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Game title |
Version |
Latest Report |
Message |
Manhunt 2 |
v1.17.1-760-gf0e3fd277 |
2024-07-28 |
Unknown GetPointer 000001d8 PC 08aaaedc LR 08a740e0 |
Manhunt 2 |
v1.17.1 |
2024-05-30 |
Branch in Jump delay slot at 089abcc8 in block starting at 089abcb4 |
Manhunt 2 |
v1.10.3 |
2024-04-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=2, text=2 |
Manhunt 2 |
v1.10.3 |
2024-04-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=1, text=1 |
Manhunt 2 |
v1.10.3 |
2024-04-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5f0, pos=0, access=1, data=1, text=1 |
Manhunt 2 |
v1.10.3 |
2024-04-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5f0, pos=0, access=1, data=2, text=2 |
Manhunt 2 |
v1.10.3 |
2024-03-24 |
Branch in RSRTComp delay slot at 0887a41c in block starting at 0887a418 |
Manhunt 2 |
v1.16.6 |
2023-12-03 |
Unknown GetPointer 000001d8 PC 08a740cc LR 08a740e0 |
Manhunt 2 |
v1.17.1 |
2024-08-29 |
Can't draw: No current render step. Step count: 0 |
Manhunt 2 |
v1.16.4 |
2023-10-16 |
MIPSCompileOp: Invalid instruction 028abe81 |
Manhunt 2 |
v1.16.4 |
2023-10-16 |
MIPSCompileOp: Invalid instruction 00200968 |
Manhunt 2 |
v1.16.4 |
2023-10-16 |
MIPSCompileOp: Invalid instruction 0000bf01 |
Manhunt 2 |
v1.16.4 |
2023-10-16 |
MIPSCompileOp: Invalid instruction 47ae0000 |
Manhunt 2 |
v1.15.3 |
2023-09-03 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r6p0-01rel0 [Revision 96995].
01f64440:00020b29 HWX C T N LM UVEnv Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:6 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f64440:00020b29 HWX C T N LM UVEnv Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:6 Cull
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 vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp 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);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = color0.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
lightSum0 = clamp(lightSum0, 0.0, 1.0);
v_color0 = lightSum0;
v_color1 = splat3(0.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal))) * 0.5, 1.0);
if (u_fogcoef.x <= -65535.0 && u_fogcoef.y <= -65535.0) {
v_fogdepth = 1. |
Manhunt 2 |
v1.15.4 |
2023-08-31 |
Unknown GetPointer 536e2e10 PC 0890f020 LR 0890eff4 |
Manhunt 2 |
v1.15.4 |
2023-08-23 |
WriteToHardware: Invalid address 3f0000b2 near PC 08a849c8 LR 08a84a30 |
Manhunt 2 |
v1.15.4 |
2023-07-22 |
Rendering to framebuffer offset at 04162000 +384x0 (stride 512) |
Manhunt 2 |
v1.6.3-432-gfd6c3145d |
2023-07-05 |
Error in shader program link: info: (unknown reason)
fs: 00000000:00000022 Tex TexAlpha TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
fragColor0 = v;
}
vs: 00000000:00000b18 HWX C T N Tex
#version 300 es
precision highp float;
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 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 = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
Manhunt 2 |
v1.6.3-432-gfd6c3145d |
2023-07-05 |
Error in shader program link: info: (unknown reason)
fs: 00010000:0000d822 Tex TexAlpha LM 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 vec3 v_color1;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
fragColor0 = v;
}
vs: 01f14440:00000b19 HWX C T N LM Tex Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1
#version 300 es
precision highp float;
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 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 vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
Manhunt 2 |
v1.6.3-432-gfd6c3145d |
2023-07-05 |
Error in shader program link: info: (unknown reason)
fs: 00000000:00000822 Tex TexAlpha LM TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in vec3 v_color1;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
fragColor0 = v;
}
vs: 01f14440:00000b19 HWX C T N LM Tex Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1
#version 300 es
precision highp float;
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 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 vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
Manhunt 2 |
v1.9.0 |
2023-06-05 |
Unknown syscall in known module 'sceNpService': 0xc76f55ed |
Manhunt 2 |
v1.9.0 |
2023-06-05 |
Unknown syscall in known module 'sceNpService': 0xa670d3a3 |
Manhunt 2 |
v1.9.0 |
2023-06-05 |
Unknown syscall in known module 'sceNpService': 0x5494274b |
Manhunt 2 |
v1.9.0 |
2023-06-05 |
Unknown syscall in known module 'sceNpService': 0x4b4e4e71 |
Manhunt 2 |
v1.9.0 |
2023-06-05 |
Unknown syscall in known module 'sceNpService': 0x250488f9 |
Manhunt 2 |
v1.9.0 |
2023-06-05 |
Unknown syscall in known module 'sceNpAuth': 0xf4531adc |
Manhunt 2 |
v1.15.4 |
2023-06-01 |
Unknown GetPointer 0b120218 PC 0890efdc LR 0890eff4 |
Manhunt 2 |
v1.15.4 |
2023-06-01 |
Unknown GetPointer 0b120218 PC 0890efb0 LR 0890eff4 |
Manhunt 2 |
v1.15.4 |
2023-05-31 |
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].
