Recent logs - FIFA STREET 2

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
FIFA STREET 2 v1.6.3-492-g9fddfff66 2019-05-13 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:0000d022 Tex TexAlpha TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01730000:00010150 HWX Tex TexProjPos UVMtx Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3 (failed) #version 100 precision highp float; attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = 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 = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(position.xyz, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
FIFA STREET 2 v1.6.3-492-g9fddfff66 2019-05-13 Error in shader compilation: info: 0:51: L0001: Expected token ')', found 'identifier' 01730000:00010150 HWX Tex TexProjPos UVMtx Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3 #version 100 precision highp float; attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = 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 = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(position.xyz, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
FIFA STREET 2 v1.6.3-492-g9fddfff66 2019-05-08 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:0000d002 Tex TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 00000000:00000918 HWX C T Tex (failed) #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; attribute 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_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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
FIFA STREET 2 v1.6.3-492-g9fddfff66 2019-05-13 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:0000d002 Tex TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 00000000:00010150 HWX Tex TexProjPos UVMtx (failed) #version 100 precision highp float; attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = (u_texmtx * vec4(position.xyz, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
FIFA STREET 2 v1.8.0 2019-04-30 Branch in Jump delay slot at 089dfec4 in block starting at 089dfe58
FIFA STREET 2 v1.5.4 2019-04-30 MIPSCompileOp: Invalid instruction 0000ffff
FIFA STREET 2 v1.5.3 2019-05-01 Error in shader program link during preload: info: --From Vertex Shader: Error: Varying v_color1 read in fragment shader, but not written to in vertex shader. --From Fragment Shader: Error: Varying v_color1 read in fragment shader, but not written to in vertex shader. fs: 00000000:00000918 LM #version 300 es precision lowp float; in vec4 v_color0; in vec3 v_color1; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00000000:01000002 THR #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
FIFA STREET 2 v1.5.3 2019-05-07 Error in shader program link during preload: info: --From Vertex Shader: Error: Varying v_color1 read in fragment shader, but not written to in vertex shader. --From Fragment Shader: Error: Varying v_color1 read in fragment shader, but not written to in vertex shader. fs: 00000000:00000918 LM #version 300 es precision lowp float; in vec4 v_color0; in vec3 v_color1; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00000000:0000d000 TessC TessRevN #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj * vec4(position.xyz, 1.0); }
FIFA STREET 2 v1.5.3 2019-05-01 Error in shader program link during preload: info: --From Vertex Shader: Error: Varying v_color1 read in fragment shader, but not written to in vertex shader. --From Fragment Shader: Error: Varying v_color1 read in fragment shader, but not written to in vertex shader. fs: 01730000:00000b18 LM #version 300 es precision lowp float; in vec4 v_color0; in vec3 v_color1; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00000000:00000002 THR #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
FIFA STREET 2 v1.5.3 2019-05-01 Error in shader program link during preload: info: --From Vertex Shader: Error: Varying v_color1 read in fragment shader, but not written to in vertex shader. --From Fragment Shader: Error: Varying v_color1 read in fragment shader, but not written to in vertex shader. fs: 00000000:00000918 LM #version 300 es precision lowp float; in vec4 v_color0; in vec3 v_color1; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00000000:00000000 #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj * vec4(position.xyz, 1.0); }
