Recent logs - Medal of Honor Heroes™

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Game title Version Latest Report Message
Medal of Honor Heroes™ v1.13.2 2022-12-08 __KernelStopThread: thread 460 does not exist
Medal of Honor Heroes™ v1.11.2 2022-11-30 __KernelStopThread: thread 505 does not exist
Medal of Honor Heroes™ v1.13.2 2022-11-26 Unexpected mpeg first timestamp: 5579a080000 / 5873804509184
Medal of Honor Heroes™ v1.13.2 2022-11-20 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=2, text=2
Medal of Honor Heroes™ v1.13.2 2022-11-20 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1
Medal of Honor Heroes™ v1.13.2 2022-11-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148355080
Medal of Honor Heroes™ v1.13.2 2022-11-12 __KernelStopThread: thread 3851 does not exist
Medal of Honor Heroes™ v1.13.2 2022-11-06 __KernelStopThread: thread 887 does not exist
Medal of Honor Heroes™ v1.10.2 2022-11-01 Ignoring func export sceMt19937/f40c98e6, already implemented in HLE.
Medal of Honor Heroes™ v1.10.2 2022-11-01 Ignoring func export sceMt19937/ecf5d379, already implemented in HLE.
Medal of Honor Heroes™ v1.13.2 2022-10-25 __KernelStopThread: thread 519 does not exist
Medal of Honor Heroes™ v1.13.2-1371-g1469a32a9 2022-10-24 UI scissor out of bounds in GameSettingsScreen: 351,0-1449,817 / 1813,816
Medal of Honor Heroes™ v1.13.2 2022-10-23 __KernelStopThread: thread 647 does not exist
Medal of Honor Heroes™ v1.13.2 2022-10-20 FBO created from existing depthbuffer as color, 04088000/00000000 and 040cc000/04088000
Medal of Honor Heroes™ v1.13.2 2022-10-13 FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000
Medal of Honor Heroes™ v1.13.2 2022-10-13 FBO created from existing depthbuffer as color, 04088000/00000000 and 04044000/04088000
Medal of Honor Heroes™ v1.13.2 2022-10-23 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145851408
Medal of Honor Heroes™ v1.13.1-438-g15f51c306 2022-10-02 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (128x128 stride 128, 565): [DEPTH seq:0 C:04000000/512 Z:040cc000/512 X:0 Y:0 reint: false] [DEPTH seq:131811 C:04044000/512 Z:040cc000/512 X:0 Y:0 reint: false] [COLOR seq:131839 C:040cc000/128 Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:131842 C:040d4000/128 Z:040cc000/512 X:0 Y:0 reint: false]
Medal of Honor Heroes™ v1.11 2022-09-19 __KernelStopThread: thread 1401 does not exist
Medal of Honor Heroes™ v1.13.2 2022-09-18 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=1, text=1
Medal of Honor Heroes™ v1.13.1 2022-09-09 __KernelStopThread: thread 594 does not exist
Medal of Honor Heroes™ v1.13.1 2022-09-26 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 r6p0-00dev0 [Revision 96995]. 03f30444:41c00b34 HWX T N Fog Tex Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 WScale 1 Cull #version 100 // Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; 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 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_depthRange; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 * u_matambientalpha.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 * u_matambientalpha.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 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoor
Medal of Honor Heroes™ v1.13.1 2022-08-28 __KernelStopThread: thread 538 does not exist
Medal of Honor Heroes™ v1.13.1 2022-08-19 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 r6p2-01rel0 [Revision 96995]. 01f34155:00000f3d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(-normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(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 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } 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 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum
Medal of Honor Heroes™ v1.13.1 2022-08-19 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 r6p2-01rel0 [Revision 96995]. 01f34551:00000f3d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(-normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); 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 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } 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 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_l
Medal of Honor Heroes™ v1.13.1 2022-08-19 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 r6p2-01rel0 [Revision 96995]. 01f34550:00000b3d HWX C T N LM Fog Tex Light: 0: c:0 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); 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 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } 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 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } 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 * color0.rgb) * max(ldot, 0.0); lightSum0.