01f14404:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f14404:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp 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);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
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 || projPo |
Manhunt 2 |
v1.10.2 |
2023-05-23 |
Unknown GetPointer 00000000 PC 08816130 LR 08816144 |
Manhunt 2 |
v1.10.2 |
2023-05-23 |
Savedata version requested on save: 3 |
Manhunt 2 |
v1.15.3 |
2023-05-13 |
Unexpected mpeg first timestamp: fffffffffff / 17592186044415 |
Manhunt 2 |
v1.15.3 |
2023-05-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=2, text=2 |
Manhunt 2 |
v1.15.3 |
2023-05-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=1, text=1 |
Manhunt 2 |
v1.14.4 |
2023-05-03 |
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 r7p0-00rel1 [Revision 96995].
01f64440:00020b39 HWX C T N LM Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:6 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f64440:00020b39 HWX C T N LM Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:6 Cull
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 vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp 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);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = color0.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal))) * 0.5, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
|
Manhunt 2 |
v1.14.4 |
2023-05-02 |
WriteToHardware: Invalid address 454451d3 near PC 08000000 LR 08000000 |
Manhunt 2 |
v1.9.3-80-g73bf6098e |
2023-03-27 |
__KernelStopThread: thread 304 does not exist |
Manhunt 2 |
v1.10.2 |
2023-02-23 |
sceKernelLoadModule: unsupported options size=00000014, flags=08cd1630, pos=0, access=1, data=2, text=2 |
Manhunt 2 |
v1.13.2-1944-g3e481634a |
2024-05-03 |
Failed to read valid video stream data from header |
Manhunt 2 |
v1.6.3-312-g31646d6c8 |
2023-02-09 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:00200802 Tex LM Fog TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01110000:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 MatUp:1
#version 300 es
precision highp float;
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 vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out highp vec3 v_texcoord;
out highp float v_fogdepth;
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 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
Manhunt 2 |
v1.6.3-312-g31646d6c8 |
2023-02-09 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:0020d802 Tex LM Fog 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 vec3 v_color1;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01110000:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 MatUp:1
#version 300 es
precision highp float;
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 vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out highp vec3 v_texcoord;
out highp float v_fogdepth;
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 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
Manhunt 2 |
v1.6.3-312-g31646d6c8 |
2023-02-09 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:0020d822 Tex TexAlpha LM Fog 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 vec3 v_color1;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01110000:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 MatUp:1
#version 300 es
precision highp float;
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 vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out highp vec3 v_texcoord;
out highp float v_fogdepth;
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 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
Manhunt 2 |
v1.6.3-312-g31646d6c8 |
2023-02-09 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:00200802 Tex LM Fog TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01160000:00020b1d HWX C T N LM Fog Tex UVEnv Light: 0: c:0 t:0 MatUp:6
#version 300 es
precision highp float;
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 vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out highp vec3 v_texcoord;
out highp float v_fogdepth;
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 * 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 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos0), worldnormal), 1.0 + dot(normalize(u_lightpos0), worldnormal)) * 0.5, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
Manhunt 2 |
v1.14.4 |
2023-02-09 |
Unexpected mpeg first timestamp: f14dc230de / 1036391690462 |
Manhunt 2 |
v1.14.2 |
2023-01-13 |
UI scissor out of bounds in GamePauseScreen: 860,26-400,694 / 720,1280 |
Manhunt 2 |
v1.14.2 |
2023-01-13 |
UI scissor out of bounds in GamePauseScreen: 0,26-847,694 / 720,1280 |
Manhunt 2 |
v1.14.2 |
2023-01-11 |
UI scissor out of bounds in GameSettingsScreen: 0,193-408,2847 / 816,1632 |
Manhunt 2 |
v1.14.2 |
2023-01-11 |
UI scissor out of bounds in GameSettingsScreen: 634,0-2600,408 / 1632,816 |
Manhunt 2 |
v1.17.1 |
2024-08-15 |
Rendering to framebuffer offset at 04000000 +128x0 (stride 512) |
Manhunt 2 |
v1.13.2 |
2022-12-04 |
MIPSCompileOp: Invalid instruction 01000ffe |
Manhunt 2 |
v1.13.2 |
2022-11-16 |
Unknown GetPointer 00000000 PC 08c16348 LR 08c16364 |
Manhunt 2 |
v1.13.1-438-g15f51c306 |
2022-10-06 |
Error in shader compilation: info: ERROR: 0:27: '=' : Syntax error: syntax error
ERROR: 1 compilation errors. No code generated.