FIFA STREET 2 v1.5.3 2019-05-01 Error in shader program link during preload: info: --From Vertex Shader: Error: Varying v_color1 read in fragment shader, but not written to in vertex shader. --From Fragment Shader: Error: Varying v_color1 read in fragment shader, but not written to in vertex shader. fs: 01730000:00000b18 LM #version 300 es precision lowp float; in vec4 v_color0; in vec3 v_color1; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00000000:0000d002 THR TessC TessRevN #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
FIFA STREET 2 v1.8.0 2019-04-10 Unknown GetPointer 00000000 PC 089b8320 LR 089b8320
FIFA STREET 2 v1.8.0 2019-05-19 Unknown GetPointer 00000000 PC 08997da4 LR 08000030
FIFA STREET 2 v1.8.0 2019-05-19 Unknown GetPointer 00000000 PC 089b6a74 LR 08000020
FIFA STREET 2 v1.8.0 2019-03-20 Unknown GetPointer 00000000 PC 08000000 LR 08000000
FIFA STREET 2 v1.7.5 2019-02-20 ReadFromHardware: Invalid address 00014001 near PC 00010011 LR 08a85120
FIFA STREET 2 v1.7.5 2019-02-26 Error in shader program link: info: (unknown reason) fs: postshader /* Hyllian's 5xBR v3.5a Shader Copyright (C) 2011 Hyllian/Jararaca - [email protected] This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; varying vec2 v_texcoord0; const float coef = 2.0; const vec3 rgbw = vec3(16.163, 23.351, 8.4772); const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 ); const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 ); const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 ); const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 ); const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 ); const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 ); const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 ); const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 ); const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 ); vec4 df(vec4 A, vec4 B) { return abs(A-B); } vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h)); } void main(){ bool upscale = u_texelDelta.x > (1.6 * u_pixelDelta.x); vec3 res = texture2D(sampler0, v_texcoord0.xy).xyz; // Let's skip the whole scaling if output size smaller than 1.6x of input size if (upscale) { bvec4 edr, edr_left, edr_up, px; // px = pixel, edr = edge detection rule bvec4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up; bvec4 nc; // new_color bvec4 fx, fx_left, fx_up; // inequations of straight lines. vec2 pS = 1.0 / u_texelDelta.xy; vec2 fp = fract(v_texcoord0.xy*pS.xy); vec2 TexCoord_0 = v_texcoord0.xy-fp*u_pixelDelta.xy; 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 = texture2D(sampler0, TexCoord_0 -dx -dy ).xyz; vec3 B = texture2D(sampler0, TexCoord_0 -dy ).xyz; vec3 C = texture2D(sampler0, TexCoord_0 +dx -dy ).xyz; vec3 D = texture2D(sampler0, TexCoord_0 -dx ).xyz; vec3 E = texture2D(sampler0, TexCoord_0 ).xyz; vec3 F = texture2D(sampler0, TexCoord_0 +dx ).xyz; vec3 G = texture2D(sampler0, TexCoord_0 -dx +dy ).xyz; vec3 H = texture2D(sampler0, TexCoord_0 +dy ).xyz; vec3 I = texture2D(sampler0, TexCoord_0 +dx +dy ).xyz; vec3 A1 = texture2D(sampler0, TexCoord_0 -dx -y2).xyz; vec3 C1 = texture2D(sampler0, TexCoord_0 +dx -y2).xyz; vec3 A0 = texture2D(sampler0, TexCoord_0 -x2 -dy).xyz; vec3 G0 = texture2D(sampler0, TexCoord_0 -x2 +dy).xyz; vec3 C4 = texture2D(sampler0, TexCoord_0 +x2 -dy).xyz; vec3 I4 = texture2D(sampler0, TexCoord_0 +x2 +dy).xyz; vec3 G5 = texture2D(sampler0, TexCoord_0 -dx +y2).xyz; vec3 I5 = texture2D(sampler0, TexCoord_0 +dx +y2).xyz; vec3 B1 = texture2D(sampler0, TexCoord_0 -y2).xyz; vec3 D0 = texture2D(sampler0, TexCoord_0 -x2 ).xyz; vec3 H5 = texture2D(sampler0, TexCoord_0 +y2).xyz; vec3 F4 = texture2D(sampler0, TexCoord_0 +x2 ).xyz; vec4 b = vec4(dot(B ,rgbw), dot(D ,rgbw), dot(H ,rgbw), dot(F ,rgbw)); vec4 c = vec4(dot(C ,rgbw), dot(A ,rgbw), dot(G ,rgbw), dot(I ,rgbw)); vec4 d = vec4(b.y, b.z, b.w, b.x); vec4 e = vec4(dot(E,rgbw)); 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,
