Recent logs - Medal of Honor Heroes™ 2

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Game title Version Latest Report Message
Medal of Honor Heroes™ 2 v1.10.3 2020-09-21 sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=2, text=2
Medal of Honor Heroes™ 2 v1.10.3 2020-08-21 Video out requested, not supported: mode=0 size=0,0
Medal of Honor Heroes™ 2 v1.10.3 2020-08-21 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Medal of Honor Heroes™ 2 v1.10.3 2020-08-21 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=1, text=1
Medal of Honor Heroes™ 2 v1.10.3-473-gbf18817fe 2020-08-30 Texturing from framebuffer with incompatible format 8888 != 565 at 04000000
Medal of Honor Heroes™ 2 v1.10.3 2020-08-06 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2
Medal of Honor Heroes™ 2 v1.10.3 2020-08-06 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1
Medal of Honor Heroes™ 2 v1.10.3-288-g1fecc3042 2020-08-03 ReadFromHardware: Invalid address c484c52c near PC c484c52c LR 08ba6afc
Medal of Honor Heroes™ 2 v1.10.3 2020-07-26 Unknown syscall in known module 'sceNpService': 0xbe22eea3
Medal of Honor Heroes™ 2 v1.10.3 2020-07-26 Unknown syscall in known module 'sceNpService': 0x788f2b5e
Medal of Honor Heroes™ 2 v1.9.3 2020-07-25 WriteToHardware: Invalid address 00000000 near PC 08940f14 LR 08940f14
Medal of Honor Heroes™ 2 v1.9.3 2020-07-25 80630006=sceAtracSetDataAndGetID(09b97600, 00004000): invalid RIFF header
Medal of Honor Heroes™ 2 v1.9.3 2020-07-25 WriteToHardware: Invalid address 0000003b near PC 08856f88 LR 088570d0
Medal of Honor Heroes™ 2 v1.10.2 2020-07-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=2
Medal of Honor Heroes™ 2 v1.10.2 2020-07-16 Unknown syscall in known module 'sceNpService': 0x78802d5f
Medal of Honor Heroes™ 2 v1.9.4 2020-07-06 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r5p0-01rel0 [Revision 96995]. 01f30444:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; 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; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); 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; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Medal of Honor Heroes™ 2 v1.9.4 2020-08-03 Unknown GetPointer 00000006 PC 08c9cc54 LR 08ca15f0
Medal of Honor Heroes™ 2 v1.4.1 2020-05-02 fbo_blit_color failed in blit (000cc000 -> 000cc000)
Medal of Honor Heroes™ 2 v1.9.3 2020-08-20 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 r4p0-00rel0 [Revision 96995]. 01f30444:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; 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; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); 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; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Medal of Honor Heroes™ 2 v1.9.4 2020-05-02 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]. 01f30444:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; 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; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); 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; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Medal of Honor Heroes™ 2 v1.9.4 2020-06-17 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 r8p0-00dev0 [Revision 96995]. 01f30444:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; 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; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); 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; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Medal of Honor Heroes™ 2 v1.9.4 2020-05-26 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 r6p2-01rel0 [Revision 96995]. 01f30444:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; 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; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); 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; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Medal of Honor Heroes™ 2 v1.9.3-64-g0b17dd04e 2019-10-21 __KernelStopThread: thread 350 does not exist
Medal of Honor Heroes™ 2 v1.9.3-64-g0b17dd04e 2019-10-21 __KernelStopThread: thread 286 does not exist
Medal of Honor Heroes™ 2 v1.9.4 2020-09-18 Unknown GetPointer 00000000 PC 08b3a0cc LR 08000020
Medal of Honor Heroes™ 2 v1.9.4 2020-08-11 Unknown GetPointer 00000000 PC 08a174a8 LR 08000030
Medal of Honor Heroes™ 2 v1.8.0 2019-06-05 Failed decrypting the PRX (ret = -1, size = 7570141, psp_size = 7570480)!
Medal of Honor Heroes™ 2 v1.6.3 2018-11-01 ReadFromHardware: Invalid address 00000008 near PC 08ae2c74 LR 08aefa6c
Medal of Honor Heroes™ 2 v1.6.3 2018-11-01 ReadFromHardware: Invalid address 00000000 near PC 08ae2c74 LR 08aefa6c
Medal of Honor Heroes™ 2 v1.6.3 2018-11-01 WriteToHardware: Invalid address 00000000 near PC 08ae2c74 LR 08aefa6c
Medal of Honor Heroes™ 2 v1.9.4 2020-06-19 Unexpected mpeg first timestamp: 0 / 0
Medal of Honor Heroes™ 2 v1.6.3 2018-08-19 Unknown GetPointer 00000008 PC 08c9cc54 LR 08ca15f0
Medal of Honor Heroes™ 2 v1.5.4 2018-01-28 MIPSCompileOp: Invalid instruction 00002114
Medal of Honor Heroes™ 2 v1.5.4 2018-01-28 MIPSCompileOp: Invalid instruction 00001ea8
Medal of Honor Heroes™ 2 v1.5.4 2018-01-28 MIPSCompileOp: Invalid instruction 00004254
Medal of Honor Heroes™ 2 v1.5.4 2018-01-28 MIPSCompileOp: Invalid instruction 00001c94
Medal of Honor Heroes™ 2 v1.5.4 2018-01-28 MIPSCompileOp: Invalid instruction 00001aa8
Medal of Honor Heroes™ 2 v1.5.4 2018-01-28 MIPSCompileOp: Invalid instruction 000041e8
Medal of Honor Heroes™ 2 v1.5.4 2018-01-28 MIPSCompileOp: Invalid instruction 000042bc
Medal of Honor Heroes™ 2 v1.5.4 2018-01-28 MIPSCompileOp: Invalid instruction 000042f8
Medal of Honor Heroes™ 2 v1.5.4 2018-02-13 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08840b5c
Medal of Honor Heroes™ 2 v1.9.4 2020-06-10 Reader: Unsupported W0 Format 0
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb3190
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb6a20
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a7f80
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb7cd0
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb7b80
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a8780
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a8380
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a8580
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a7480
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb3850
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a7680
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 030fda20
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a7a80
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb3bb0
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb5360
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Branch in RSZeroComp delay slot at 08e28530 in block starting at 08e284a8
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb34f0
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb4ca0
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a7580
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb4930
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a7600
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a7b80
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a7980
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a7c80
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a7b00
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a8800
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a8700
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb9290
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb95d0
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb8f20
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb8bb0
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb84f0
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a8600
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a8a80
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb9ef0
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb9bf0
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a8680
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb83a0
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a8a00
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb8850
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a8880
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a7e00
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb98e0
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a8180
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a8900
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb79c0
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a8280
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a8200
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb77d0
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb6820
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a8080
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a8480
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb7ea0
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb6fe0
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a8400
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb73e0
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 05fb6e00
Medal of Honor Heroes™ 2 v1.2.1 2016-04-26 Jump to invalid address: 079a7500