00102a82:000000ce Tex Depal TClamp ReplaceBlend_2A:10_B:10_Eq:0 TFuncRepl
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Driver: Adreno (TM) 610 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
precision highp int;
uniform sampler2D tex;
uniform vec3 u_blendFixA;
uniform vec3 u_blendFixB;
uniform vec4 u_texclamp;
uniform sampler2D pal;
uniform uint u_depal_mask_shift_off_fmt;
in lowp vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec2 fixedcoord = vec2(mod(v_texcoord.x, u_texclamp.x), mod(v_texcoord.y, u_texclamp.y));
vec2 uv = fixedcoord.xy;
vec2 uv_round;
vec4 t = texture(tex, fixedcoord.xy);
uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU;
uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U;
float index0 = t.r;
float mul = 32.0 / 256.0;
if (depalFmt == 0) {
if (depalShift == 5) { index0 = t.g; mul = 64.0 / 256.0; }
else if (depalShift == 11) { index0 = t.b; }
} else {
if (depalShift == 5) { index0 = t.g; }
else if (depalShift == 10) { index0 = t.b; }
}
t = texture(pal, vec2(index0 * mul, 0.0));
vec4 p = v_color0;
vec4 v = vec4(t.rgb, p.a);
v.rgb = v.rgb * u_blendFixA;
fragColor0 = v;
}
|
Manhunt 2 |
v1.17.1 |
2024-02-17 |
Unexpected mpeg first timestamp: 2202020202 / 146062574082 |
Manhunt 2 |
v1.5.4 |
2022-05-24 |
Rendering to framebuffer offset: 00000000 +128x0 |
Manhunt 2 |
v1.10.3 |
2022-04-23 |
Failed to allocate memory for ELF! |
Manhunt 2 |
v1.10.3 |
2022-04-23 |
sceKernelCreateThread(name=PGE File): unsupported attributes 00000006 |
Manhunt 2 |
v1.10.3 |
2022-04-23 |
sceKernelCreateThread(name=PGE Wav): unsupported attributes 00000006 |
Manhunt 2 |
v1.11.3 |
2022-04-25 |
sceKernelCreateThread(name=MAN2STRA): unsupported attributes 00001007 |
Manhunt 2 |
v1.10.3 |
2022-04-14 |
80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header |
Manhunt 2 |
v1.10.3 |
2022-04-14 |
sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid) |
Manhunt 2 |
v1.10.3 |
2022-02-15 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 1431655765 |
Manhunt 2 |
v1.10.3 |
2022-02-15 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146805524 |
Manhunt 2 |
v1.10.3 |
2022-02-15 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2 |
Manhunt 2 |
v1.10.3 |
2022-02-15 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=1 |
Manhunt 2 |
v1.9.0 |
2021-11-22 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
Manhunt 2 |
v1.9.0 |
2021-11-22 |
Render to texture using CLUT with different strides 512 != 64 |
Manhunt 2 |
v1.11.3 |
2021-11-04 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167768800 |
Manhunt 2 |
v1.9.4 |
2021-10-27 |
WriteToHardware: Invalid address 3f0000b2 near PC 08a4ce58 LR 08a51758 |
Manhunt 2 |
v1.14.4 |
2023-11-02 |
Unknown GetPointer 00000000 PC 00000000 LR 089e5ccc |
Manhunt 2 |
v1.10.3 |
2023-05-23 |
Savedata version requested: 3 |
Manhunt 2 |
v1.11.3 |
2021-08-06 |
WriteToHardware: Invalid address 00000008 near PC 088d9b98 LR 088d9b98 |