FIFA STREET 2 v1.7.5 2019-02-12 ReadFromHardware: Invalid address 10694793 near PC 10694793 LR 10694793
FIFA STREET 2 v1.8.0 2019-04-06
FIFA STREET 2 v1.6.3 2019-05-02 Savedata version requested: 3
FIFA STREET 2 v1.5.4 2019-01-27 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 151243616
FIFA STREET 2 v1.7.5 2019-01-25 ReadFromHardware: Invalid address 43857fae near PC 43857fae LR 08a863f4
FIFA STREET 2 v1.7.5 2019-01-19 ReadFromHardware: Invalid address 00002400 near PC 00002400 LR 08a85120
FIFA STREET 2 v1.6.3-492-g9fddfff66 2019-01-17 Error in shader program link: info: (unknown reason) fs: 00000000:00000000 #version 300 es precision lowp float; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; } vs: 00000000:0000000a THR C #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
FIFA STREET 2 v1.7.5 2019-01-11 Unknown GE command : fbff1006
FIFA STREET 2 v1.6.3 2018-12-21 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying highp vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; gl_FragColor = v; } vs: 01730000:00000b18 HWX C T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3 #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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; varying highp 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); gl_Position = 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 = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
FIFA STREET 2 v1.6.3 2018-12-21 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00000002 Tex TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying highp vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); gl_FragColor = v; } vs: 01730000:00000b18 HWX C T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3 #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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; varying highp 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); gl_Position = 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 = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
FIFA STREET 2 v1.6.3-492-g9fddfff66 2018-12-21 Error in shader compilation: info: (unknown reason) 00000000:0000d022 Tex TexAlpha TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; }
FIFA STREET 2 v1.6.3 2018-11-04 Error in shader compilation: info: 00000000:0d000022 Tex TexAlpha StenToAlpha StenKeep TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; 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 = p * t; fragColor0 = vec4(v.rgb, 0.0); }
FIFA STREET 2 v1.6.3 2018-11-03 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:0000d000 AlphaTest > #version 100 precision lowp float; uniform sampler2D testtex; varying vec4 v_color0; void main() { vec4 v = v_color0 ; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 00000000:00010100 HWX UVMtx #version 100 precision highp float; attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; }
FIFA STREET 2 v1.8.0 2019-04-30 Jump to invalid address: 0277f380
FIFA STREET 2 v1.6.3-492-g9fddfff66 2019-05-08 WriteToHardware: Invalid address 00000000 near PC 08a7fe9c LR 08a7fe9c
FIFA STREET 2 v1.6.3 2018-10-02 Error in shader compilation: info: 00000000:0d000022 Tex TexAlpha StenToAlpha StenKeep TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; gl_FragColor = vec4(v.rgb, 0.0); }
FIFA STREET 2 v1.5.4 2018-09-29 __KernelStopThread: thread 614 does not exist
FIFA STREET 2 v1.7.5 2019-02-20 Savedata loading with detected hashmode 3 instead of file's 5
FIFA STREET 2 v1.6.3 2018-09-24 Error in shader compilation: info: 00000000:00000000 #version 100 precision lowp float; varying vec4 v_color0; void main() { vec4 v = v_color0 ; gl_FragColor = v; }
FIFA STREET 2 v1.6.3 2018-09-24 Error in shader compilation: info: 00000000:0000001a THR C Tex #version 100 precision highp float; attribute vec4 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
FIFA STREET 2 v1.6.3 2018-09-24 Error in shader compilation: info: 00000000:00000022 Tex TexAlpha TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; gl_FragColor = v; }
FIFA STREET 2 v1.5.4 2018-09-19 Bad vertex address 0a0212b8!
