Recent logs - Ratchet

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Game title Version Latest Report Message
Ratchet v1.9.4 2020-05-25 Rendering to framebuffer offset: 04161800 +64x0
Ratchet v1.9.3-80-g73bf6098e 2020-05-17 __KernelStopThread: thread 301 does not exist
Ratchet v1.9.3-80-g73bf6098e 2020-05-17 __KernelStopThread: thread 305 does not exist
Ratchet v1.9.3-80-g73bf6098e 2020-05-17 __KernelStopThread: thread 1145 does not exist
Ratchet v1.6.3-432-gfd6c3145d 2020-05-15 80630008=sceAtracSetDataAndGetID(0953ed40, 00000070): loop starts after it ends
Ratchet v1.7.5 2020-05-07 Render to area containing texture at 00162000 +256x0
Ratchet v1.6.3-492-g9fddfff66 2020-05-05 Error in shader program link: info: (unknown reason) fs: 00000000:0000000a Tex TFuncBlend #version 300 es precision lowp float; uniform sampler2D tex; uniform vec3 u_texenv; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a); fragColor0 = v; } vs: 00000000:0000001a THR C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
Ratchet v1.9.4 2020-05-02 Rendering to framebuffer offset: 04162000 +256x0
Ratchet v1.9.4 2020-04-25 Unknown GetPointer b71ac41f PC 09246e60 LR 09246c74
Ratchet v1.9.4 2020-04-24 80630006=sceAtracSetDataAndGetID(094e7780, 0000e5cc): invalid RIFF header
Ratchet v1.9.3-372-gbf7ed398a 2020-04-24 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=0 NW=1 IDX=0 MC=2
Ratchet v1.9.3-372-gbf7ed398a 2020-04-24 Unknown syscall in known module 'sceNpService': 0xfc0bc8db
Ratchet v1.9.3-372-gbf7ed398a 2020-04-24 Unknown syscall in known module 'sceNpService': 0xbe22eea3
Ratchet v1.9.3-372-gbf7ed398a 2020-04-24 Unknown syscall in known module 'sceNpService': 0xa01443aa
Ratchet v1.9.3-372-gbf7ed398a 2020-04-24 Unknown syscall in known module 'sceNpService': 0x788f2b5e
Ratchet v1.9.3-372-gbf7ed398a 2020-04-24 Unknown syscall in known module 'sceNpService': 0x75dacb57
Ratchet v1.9.3-372-gbf7ed398a 2020-04-24 Unknown syscall in known module 'sceNpService': 0x72a1ce0d
Ratchet v1.9.3-372-gbf7ed398a 2020-04-24 Unknown syscall in known module 'sceNpService': 0x66c64821
Ratchet v1.9.3-372-gbf7ed398a 2020-04-24 Unknown syscall in known module 'sceNpService': 0x58251346
Ratchet v1.9.3-372-gbf7ed398a 2020-04-24 Unknown syscall in known module 'sceNpService': 0x506c318d
Ratchet v1.9.3-372-gbf7ed398a 2020-04-24 Unknown syscall in known module 'sceNpService': 0x4e851b10
Ratchet v1.9.3-372-gbf7ed398a 2020-04-24 Unknown syscall in known module 'sceNpService': 0x174d0d24
Ratchet v1.9.4 2020-04-22 MIPSCompileOp: Invalid instruction 44676966
Ratchet v1.9.4 2020-04-22 MIPSCompileOp: Invalid instruction 016c6169
Ratchet v1.9.4 2020-04-22 ReadFCR: Unexpected reg 10
Ratchet v1.9.4 2020-04-22 MIPSCompileOp: Invalid instruction 6b734f50
Ratchet v1.9.3 2020-04-18 Unknown GetPointer 3eaa75cf PC 092e5020 LR 0919f8a0
Ratchet v1.9.4 2020-04-16 80630006=sceAtracSetDataAndGetID(094e7780, 0000c1cc): invalid RIFF header
Ratchet v1.9.4 2020-04-12 80630008=sceAtracSetDataAndGetID(09446a80, 00000070): loop starts after it ends
Ratchet v1.9.4 2020-04-12 80630008=sceAtracSetDataAndGetID(0950a080, 00000070): loop starts after it ends
Ratchet v1.9.4 2020-04-10 80630006=sceAtracSetDataAndGetID(094dd380, 0000f34c): invalid RIFF header
Ratchet v1.9.3 2020-04-09 Trying to write block exit to illegal destination 83c0feb1: pc = 83bffeb1
Ratchet v1.9.3 2020-04-09 Trying to write block exit to illegal destination 83c5feb1: pc = 83c4feb1