Medal of Honor Heroes™ v1.12.3 2022-07-14 sceKernelLoadModule: unsupported options size=00000014, flags=08a0dc94, pos=0, access=1, data=1, text=1
Medal of Honor Heroes™ v1.12.3 2022-07-14 sceKernelLoadModule: unsupported options size=00000014, flags=08cd3240, pos=0, access=1, data=2, text=2
Medal of Honor Heroes™ v1.12.3 2022-06-25 __KernelStopThread: thread 3427 does not exist
Medal of Honor Heroes™ v1.12.3 2022-06-23 80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first
Medal of Honor Heroes™ v1.10-6-g8ac4efd3c 2022-06-23 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146805524
Medal of Honor Heroes™ v1.10-6-g8ac4efd3c 2022-06-23 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 464
Medal of Honor Heroes™ v1.12.3 2022-06-23 __KernelStopThread: thread 661 does not exist
Medal of Honor Heroes™ v1.11.2 2022-06-06 Unknown GetPointer 00000000 PC 089d8778 LR 089d8778
Medal of Honor Heroes™ v1.12.3 2022-06-03 __KernelStopThread: thread 1671 does not exist
Medal of Honor Heroes™ v1.12.3 2022-06-01 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=0
Medal of Honor Heroes™ v1.11.3 2022-05-22 __KernelStopThread: thread 581 does not exist
Medal of Honor Heroes™ v1.11.3 2022-05-22 __KernelStopThread: thread 506 does not exist
Medal of Honor Heroes™ v1.11.3 2022-05-21 __KernelStopThread: thread 456 does not exist
Medal of Honor Heroes™ v1.11.3 2022-05-21 __KernelStopThread: thread 859 does not exist
Medal of Honor Heroes™ v1.12.3 2022-05-17 GE Interrupt: newState might be 1
Medal of Honor Heroes™ v1.12.3 2022-05-17 GE Interrupt: newState might be 0
Medal of Honor Heroes™ v1.13.2 2022-09-19 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2
Medal of Honor Heroes™ v1.12.3 2022-04-28 Savedata version requested: 3
Medal of Honor Heroes™ v1.12.3 2022-04-17 __KernelStopThread: thread 455 does not exist
Medal of Honor Heroes™ v1.12.3 2022-04-17 Could not setup streams, unexpected stream count: 13
Medal of Honor Heroes™ v1.12.3 2022-04-17 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=-1, data=0, text=0
Medal of Honor Heroes™ v1.12.3 2022-04-17 Ignoring possible texturing from framebuffer at 0416c000 +0x64 / 64x272
Medal of Honor Heroes™ v1.12.2 2022-03-15 Unexpected mpeg first timestamp: ecc7 / 60615
Medal of Honor Heroes™ v1.12.3 2022-03-14 Attempted set for logic op: f
Medal of Honor Heroes™ v1.12.3 2022-03-14 FBO created from existing depthbuffer as color, 04110000/00000000 and 04154000/04110000
Medal of Honor Heroes™ v1.12.3 2022-03-14 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167508176
Medal of Honor Heroes™ v1.13.2 2022-11-28 __KernelStopThread: thread 441 does not exist
Medal of Honor Heroes™ v1.12.3 2022-03-07 __KernelStopThread: thread 539 does not exist
Medal of Honor Heroes™ v1.11.3 2022-03-02 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc68c0, pos=0, access=1, data=2, text=2
Medal of Honor Heroes™ v1.12.3 2022-04-14 sceIoIoctl(disc0:/UMD_DATA.BIN, 01020001, 00000000, 0, 08b84800, 800)
Medal of Honor Heroes™ v1.12.3 2022-01-22 sceKernelLoadModuleByID: unsupported options size=00000014, flags=ffffabcd, pos=0, access=1, data=2, text=2
Medal of Honor Heroes™ v1.12.3 2022-01-22 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
Medal of Honor Heroes™ v1.12.3 2021-12-31 GetFramebufferCandidates(DEPTH): Multiple (2) candidate framebuffers. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16)
Medal of Honor Heroes™ v1.12.3 2022-06-23 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146370816
Medal of Honor Heroes™ v1.12.3 2022-06-23 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=1, text=1
Medal of Honor Heroes™ v1.12.3 2022-06-23 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349168
Medal of Honor Heroes™ v1.13.2 2022-09-18 BREAK instruction hit
