Recent logs - Medal of Honor Heroes™ 2

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Medal of Honor Heroes™ 2 v1.17.1 2024-03-14 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]. 01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 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)) // 01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 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 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { 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 = color0.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 - 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.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; 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)) {
Medal of Honor Heroes™ 2 v1.11.3 2024-02-18 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=1, text=1
Medal of Honor Heroes™ 2 v1.13.1-547-g9f4a84945 2024-01-14 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565): [DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false] [DEPTH seq:48 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false] [COLOR seq:88 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:91 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
Medal of Honor Heroes™ 2 v1.13.1-547-g9f4a84945 2023-12-28 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565): [DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false] [DEPTH seq:37 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false] [COLOR seq:66 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:69 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
Medal of Honor Heroes™ 2 v1.13.1-547-g9f4a84945 2023-12-28 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565): [DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false] [DEPTH seq:261 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false] [COLOR seq:277 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:280 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
Medal of Honor Heroes™ 2 v1.13.1-547-g9f4a84945 2023-12-28 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565): [DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false] [DEPTH seq:54 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false] [COLOR seq:70 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:73 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
Medal of Honor Heroes™ 2 v1.13.1-547-g9f4a84945 2023-12-25 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565): [DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false] [DEPTH seq:57 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false] [COLOR seq:106 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:109 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
Medal of Honor Heroes™ 2 v1.13.1-547-g9f4a84945 2023-12-24 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565): [DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false] [DEPTH seq:105 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false] [COLOR seq:230 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:233 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
Medal of Honor Heroes™ 2 v1.13.1-547-g9f4a84945 2023-12-24 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565): [DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false] [DEPTH seq:153 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false] [COLOR seq:220 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:223 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
Medal of Honor Heroes™ 2 v1.13.1-547-g9f4a84945 2023-12-23 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565): [DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false] [DEPTH seq:161 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false] [COLOR seq:228 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:231 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
Medal of Honor Heroes™ 2 v1.13.1-547-g9f4a84945 2023-12-23 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565): [DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false] [DEPTH seq:39 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false] [COLOR seq:186 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:189 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
Medal of Honor Heroes™ 2 v1.13.1-547-g9f4a84945 2023-12-23 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565): [DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false] [DEPTH seq:203 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false] [COLOR seq:350 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:353 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
Medal of Honor Heroes™ 2 v1.13.1-547-g9f4a84945 2023-12-23 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565): [DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false] [DEPTH seq:21173 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false] [COLOR seq:21227 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:21230 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
Medal of Honor Heroes™ 2 v1.13.1-547-g9f4a84945 2023-12-23 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565): [DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false] [DEPTH seq:74 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false] [COLOR seq:128 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:131 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
Medal of Honor Heroes™ 2 v1.13.1-547-g9f4a84945 2023-12-22 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565): [DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false] [DEPTH seq:152 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false] [COLOR seq:206 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:209 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
Medal of Honor Heroes™ 2 v1.13.1-547-g9f4a84945 2023-12-22 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565): [DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false] [DEPTH seq:8793 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false] [COLOR seq:8847 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:8850 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
Medal of Honor Heroes™ 2 v1.13.1-547-g9f4a84945 2023-12-22 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565): [DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false] [DEPTH seq:110 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false] [COLOR seq:123 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:126 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
Medal of Honor Heroes™ 2 v1.13.1-547-g9f4a84945 2023-12-22 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565): [DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false] [DEPTH seq:56 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false] [COLOR seq:92 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:95 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