Ratchet v1.9.3 2020-04-09 Trying to write block exit to illegal destination 83c4feb1: pc = 83c3feb1
Ratchet v1.9.3 2020-04-09 Trying to write block exit to illegal destination 83c6feb1: pc = 83c5feb1
Ratchet v1.9.3 2020-04-09 Trying to write block exit to illegal destination 83c2feb1: pc = 83c1feb1
Ratchet v1.9.3 2020-04-09 Trying to write block exit to illegal destination 83c8feb1: pc = 83c7feb1
Ratchet v1.9.3 2020-04-09 Trying to write block exit to illegal destination 83befeb1: pc = 83bdfeb1
Ratchet v1.9.3 2020-04-09 Trying to write block exit to illegal destination 83c1feb1: pc = 83c0feb1
Ratchet v1.9.3 2020-04-09 Trying to write block exit to illegal destination 83c7feb1: pc = 83c6feb1
Ratchet v1.9.3 2020-04-09 Trying to write block exit to illegal destination 83c3feb1: pc = 83c2feb1
Ratchet v1.9.3 2020-04-09 Trying to write block exit to illegal destination 83bffeb1: pc = 83befeb1
Ratchet v1.9.3 2020-04-09 Trying to write block exit to illegal destination 83c9feb1: pc = 83c8feb1
Ratchet v1.9.3 2020-04-09 Trying to write block exit to illegal destination 83bafeb1: pc = 83b9feb1
Ratchet v1.9.3 2020-04-09 Trying to write block exit to illegal destination 83b9feb1: pc = 83b8feb1
Ratchet v1.9.3 2020-04-09 Trying to write block exit to illegal destination 83b6feb1: pc = 83b5feb1
Ratchet v1.9.3 2020-04-09 Trying to write block exit to illegal destination 83b8feb1: pc = 83b7feb1
Ratchet v1.9.3 2020-04-07 Unknown GetPointer 3f800000 PC 092d1640 LR 091a8b04
Ratchet v1.9.4 2020-04-01 80630008=sceAtracSetDataAndGetID(0950d400, 00000070): loop starts after it ends
Ratchet v1.9.4 2020-07-01 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 r5p0-01rel0 [Revision 96995]. 01f14444:00000b18 HWX C T N 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; 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); 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 v1.9.4 2020-06-08 80630008=sceAtracSetDataAndGetID(0945f6c0, 00000070): loop starts after it ends
Ratchet v1.9.4 2020-03-17 Jump to invalid address: 064890e0
Ratchet v1.9.4 2020-03-17 MIPSCompileOp: Invalid instruction 42dd47e2
Ratchet v1.9.4 2020-03-17 MIPSCompileOp: Invalid instruction 41f00000
Ratchet v1.9.4 2020-03-17 ReadFromHardware: Invalid address ffff9b7c near PC 094ea7d8 LR 094ea7c8
Ratchet v1.9.4 2020-03-17 Jump to invalid address: 064ce5e0
Ratchet v1.9.4 2020-03-17 Jump to invalid address: 03cd8f00
Ratchet v1.9.4 2020-03-17 WriteToHardware: Invalid address deae21ab near PC 094ea8dc LR 094ea7c8
Ratchet v1.9.4 2020-03-17 MIPSCompileOp: Invalid instruction 0000003c
Ratchet v1.9.4 2020-03-17 MIPSCompileOp: Invalid instruction 4364e667
Ratchet v1.9.4 2020-03-17 Jump to invalid address: 0648a910
Ratchet v1.9.4 2020-03-17 MIPSCompileOp: Invalid instruction 40a00000
Ratchet v1.9.4 2020-03-17 Jump to invalid address: 061b19c0
Ratchet v1.9.4 2020-03-17 MIPSCompileOp: Invalid instruction 42ce3f8a
Ratchet v1.9.4 2020-03-17 MIPSCompileOp: Invalid instruction 421aad9a
Ratchet v1.9.4 2020-03-17 MIPSCompileOp: Invalid instruction 0000ffff
Ratchet v1.9.4 2020-03-17 MIPSCompileOp: Invalid instruction 00000001
Ratchet v1.9.4 2020-03-17 Unknown GetPointer 00000048 PC 091af7a0 LR 091ac680
Ratchet v1.9.4 2020-03-13 CALL to illegal address 00468068 - ignoring! data=468068
Ratchet v1.9.4 2020-03-13 JUMP to illegal address 00790000 - ignoring! data=790000
Ratchet v1.9.4 2020-03-13 JUMP to illegal address 0079507c - ignoring! data=79507c
