d0906
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Immediate draw: Unexpected primitive 7 at count 1
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Vertices without position found: (00200015) P: s8 C: 5551 T: u8 (size: 8)
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Vertices without position found: (00000008) P: s8 C: ? (size: 3)
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Vertices without position found: (00200008) P: s8 C: ? (size: 3)
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Vertices without position found: (00000021) P: s8 N: s8 T: u8 (size: 8)
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Vertices without position found: (00a00018) P: s8 C: 4444 (through) (size: 6)
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Vertices without position found: (0020007a) P: s8 N: f C: 4444 T: u16 (size: 24)
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Unsupported alpha/stencil mask: 50
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Vertices without position found: (00e0000a) P: s8 C: ? T: u16 (through) (size: 4)
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Vertices without position found: (0060002a) P: s8 N: s8 C: ? T: u16 (size: 6)
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Vertices without position found: (00400006) P: s8 C: ? T: u16 (size: 4)
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Vertices without position found: (00000007) P: s8 C: ? T: f (size: 4)
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Vertices without position found: (00600009) P: s8 C: ? T: u8 (size: 3)
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Vertices without position found: (00c00019) P: s8 C: 4444 T: u8 (through) (size: 8)
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Vertices without position found: (0020002c) P: s8 N: s8 C: ? (size: 6)
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 GetIndexBounds: Index outside 16-bit range
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Vertices without position found: (00110033) P: s8 N: s8 C: 565 T: f Morph: 5 (size: 80)
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Vertices without position found: (00600007) P: s8 C: ? T: f (size: 4)
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 GetIndexBounds: Decoding 32-bit indexes
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 CALL to illegal address 0da337e0 - ignoring! data=20a4cb
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Using S8 positions in throughmode
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Vertices without position found: (0024003a) P: s8 N: s8 C: 4444 T: u16 Morph: 2 (size: 24)
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Vertices without position found: (00020017) P: s8 C: 5551 T: f (size: 16)
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Vertices without position found: (00a0000b) P: s8 C: ? T: f (through) (size: 4)
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 VTYPE with morph used: THRU=0 TC=3 COL=3 POS=2 NRM=1 WT=0 NW=1 IDX=0 MC=6
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Vertices without position found: (0000000e) P: s8 C: ? T: u16 (size: 4)
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Vertices without position found: (00000005) P: s8 C: ? T: u8 (size: 3)
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Vertices without position found: (00400003) P: s8 T: f (size: 12)
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Vertices without position found: (00600003) P: s8 T: f (size: 12)
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Unexpected prim type: 7
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 BlockTransfer: Bad source transfer address 00000000!
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 Unknown GE command : 293e032e
Ratchet and Clank: Size Matters v1.7.1 2019-02-24 sceSasInit(deadbeef, -559038737, -559038737, -559038737, -559038737): bad core address
Ratchet and Clank: Size Matters v1.6.3 2019-01-30 80630006=sceAtracSetDataAndGetID(09514ac0, 0000eecc): invalid RIFF header
Ratchet and Clank: Size Matters v1.7.5 2019-03-06 80630006=sceAtracSetDataAndGetID(09514ac0, 0000fdcc): invalid RIFF header
Ratchet and Clank: Size Matters v1.7.5 2018-12-17 80630006=sceAtracSetData(2, 08ea83c0, 00008000): invalid RIFF header
Ratchet and Clank: Size Matters v1.9.4 2020-03-17 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Ratchet and Clank: Size Matters v1.7.5 2018-12-17 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=5 IDX=2 MC=8
Ratchet and Clank: Size Matters v1.7.5 2018-12-17 Attempting to texture from target (src=00110000 / target=00110000 / flags=7)
Ratchet and Clank: Size Matters v1.9.4 2020-08-13 FBO created from existing depthbuffer as color, 04164000/04110000 and 04154000/04164000
Ratchet and Clank: Size Matters v1.9.4 2020-08-13 FBO using existing buffer as depthbuffer, 04174000/04000000 and 04000000/04110000
Ratchet and Clank: Size Matters v1.6.3 2018-09-15 Failed to reschedule: out of threads on queue (16, 16)
Ratchet and Clank: Size Matters v1.6.3 2018-09-05 WriteToHardware: Invalid address 000a0940 near PC 0881540c LR 0881540c
Ratchet and Clank: Size Matters v1.6.3-492-g9fddfff66 2020-06-22 WriteToHardware: Invalid address 00000000 near PC 0881540c LR 0881540c
Ratchet and Clank: Size Matters v1.9.4 2020-01-22 80630006=sceAtracSetDataAndGetID(094df780, 00010000): invalid RIFF header
Ratchet and Clank: Size Matters v1.6.3 2018-07-03 80630006=sceAtracSetDataAndGetID(09514ac0, 0000c04c): invalid RIFF header
Ratchet and Clank: Size Matters v1.6.3 2018-07-03 80630006=sceAtracSetDataAndGetID(09514ac0, 0000d3cc): invalid RIFF header
Ratchet and Clank: Size Matters v1.6.3 2018-07-03 80630006=sceAtracSetDataAndGetID(09514ac0, 0000dfcc): invalid RIFF header
Ratchet and Clank: Size Matters v1.6.3 2018-07-03 80630006=sceAtracSetDataAndGetID(09514ac0, 0000e5cc): invalid RIFF header
Ratchet and Clank: Size Matters v1.6.3 2018-07-03 80630006=sceAtracSetDataAndGetID(09514ac0, 0000f64c): invalid RIFF header
Ratchet and Clank: Size Matters v1.6.3 2018-07-03 80630006=sceAtracSetDataAndGetID(09514ac0, 0000f1cc): invalid RIFF header
Ratchet and Clank: Size Matters v1.6.3 2018-07-03 80630006=sceAtracSetDataAndGetID(09514ac0, 0000f7cc): invalid RIFF header
Ratchet and Clank: Size Matters v1.6.3 2018-07-03 80630006=sceAtracSetDataAndGetID(09514ac0, 0000ae4c): invalid RIFF header