Medal of Honor Heroes™ 2 v1.13.1-547-g9f4a84945 2023-12-22 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565): [DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false] [DEPTH seq:185 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false] [COLOR seq:223 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:226 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
Medal of Honor Heroes™ 2 v1.13.1-547-g9f4a84945 2023-12-22 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565): [DEPTH seq:0 C:04000000/512(565) Z:040cc000/512 X:0 Y:0 reint: false] [DEPTH seq:6357 C:04044000/512(8888) Z:040cc000/512 X:0 Y:0 reint: false] [COLOR seq:6391 C:040cc000/64(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:6394 C:040ce000/64(565) Z:040cc000/512 X:0 Y:0 reint: false]
Medal of Honor Heroes™ 2 v1.17.1 2024-03-05 Can't draw: No current render step. Step count: 0
Medal of Honor Heroes™ 2 v1.16.6 2023-12-27 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]. 01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 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)) // 01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 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 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { 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 = color0.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 - 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.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; 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)) {
Medal of Honor Heroes™ 2 v1.12.3 2023-11-20 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
Medal of Honor Heroes™ 2 v1.12.3 2023-11-20 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
Medal of Honor Heroes™ 2 v1.16.6 2023-11-19 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r9p0-01rel0 [Revision 96995]. 01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 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)) // 01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 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 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { 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 = color0.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 - 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.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; 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)) {
Medal of Honor Heroes™ 2 v1.9.4 2023-09-27 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 r10p0-00dev0 [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 v1.17.1 2024-03-08 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 r10p0-00dev0 [Revision 96995]. 01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 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)) // 01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 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 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { 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 = color0.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 - 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.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; 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)) {
Medal of Honor Heroes™ 2 v1.16.1 2023-09-16 ReadFromHardware: Invalid address 00192744 near PC 08a24414 LR 08a2445c
Medal of Honor Heroes™ 2 v1.16.1 2023-09-16 WriteToHardware: Invalid address 00192754 near PC 08a2445c LR 08a24478
Medal of Honor Heroes™ 2 v1.12.3 2023-08-15 UNIMPL sceKernelSelfStopUnloadModule(00000001, 00000000, 00000000): game may have crashed
Medal of Honor Heroes™ 2 v1.12.3 2023-08-13 sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=1, text=1
Medal of Honor Heroes™ 2 v1.12.3 2023-08-13 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5f0, pos=0, access=1, data=1, text=1
Medal of Honor Heroes™ 2 v1.15.4 2023-07-21 Error in shader compilation: info: ERROR: 0:48: 'gl_ClipDistance' : undeclared identifier ERROR: 0:48: 'expression' : left of '[' is not of type array, matrix, or vector ERROR: 0:48: 'assign' : l-value required (can't modify a const) 00000000:00000928 HWX C T Cull #version 320 es #extension GL_EXT_clip_cull_distance : enable // Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000928 HWX C T Cull in vec3 position; 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; 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(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; v_color0 = color0; 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; }
Medal of Honor Heroes™ 2 v1.9.4 2023-08-14 ReadFromHardware: Invalid address 00192744 near PC 08a24dc0 LR 08a2445c
Medal of Honor Heroes™ 2 v1.9.4 2023-08-14 WriteToHardware: Invalid address 00192754 near PC 08a24f4c LR 08a24478
Medal of Honor Heroes™ 2 v1.10-6-g8ac4efd3c 2023-07-10 sceKernelLoadModule: unsupported options size=00000014, flags=089e9048, pos=0, access=1, data=2, text=2
Medal of Honor Heroes™ 2 v1.10-6-g8ac4efd3c 2023-07-10 sceKernelLoadModule: unsupported options size=00000014, flags=089e9048, pos=0, access=1, data=1, text=1
Medal of Honor Heroes™ 2 v1.11.3 2023-07-09 Texture cache ran out of GPU memory; switching to low memory mode
Medal of Honor Heroes™ 2 v1.15.4 2023-06-24 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08874e10
Medal of Honor Heroes™ 2 v1.15.4 2023-06-01 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]. 01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 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)) // 01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 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 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { 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 = color0.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 - 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.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; 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)) {
Medal of Honor Heroes™ 2 v1.14.3 2023-04-07 UI scissor out of bounds in MainScreen: 0,624-720,816 / 1440,720
Medal of Honor Heroes™ 2 v1.14.3 2023-04-07 UI scissor out of bounds in MainScreen: 0,710-720,730 / 1440,720
Medal of Honor Heroes™ 2 v1.14.3 2023-04-07 UI scissor out of bounds in MainScreen: 417,728-192,107 / 1440,720
Medal of Honor Heroes™ 2 v1.12.3 2023-03-13 FBO created from existing depthbuffer as color, 040cc000/00000000 and 04088000/040cc000
Medal of Honor Heroes™ 2 v1.12.3 2023-03-13 FBO created from existing depthbuffer as color, 040cc000/00000000 and 04000000/040cc000
Medal of Honor Heroes™ 2 v1.14.1 2023-02-24 UI scissor out of bounds in MainScreen: 0,0-1198,721 / 1560,720
Medal of Honor Heroes™ 2 v1.14.1 2023-02-24 UI scissor out of bounds in GameSettingsScreen: 238,0-1311,721 / 1560,720