Ratchet v1.9.4 2020-03-13 CALL to illegal address 00468da4 - ignoring! data=468da4
Ratchet v1.9.4 2020-03-13 BJUMP to illegal address 0c2e3810 - ignoring! data=081212
Ratchet v1.9.4 2020-03-13 JUMP to illegal address 00795088 - ignoring! data=795088
Ratchet v1.9.4 2020-03-13 JUMP to illegal address 00795078 - ignoring! data=795078
Ratchet v1.9.4 2020-03-13 JUMP to illegal address 00795070 - ignoring! data=795070
Ratchet v1.9.4 2020-03-13 Unknown GE command : 0d6efe00
Ratchet v1.9.3-80-g73bf6098e 2020-01-21 __KernelStopThread: thread 293 does not exist
Ratchet v1.9.3-80-g73bf6098e 2020-01-21 __KernelStopThread: thread 466 does not exist
Ratchet v1.9.3-80-g73bf6098e 2020-01-21 MFIC instruction hit (70020024) at 089941c4
Ratchet v1.9.3-80-g73bf6098e 2020-01-21 sceKernelLoadModule: unsupported options size=00000014, flags=08b10000, pos=0, access=1, data=2, text=2
Ratchet v1.6.2 2020-01-20 Error in shader compilation: info: 0:2(12): error: extension `GL_EXT_shader_framebuffer_fetch' unsupported in fragment shader 00000000:00000001 Clear #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; inout vec4 fragColor0; void main() { vec4 v = v_color0; fragColor0 = v; }
Ratchet v1.6.2 2020-01-20 Error in shader compilation: info: 0:2(12): error: extension `GL_EXT_shader_framebuffer_fetch' unsupported in fragment shader 00000000:00000000 #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; inout vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; }
Ratchet v1.6.2 2020-01-20 Error in shader compilation: info: 0:2(12): error: extension `GL_EXT_shader_framebuffer_fetch' unsupported in fragment shader 00000000:00000022 Tex TexAlpha TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; }
Ratchet v1.9.3-80-g73bf6098e 2020-01-09 __KernelStopThread: thread 333 does not exist
Ratchet v1.9.3-80-g73bf6098e 2020-01-09 __KernelStopThread: thread 304 does not exist
Ratchet v1.9.3-80-g73bf6098e 2020-01-09 __KernelStopThread: thread 474 does not exist
Ratchet v1.9.3-80-g73bf6098e 2020-01-09 __KernelStopThread: thread 473 does not exist
Ratchet v1.9.3-80-g73bf6098e 2020-01-09 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2
Ratchet v1.9.3-80-g73bf6098e 2020-01-09 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1
Ratchet v1.9.3-80-g73bf6098e 2020-01-09 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=2, text=2
Ratchet v1.9.3-80-g73bf6098e 2020-01-09 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=1, text=1
Ratchet v1.9.3-80-g73bf6098e 2019-12-30 __KernelStopThread: thread 914 does not exist
Ratchet v1.9.3-80-g73bf6098e 2019-12-30 __KernelStopThread: thread 522 does not exist
Ratchet v1.9.3-80-g73bf6098e 2019-12-30 __KernelStopThread: thread 1078 does not exist
Ratchet v1.9.4 2019-12-06 MIPSCompileOp: Invalid instruction 000000ff
Ratchet v1.9.4 2020-04-17 80630006=sceAtracSetDataAndGetID(0950d400, 0000d54c): invalid RIFF header
Ratchet v1.9.4 2020-03-10 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 r6p0-01rel0 [Revision 96995]. 01f14444:00000b18 HWX C T N 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; 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); 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 v1.9.3-77-gaca18a188 2019-10-14 Ignoring func export scePsmf/1e6d9013, already implemented in HLE.
Ratchet v1.9.3-77-gaca18a188 2019-10-14 Ignoring func export scePsmf/28240568, already implemented in HLE.