FIFA STREET 2 v1.6.3-341-g187204d7b 2018-08-17 Error in shader program link: info: (unknown reason) fs: 00000000:0000d022 Tex TexAlpha TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; 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; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 00000000:00010150 HWX Tex TexProjPos UVMtx #version 300 es precision highp float; in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = (u_texmtx * vec4(position.xyz, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); }
FIFA STREET 2 v1.6.3-276-g53f1624 2018-08-06 ReadFromHardware: Invalid address 00000000 near PC 0899d8a8 LR 0899d93c
FIFA STREET 2 v1.6.3 2018-08-01 ReadFromHardware: Invalid address 003127c0 near PC 00000000 LR 00000000
FIFA STREET 2 v1.5 2018-07-27 PackFramebufferDirectx9_: vfb->fbo == 0
FIFA STREET 2 v1.6.3 2018-07-22 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying highp vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; gl_FragColor = v; } vs: 00000000:00000012 THR Tex #version 100 precision highp float; attribute vec4 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; varying highp vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
FIFA STREET 2 v1.6.3 2018-07-10 Unusual bezier/spline vtype: 1200c380, morph: 0, bones: 4
FIFA STREET 2 v1.5.4 2018-06-19 Unknown GetPointer 00000000 PC 00000000 LR 08817030
FIFA STREET 2 v1.5.4 2018-06-19 ReadFromHardware: Invalid address 00000018 near PC 08817018 LR 08817018
FIFA STREET 2 v1.5.4 2018-06-19 ReadFromHardware: Invalid address 000003ba near PC 08830bc4 LR 08830bc4
FIFA STREET 2 v1.5.4 2018-06-19 ReadFromHardware: Invalid address 00000004 near PC 08830bc4 LR 08830bc4
FIFA STREET 2 v1.5.4 2018-06-14 Trying to write block exit to illegal destination 400d851a: pc = 400c851a
FIFA STREET 2 v1.4.2 2018-06-13 DrawActiveTexture() failed: 80004005
FIFA STREET 2 v1.8.0 2019-05-16 GL ran out of GPU memory; switching to low memory mode
FIFA STREET 2 v1.4.2 2018-11-11 Wrong magic number 55555555
FIFA STREET 2 v1.5 2018-04-30 Wrong magic number 077e1fb8
FIFA STREET 2 v1.5 2018-04-30 Wrong magic number 07802230
FIFA STREET 2 v1.5 2018-04-30 Wrong magic number 07800a48
FIFA STREET 2 v1.5 2018-04-30 Wrong magic number 07827a18
FIFA STREET 2 v1.5 2018-04-30 Wrong magic number 077484a8
FIFA STREET 2 v1.5 2018-04-30 Wrong magic number 013a00c4
FIFA STREET 2 v1.5 2018-04-30 Wrong magic number 00340030
FIFA STREET 2 v1.5 2018-04-30 Wrong magic number 00330030
FIFA STREET 2 v1.5.4 2018-04-11 BlockTransfer: Bad source transfer address 00000000!
FIFA STREET 2 v1.5.2 2019-03-29 Wrong magic number 00000000
FIFA STREET 2 v1.5.4 2018-04-06 ReadFromHardware: Invalid address 00000002 near PC 00000002 LR 08a863f4
FIFA STREET 2 v1.5.4 2018-02-13 ReadFromHardware: Invalid address 40161390 near PC 40161390 LR 08979ff0
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 402c106f: pc = 402b106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 402a106f: pc = 4029106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 4030106f: pc = 402f106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 4019106f: pc = 4018106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 4016106f: pc = 4015106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 402f106f: pc = 402e106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 402e106f: pc = 402d106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 402d106f: pc = 402c106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 402b106f: pc = 402a106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 4029106f: pc = 4028106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 4028106f: pc = 4027106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 4027106f: pc = 4026106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 4026106f: pc = 4025106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 4025106f: pc = 4024106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 4024106f: pc = 4023106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 4023106f: pc = 4022106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 4022106f: pc = 4021106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 4021106f: pc = 4020106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 400f106f: pc = 400e106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 4014106f: pc = 4013106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 4017106f: pc = 4016106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 4015106f: pc = 4014106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 4012106f: pc = 4011106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 401a106f: pc = 4019106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 401c106f: pc = 401b106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 401b106f: pc = 401a106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 4018106f: pc = 4017106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 4020106f: pc = 401f106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 401f106f: pc = 401e106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 401e106f: pc = 401d106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 401d106f: pc = 401c106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 4013106f: pc = 4012106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 4011106f: pc = 4010106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 4010106f: pc = 400f106f
FIFA STREET 2 v1.5.4 2017-12-28 Trying to write block exit to illegal destination 400e106f: pc = 400d106f