Medal of Honor Heroes™ v1.12.3 2022-10-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771616
Medal of Honor Heroes™ v1.12.3 2022-10-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1
Medal of Honor Heroes™ v1.13.2 2022-10-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145752064
Medal of Honor Heroes™ v1.13.2 2022-10-03 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2
Medal of Honor Heroes™ v1.12.3 2021-12-17 sceMpegRingbufferPut(): invalid mpeg data
Medal of Honor Heroes™ v1.13.2 2022-10-23 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142748256
Medal of Honor Heroes™ v1.13.2 2022-10-23 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146059204
Medal of Honor Heroes™ v1.12.3 2021-11-22 Branch in RSRTComp delay slot at 08800894 in block starting at 08800894
Medal of Honor Heroes™ v1.12.3 2021-11-02 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167769136
Medal of Honor Heroes™ v1.12.3 2021-11-02 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792f4, pos=0, access=1, data=2, text=2
Medal of Honor Heroes™ v1.12.3 2021-10-31 __KernelStopThread: thread 656 does not exist
Medal of Honor Heroes™ v1.13.2 2022-09-18 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=2, text=2
Medal of Honor Heroes™ v1.13.2 2022-10-13 __KernelStopThread: thread 442 does not exist
Medal of Honor Heroes™ v1.11.2 2021-10-03 sectionToModify = -1 - ignoring relocation sector 51
Medal of Honor Heroes™ v1.13.2 2022-11-17 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145232488
Medal of Honor Heroes™ v1.11.3 2021-09-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145224280
Medal of Honor Heroes™ v1.11.3 2021-09-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 151249632
Medal of Honor Heroes™ v1.11.3 2021-09-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144296812
Medal of Honor Heroes™ v1.11.3 2021-09-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146185776
Medal of Honor Heroes™ v1.11.3 2021-09-15 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 146210816
Medal of Honor Heroes™ v1.13.2 2022-10-23 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142644872
Medal of Honor Heroes™ v1.13.2 2022-10-23 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142637024
Medal of Honor Heroes™ v1.11.3 2021-09-09 WriteToHardware: Invalid address 00003030 near PC 08000000 LR 08000000
Medal of Honor Heroes™ v1.12.3 2022-03-14 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
Medal of Honor Heroes™ v1.12.3 2022-03-14 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
Medal of Honor Heroes™ v1.11.3 2021-09-09 sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2
Medal of Honor Heroes™ v1.10.3 2021-08-26 Ignoring func export scePsmf/68d42328, already implemented in HLE.
Medal of Honor Heroes™ v1.10.3 2021-08-26 Ignoring func export scePsmf/9553cc91, already implemented in HLE.
Medal of Honor Heroes™ v1.10.3 2021-08-26 Ignoring func export scePsmf/5b70fcc1, already implemented in HLE.
Medal of Honor Heroes™ v1.10.3 2021-08-26 Ignoring func export scePsmf/5f457515, already implemented in HLE.
Medal of Honor Heroes™ v1.10.3 2021-08-26 Ignoring func export scePsmf/7c0e7ac3, already implemented in HLE.
Medal of Honor Heroes™ v1.10.3 2021-08-26 Ignoring func export scePsmf/4e624a34, already implemented in HLE.
Medal of Honor Heroes™ v1.10.3 2021-08-26 Ignoring func export scePsmf/971a3a90, already implemented in HLE.
Medal of Honor Heroes™ v1.10.3 2021-08-26 Ignoring func export scePsmf/a83f7113, already implemented in HLE.
Medal of Honor Heroes™ v1.10.3 2021-08-26 Ignoring func export scePsmf/0ba514e5, already implemented in HLE.
Medal of Honor Heroes™ v1.10.3 2021-08-26 Ignoring func export scePsmf/7491c438, already implemented in HLE.
Medal of Honor Heroes™ v1.10.3 2021-08-26 Ignoring func export scePsmf/eaed89cd, already implemented in HLE.