Recent logs - Gran Turismo®

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
Gran Turismo® v1.9.4 2020-06-11
Gran Turismo® v1.9.4 2020-05-12 Unknown GetPointer 00000000 PC 08000000 LR 08000000
Gran Turismo® v1.9.4 2020-03-13 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l1 rate 0004
Gran Turismo® v1.9.4 2020-03-13 807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 0004
Gran Turismo® v1.9.4 2020-03-13 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 000f
Gran Turismo® v1.9.4 2020-03-13 sceMp3Init: invalid data: not MPEG v1
Gran Turismo® v1.9.3-304-gc8e4ecba0 2020-02-29 __KernelStopThread: thread 1950 does not exist
Gran Turismo® v1.9.4 2020-03-13 sceMp3Init: invalid data: not layer 3
Gran Turismo® v1.4.2-471-g206643b26 2020-02-15 Error in shader compilation: info: 0:14: L0002: Undeclared variable 'u_proj' / code: #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; 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); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; }
Gran Turismo® v1.9.4 2020-05-22 Failed decrypting the PRX (ret = -1, size = 7055520, psp_size = 7055856)!
Gran Turismo® v1.8.0 2019-07-23 ReadFromHardware: Invalid address bbf268c0 near PC bbf268c0 LR 08000018
Gran Turismo® v1.9.4 2020-04-30 sceMp3Init: invalid data: not 44.1kHz
Gran Turismo® v1.9.4 2020-04-02 Unknown GetPointer 00000000 PC 0880410c LR 08000030
Gran Turismo® v1.7.4 2019-03-09 ReadFromHardware: Invalid address 059e065d near PC 089b8b90 LR 089b8c94
Gran Turismo® v1.7.4 2019-03-09 Unknown GetPointer 00000000 PC 00000000 LR 089b8a9c
Gran Turismo® v1.7.5-339-g7acb051ca 2019-03-06 Attempting to texture from target (src=04044000 / target=04044000 / flags=7)
Gran Turismo® v1.9.4 2020-07-01 Unknown GetPointer 00000000 PC 08b59d18 LR 08000020
Gran Turismo® v1.7.5 2018-12-19 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
Gran Turismo® v1.7.2 2018-11-19 ReadFromHardware: Invalid address 1651449e near PC 08ac58b0 LR 08ac58b0
Gran Turismo® v1.7.2 2018-11-19 ReadFromHardware: Invalid address 10919914 near PC 08ac58b0 LR 08ac58b0
Gran Turismo® v1.9.4 2020-07-06 Using texture with rendered CLUT: texfmt=4, clutfmt=3
Gran Turismo® v1.9.3 2019-11-24 GL ran out of GPU memory; switching to low memory mode
Gran Turismo® v1.6.3 2018-11-07 ReadFromHardware: Invalid address 14a63fa9 near PC 08ac58b0 LR 08ac58b0
Gran Turismo® v1.9.4 2020-06-26 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Gran Turismo® v1.5.4 2018-01-18 ReadFromHardware: Invalid address 001f22e4 near PC 001f22e4 LR 08c208f4
Gran Turismo® v1.5.4 2018-01-18 ReadFromHardware: Invalid address 0024c514 near PC 0024c514 LR 08c208f4
Gran Turismo® v1.5.4 2018-01-18 ReadFromHardware: Invalid address 0025d0e4 near PC 0025d0e4 LR 08c208f4
Gran Turismo® v1.5.4 2018-01-18 ReadFromHardware: Invalid address 0026053c near PC 0026053c LR 08c208f4
Gran Turismo® v1.5.4 2017-12-26 Render to texture with incompatible formats 4 != 3 at 00154000
Gran Turismo® v1.7.5 2020-04-26 Attempting to texture from target (src=00000000 / target=00000000 / flags=7)
Gran Turismo® v1.7.5 2020-05-12 Attempting to texture from target (src=00044000 / target=00044000 / flags=7)
Gran Turismo® v1.9.4 2020-06-16 80630006=sceAtracSetDataAndGetID(08ebffc0, 00020000): invalid RIFF header
Gran Turismo® v1.9.4 2020-06-16 80630006=sceAtracSetDataAndGetID(08e98940, 00020000): invalid RIFF header
Gran Turismo® v1.7.5 2019-02-23 Render to texture with incompatible formats 8 != 1 at 000cc000
Gran Turismo® v1.8.0 2019-06-11 Branch in Jump delay slot at 088aae24 in block starting at 088aae14
Gran Turismo® v1.4.2 2017-08-27 ReadFromHardware: Invalid address 0a000000 near PC 00000000 LR 00000000
Gran Turismo® v1.9.3 2020-05-13 Render to texture with incompatible formats 4 != 3 at 040cc000
Gran Turismo® v1.4.2 2017-07-21 Render to texture with incompatible formats 4 != 1 at 000cc000
Gran Turismo® v1.9.4 2020-07-09 Render to texture using CLUT with different strides 256 != 512
Gran Turismo® v1.9.4 2020-07-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08d686c8, 4, 00000000, 0)
Gran Turismo® v1.9.4 2020-07-10 Render to texture using CLUT with different strides 64 != 512
Gran Turismo® v1.9.4 2020-07-10 Render to texture with incompatible formats 4 != 1 at 040cc000
Gran Turismo® v1.9.4 2020-07-10 4 and 8-bit CLUT format not supported for framebuffers
Gran Turismo® v1.9.4 2020-07-10 Render to texture using CLUT with different strides 32 != 512
Gran Turismo® v1.9.4 2020-07-10 Render to texture with incompatible formats 8 != 1 at 040cc000
Gran Turismo® v1.9.4 2020-07-10 Render to texture using CLUT with different strides 128 != 512
Gran Turismo® v1.5.2 2020-07-07 Loading module scePsmf_library with version 0101, devkit 05050010
Gran Turismo® v1.5.2 2020-07-07 Loading module sceFont_Library with version 0101, devkit 05050010
Gran Turismo® v0.9.8-588-gdd10207 2015-03-12 FBO using existing buffer as depthbuffer, 040cc000/00000000 and 04000000/00000000
Gran Turismo® v0.9.8-588-gdd10207 2015-03-12 FBO using existing buffer as depthbuffer, 04044000/00000000 and 04000000/00000000
Gran Turismo® v0.9.8-588-gdd10207 2015-03-12 FBO created from existing depthbuffer as color, 04000000/00000000 and 04044000/00000000
Gran Turismo® v0.9.8-588-gdd10207 2015-03-12 FBO created from existing depthbuffer as color, 04000000/00000000 and 04000000/00000000
Gran Turismo® v1.9.4 2020-07-10 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=0 NW=1 IDX=0 MC=2
Gran Turismo® v1.9.4 2020-07-10 VTYPE with morph used: THRU=0 TC=2 COL=4 POS=2 NRM=0 WT=0 NW=1 IDX=0 MC=2
Gran Turismo® v1.9.4 2020-07-10 VTYPE with morph used: THRU=0 TC=3 COL=4 POS=2 NRM=0 WT=0 NW=1 IDX=0 MC=2
Gran Turismo® v1.9.4 2020-07-06 Render to texture with different formats 1 != 3
Gran Turismo® v1.6.3 2018-06-13 ReadFromHardware: Invalid address 00000000 near PC 08a4baf0 LR 08a4baf0