Recent logs - Yu-Gi-Oh! GX Tag Force

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Game title Version Latest Report Message
Yu-Gi-Oh! GX Tag Force v1.17.1 2024-02-20 __KernelStopThread: thread 1633 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.10.3 2024-02-17 Unknown GetPointer 00000000 PC 088609f0 LR 088609f0
Yu-Gi-Oh! GX Tag Force v1.13.2 2024-02-09 __KernelStopThread: thread 3091 does not exist
Yu-Gi-Oh! GX Tag Force v1.15.4 2024-02-07 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=1, text=1
Yu-Gi-Oh! GX Tag Force v1.13.2 2024-01-23 __KernelStopThread: thread 332 does not exist
Yu-Gi-Oh! GX Tag Force v1.16.6 2024-01-26 __KernelStopThread: thread 305 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.16.6 2023-12-02 Unknown GetPointerWrite 0a0556dc PC 0880dd1c LR 09a0dbec
Yu-Gi-Oh! GX Tag Force v1.16.6 2023-11-25 __KernelStopThread: thread 3351 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.16.6 2023-11-24 Error in shader program link: info: (unknown reason) fs: 10180000:00000002 Tex FragUber TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 618 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 10180000:00000002 Tex FragUber TFuncMod uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; fragColor0 = v; } vs: 00000000:003a0b20 HWX T N UVEnv 2: c:0 t:0 3: c:0 t:0 Cull #version 320 es #extension GL_EXT_clip_cull_distance : enable // Driver: Adreno (TM) 618 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:003a0b20 HWX T N UVEnv 2: c:0 t:0 3: c:0 t:0 Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos2; uniform vec3 u_lightpos3; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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); vec4 ambientColor = u_matambientalpha; v_color0 = u_matambientalpha; v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos2) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos2), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal))) * 0.5, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001; if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
Yu-Gi-Oh! GX Tag Force v1.16.6 2023-11-24 Error in shader program link: info: (unknown reason) fs: 10180000:00000000 FragUber #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 618 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 10180000:00000000 FragUber in lowp vec4 v_color0; in mediump float v_fogdepth; out vec4 fragColor0; void main() { vec4 v = v_color0; fragColor0 = v; } vs: 00000000:00000b20 HWX T N Cull #version 320 es #extension GL_EXT_clip_cull_distance : enable // Driver: Adreno (TM) 618 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000b20 HWX T N Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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); vec4 ambientColor = u_matambientalpha; v_color0 = u_matambientalpha; 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; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001; if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
Yu-Gi-Oh! GX Tag Force v1.16.2-4-gad029e86d 2024-02-04 Failed to read valid video stream data from header
Yu-Gi-Oh! GX Tag Force v1.15.3 2023-11-11 __KernelStopThread: thread 2216 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.15.4 2023-11-02 __KernelStopThread: thread 2045 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.15.4 2023-11-01 __KernelStopThread: thread 3176 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.16.6 2023-10-27 ReadFromHardware: Invalid address 00014000 near PC 00010500 LR 00010500
Yu-Gi-Oh! GX Tag Force v1.16.5 2023-10-24 Video out requested, not supported: mode=0 size=0,0
Yu-Gi-Oh! GX Tag Force v1.16.6 2023-10-23 __KernelStopThread: thread 4110 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.16.6 2023-10-16 GE Interrupt: newState might be 0
Yu-Gi-Oh! GX Tag Force v1.16.6 2023-10-16 GE Interrupt: newState might be 1
Yu-Gi-Oh! GX Tag Force v1.16.5 2023-10-13 __KernelStopThread: thread 4108 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.16.5 2023-10-03 __KernelStopThread: thread 309 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.16.3 2023-09-30 __KernelStopThread: thread 2767 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.16.4 2023-09-28 __KernelStopThread: thread 307 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.16.5 2023-10-10 __KernelStopThread: thread 330 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.15.4 2023-09-26 __KernelStopThread: thread 1306 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.16.3 2023-09-25 __KernelStopThread: thread 1191 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.16.3 2023-09-23 __KernelStopThread: thread 624 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.16.6 2023-11-11 __KernelStopThread: thread 275 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.9.4 2023-09-15 sceDmacMemcpy(dest=04110000, src=09044740, size=557056): overlapping read