Manhunt 2 |
v1.11.3 |
2021-08-06 |
ReadFromHardware: Invalid address 00000020 near PC 089d8098 LR 089d8098 |
Manhunt 2 |
v1.11.3 |
2021-08-06 |
ReadFromHardware: Invalid address 00000013 near PC 08a3f1b0 LR 08a99084 |
Manhunt 2 |
v1.11.3 |
2021-08-06 |
ReadFromHardware: Invalid address 00000099 near PC 089060dc LR 088fdb88 |
Manhunt 2 |
v1.11.3 |
2021-08-02 |
ReadFromHardware: Invalid address 00000000 near PC 08a7e954 LR 08a7f0bc |
Manhunt 2 |
v1.11.3 |
2021-05-13 |
Unknown GetPointer 00000000 PC 08a8006c LR 08a8006c |
Manhunt 2 |
v1.9.0 |
2021-04-24 |
Render to texture with different strides 1024 != 512 |
Manhunt 2 |
v1.14.4 |
2023-04-05 |
BREAK instruction hit |
Manhunt 2 |
v1.11.3 |
2021-03-19 |
ReadFromHardware: Invalid address 9b088c67 near PC 9b088c67 LR 9b088c67 |
Manhunt 2 |
v1.11.3 |
2021-03-19 |
ReadFromHardware: Invalid address a659c307 near PC a659c307 LR a659c307 |
Manhunt 2 |
v1.13.2 |
2023-10-29 |
Rendering to framebuffer offset: 04000000 +128x0 |
Manhunt 2 |
v1.10.2 |
2021-02-19 |
RET: Stack empty! |
Manhunt 2 |
v1.10.3 |
2021-02-13 |
80630006=sceAtracSetHalfwayBufferAndGetID(08dda440, 00000800, 00040000): invalid RIFF header |
Manhunt 2 |
v1.10.3 |
2021-01-27 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2 |
Manhunt 2 |
v1.10.3 |
2021-01-23 |
Video out requested, not supported: mode=0 size=0,0 |
Manhunt 2 |
v1.10.3 |
2021-01-23 |
sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006 |
Manhunt 2 |
v1.10.3 |
2021-01-23 |
Ignoring func export scePsmf/0c120e1d, already implemented in HLE. |
Manhunt 2 |
v1.10.3 |
2021-01-23 |
Ignoring func export scePsmf/68d42328, already implemented in HLE. |
Manhunt 2 |
v1.10.3 |
2021-01-23 |
Ignoring func export scePsmf/9553cc91, already implemented in HLE. |
Manhunt 2 |
v1.10.3 |
2021-01-23 |
Ignoring func export scePsmf/5b70fcc1, already implemented in HLE. |
Manhunt 2 |
v1.10.3 |
2021-01-23 |
Ignoring func export scePsmf/5f457515, already implemented in HLE. |
Manhunt 2 |
v1.10.3 |
2021-01-23 |
Ignoring func export scePsmf/7c0e7ac3, already implemented in HLE. |
Manhunt 2 |
v1.10.3 |
2021-01-23 |
Ignoring func export scePsmf/4e624a34, already implemented in HLE. |
Manhunt 2 |
v1.10.3 |
2021-01-23 |
Ignoring func export scePsmf/971a3a90, already implemented in HLE. |
Manhunt 2 |
v1.10.3 |
2021-01-23 |
Ignoring func export scePsmf/a83f7113, already implemented in HLE. |
Manhunt 2 |
v1.10.3 |
2021-01-23 |
Ignoring func export scePsmf/0ba514e5, already implemented in HLE. |
Manhunt 2 |
v1.10.3 |
2021-01-23 |
Ignoring func export scePsmf/7491c438, already implemented in HLE. |
Manhunt 2 |
v1.10.3 |
2021-01-23 |
Ignoring func export scePsmf/eaed89cd, already implemented in HLE. |
Manhunt 2 |
v1.10.3 |
2021-01-23 |
Ignoring func export scePsmf/bd8ae0d8, already implemented in HLE. |
Manhunt 2 |
v1.10.3 |
2021-01-23 |
Ignoring func export scePsmf/76d3aeba, already implemented in HLE. |