Yu-Gi-Oh! GX Tag Force v1.15.4 2023-08-12 __KernelStopThread: thread 332 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.15.4 2023-07-29 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5128, pos=0, access=1, data=2, text=2
Yu-Gi-Oh! GX Tag Force v1.15.4 2023-07-26 __KernelStopThread: thread 1906 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.15.4 2023-07-23 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Yu-Gi-Oh! GX Tag Force v1.15.4 2023-07-23 00000400=sceGeEdramSetAddrTranslation(00000400)
Yu-Gi-Oh! GX Tag Force v1.15.4 2023-07-21 __KernelStopThread: thread 1019 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-07-13 Replacement rowPitch=1024, but w=4096 (level=0)
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-07-13 Replacement rowPitch=128, but w=512 (level=0)
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-07-11 __KernelStopThread: thread 799 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.15.4 2023-07-14 __KernelStopThread: thread 1461 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.12.2 2023-07-02 __KernelStopThread: thread 3793 does not exist
Yu-Gi-Oh! GX Tag Force v1.15.4 2023-06-24 __KernelStopThread: thread 336 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.15.4 2023-06-24 sceKernelCreateSema(KSAP_ThLockSema) unsupported attr parameter: 00000011
Yu-Gi-Oh! GX Tag Force v1.15.4 2023-06-24 sceKernelCreateSema(KSAP_FnLockSema) unsupported attr parameter: 00000011
Yu-Gi-Oh! GX Tag Force v1.15.2 2023-06-18 Unimplemented HLE function Kprintf
Yu-Gi-Oh! GX Tag Force v1.15.2 2023-06-18 sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006
Yu-Gi-Oh! GX Tag Force v1.15.4 2023-06-24 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Yu-Gi-Oh! GX Tag Force v1.15.4 2023-06-24 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
Yu-Gi-Oh! GX Tag Force v1.12.2 2023-06-25 __KernelStopThread: thread 327 does not exist
Yu-Gi-Oh! GX Tag Force v1.15.4 2023-06-12 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=1, text=1
Yu-Gi-Oh! GX Tag Force v1.15.4 2023-06-12 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=2, text=2
Yu-Gi-Oh! GX Tag Force v1.14.2 2023-05-29 UI scissor out of bounds in GameSettingsScreen: 398,0-1342,811 / 1755,776
Yu-Gi-Oh! GX Tag Force v1.15.4 2023-06-30 __KernelStopThread: thread 327 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.15.3 2023-05-21 Unknown GE command : fef79310
Yu-Gi-Oh! GX Tag Force v1.15.3 2023-05-21 Imm vertex used clip value, flags=821000
Yu-Gi-Oh! GX Tag Force v1.15.3 2023-05-20 __KernelStopThread: thread 3804 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.17.1 2024-02-24 Branch in branch delay slot at 09e44b44 with different target
Yu-Gi-Oh! GX Tag Force v1.14.2 2023-05-01 sceMpegRingbufferPut(): invalid mpeg data
Yu-Gi-Oh! GX Tag Force v1.15.4 2023-12-27 __KernelStopThread: thread 300 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-04-18 __KernelStopThread: thread 881 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.15.4 2023-12-21 __KernelStopThread: thread 296 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-03-30 __KernelStopThread: thread 1915 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.14.2 2023-03-26 UI scissor out of bounds in SavedataScreen: 1526,100-0,99 / 1440,720
Yu-Gi-Oh! GX Tag Force v1.14.2 2023-03-26 UI scissor out of bounds in SavedataScreen: 1640,100-0,99 / 1440,720
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-03-13 __KernelStopThread: thread 1779 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-03-10 __KernelStopThread: thread 1070 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-03-08 __KernelStopThread: thread 631 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-03-07 __KernelStopThread: thread 1351 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-03-01 __KernelStopThread: thread 4127 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-02-24 __KernelStopThread: thread 2439 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-02-24 __KernelStopThread: thread 1864 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-02-24 __KernelStopThread: thread 978 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-02-24 __KernelStopThread: thread 666 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-02-24 __KernelStopThread: thread 3664 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-01-23 Unknown GetPointerWrite 90bcbeb0 PC 088337b0 LR 0882f994
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-01-22 80630011=sceAtracSetDataAndGetID(08d48e04, 00000000): buffer too small
Yu-Gi-Oh! GX Tag Force v1.17 2024-02-16 __KernelStopThread: thread 304 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.6.3 2023-01-11 sceDmacMemcpy(dest=04088000, src=094c8180, size=557056): overlapping read
Yu-Gi-Oh! GX Tag Force v1.16.6 2023-12-29 __KernelStopThread: thread 306 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-01-14 __KernelStopThread: thread 3125 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.15.4 2024-01-03 __KernelStopThread: thread 299 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-01-06 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:123: 'comp' : redefinition ERROR: 0:124: 'type' : redefinition ERROR: 0:172: 'comp' : redefinition ERROR: 0:173: 'type' : redefinition ERROR: 0:221: 'comp' : redefinition ERROR: 0:222: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b21 HWX T N LM Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b21 HWX T N LM Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out 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); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { if (ldot >= 0.0) { ldot = dot(normalize(toLight + v
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-01-06 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:127: 'comp' : redefinition ERROR: 0:128: 'type' : redefinition ERROR: 0:176: 'comp' : redefinition ERROR: 0:177: 'type' : redefinition ERROR: 0:225: 'comp' : redefinition ERROR: 0:226: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out 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); vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-01-06 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:124: 'comp' : redefinition ERROR: 0:125: 'type' : redefinition ERROR: 0:173: 'comp' : redefinition ERROR: 0:174: 'type' : redefinition ERROR: 0:222: 'comp' : redefinition ERROR: 0:223: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b29 HWX C T N LM Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b29 HWX C T N LM Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out 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); vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default:
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-01-06 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:125: 'comp' : redefinition ERROR: 0:126: 'type' : redefinition ERROR: 0:174: 'comp' : redefinition ERROR: 0:175: 'type' : redefinition ERROR: 0:223: 'comp' : redefinition ERROR: 0:224: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000931 HWX T LM Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000931 HWX T LM Tex Light: LightUberShader Cull in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out 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(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) {
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-01-06 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:122: 'comp' : redefinition ERROR: 0:123: 'type' : redefinition ERROR: 0:171: 'comp' : redefinition ERROR: 0:172: 'type' : redefinition ERROR: 0:220: 'comp' : redefinition ERROR: 0:221: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000121 HWX LM Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000121 HWX LM Light: LightUberShader Cull in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out 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(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worl
Yu-Gi-Oh! GX Tag Force v1.17.1 2024-02-23 __KernelStopThread: thread 295 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-01-09 __KernelStopThread: thread 1081 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.12.3 2023-01-03 MIPSCompileOp: Invalid instruction 00000041
Yu-Gi-Oh! GX Tag Force v1.17.1 2024-02-20 __KernelStopThread: thread 280 does not exist (helper deleted)
Yu-Gi-Oh! GX Tag Force v1.14.1 2022-12-24 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2
Yu-Gi-Oh! GX Tag Force v1.14.1 2022-12-24 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=1
Yu-Gi-Oh! GX Tag Force v1.17.1 2024-02-24 00000400=sceGeEdramSetAddrTranslation(00000800)
Yu-Gi-Oh! GX Tag Force v1.12.3 2022-08-21 Failed to truncate file.
Yu-Gi-Oh! GX Tag Force v1.12.3 2022-08-08 Error in shader compilation: info: Compile failed. 00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 > #version 130 // Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform sampler2D testtex; in lowp 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; if (v.a < 0.002) DISCARD; fragColor0 = v; }
Yu-Gi-Oh! GX Tag Force v1.17.1 2024-02-19 sceNetAdhocMatchingInit(32768) at 088685ac
Yu-Gi-Oh! GX Tag Force v1.12.3 2022-07-02 WriteToHardware: Invalid address 0a17d192 near PC 08833abc LR 08833ab8
Yu-Gi-Oh! GX Tag Force v1.12.3 2022-07-02 ReadFromHardware: Invalid address 0a17d192 near PC 08811308 LR 08833a98
Yu-Gi-Oh! GX Tag Force v1.12.3 2022-07-02 ReadFromHardware: Invalid address b452068a near PC 0882fa78 LR 0882f994
Yu-Gi-Oh! GX Tag Force v1.10.3 2022-05-03 WriteToHardware: Invalid address ffffffff near PC 0884edf0 LR 0884edf0
Yu-Gi-Oh! GX Tag Force v1.17.1 2024-02-24 Drawing region rate add non-zero: 0164, 0100 of 017b, 010f