Medal of Honor Heroes™ 2 v1.14.4 2023-02-23 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]. 01f30444:00000b38 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 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)) // 01f30444:00000b38 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 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 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { 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 = color0.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 - 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.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; 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)) {
Medal of Honor Heroes™ 2 v1.14 2023-02-22 UI scissor out of bounds in SavedataScreen: 1615,580-0,14 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-22 UI scissor out of bounds in SavedataScreen: 1615,463-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-22 UI scissor out of bounds in SavedataScreen: 1615,346-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-22 UI scissor out of bounds in SavedataScreen: 1615,229-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-22 UI scissor out of bounds in SavedataScreen: 1615,112-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-21 UI scissor out of bounds in SavedataScreen: 1784,580-0,14 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-21 UI scissor out of bounds in SavedataScreen: 1784,463-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-21 UI scissor out of bounds in SavedataScreen: 1784,346-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-21 UI scissor out of bounds in SavedataScreen: 1784,229-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-21 UI scissor out of bounds in SavedataScreen: 1784,112-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-21 UI scissor out of bounds in SavedataScreen: 1734,580-0,14 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-21 UI scissor out of bounds in SavedataScreen: 1734,463-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-21 UI scissor out of bounds in SavedataScreen: 1734,346-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-21 UI scissor out of bounds in SavedataScreen: 1734,229-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-21 UI scissor out of bounds in SavedataScreen: 1734,112-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-21 UI scissor out of bounds in SavedataScreen: 1599,580-0,14 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-21 UI scissor out of bounds in SavedataScreen: 1599,463-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-21 UI scissor out of bounds in SavedataScreen: 1599,346-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-21 UI scissor out of bounds in SavedataScreen: 1599,229-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-21 UI scissor out of bounds in SavedataScreen: 1599,112-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14.1 2023-03-20 UI scissor out of bounds in GameSettingsScreen: 210,0-1060,800 / 960,544
Medal of Honor Heroes™ 2 v1.14 2023-02-06 UI scissor out of bounds in SavedataScreen: 1746,480-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-06 UI scissor out of bounds in SavedataScreen: 1746,363-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-06 UI scissor out of bounds in SavedataScreen: 1746,246-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-06 UI scissor out of bounds in SavedataScreen: 1746,129-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-06 UI scissor out of bounds in SavedataScreen: 1746,96-0,28 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-06 UI scissor out of bounds in SavedataScreen: 1622,480-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-06 UI scissor out of bounds in SavedataScreen: 1622,363-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-06 UI scissor out of bounds in SavedataScreen: 1622,246-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-06 UI scissor out of bounds in SavedataScreen: 1622,129-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-06 UI scissor out of bounds in SavedataScreen: 1622,96-0,28 / 1560,720
Medal of Honor Heroes™ 2 v1.9.3-80-g73bf6098e 2023-02-06 __KernelStopThread: thread 353 does not exist
Medal of Honor Heroes™ 2 v1.9.3-80-g73bf6098e 2023-02-06 __KernelStopThread: thread 301 does not exist
Medal of Honor Heroes™ 2 v1.14 2023-02-12 UI scissor out of bounds in SavedataScreen: 1726,580-0,14 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-12 UI scissor out of bounds in SavedataScreen: 1726,463-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-12 UI scissor out of bounds in SavedataScreen: 1726,346-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-12 UI scissor out of bounds in SavedataScreen: 1726,229-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-12 UI scissor out of bounds in SavedataScreen: 1726,112-0,111 / 1560,720
Medal of Honor Heroes™ 2 v1.14 2023-02-22 UI scissor out of bounds in SavedataScreen: 1785,580-0,14 / 1560,720
Medal of Honor Heroes™ 2 v1.10.3 2023-01-21 Error in shader program link: info: L0010 Uniform 'u_texelDelta' differ on precision fs: postshader #ifdef GL_ES precision mediump float; #endif //Note : Recommend to use PPSSPP v1.1.1-183-gb411fc0 or newer for full functionality, there were some bugs in earlier versions. //Note2 : Upscaling, smoothing and sharpening filters are not set to be mixed between each other since the results are pointless(they counter each other). // Only last one applies, so pick just one of them, mess around with it's settings and add other effects as needed. //====================================================================================================================================================================== //SMOOTHING FILTERS: //If you love smooth graphics ~ those are also great for downscaling - to do that, you need to use higher rendering res than your display res //================ #define FXAA 0 //ON:1/OFF:0 /default FXAA, orginal info below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ //SHARPENING FILTERS: //if you need very sharp image, add lots of aliasing //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 0 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ //UPSCALING FILTERS: //To use those, you have to set rendering res to smaller than window/display size(x1 for best results) and screen scaling filter to "nearest" //Starting from v1.1.1-28-g70e9979 you can also add Upscaling=True to ini file(check example) to do it automatically //================ #define xBR 1 //ON:1/OFF:0 /5xBR upscale, nice for 2D games especially those that might be buggy with higher rendering res, initially made by Hyllian - license below #define VariantB 0 //ON:1/OFF:0 /slightly less effect on fonts, dots and other small details //================ #define xHQ 0 //ON:1/OFF:0 same as 4xHQ in PPSSPP, but actually using output resolution #define scaleoffset 0.75 //Default: 0.75 /you can tweek it between 0.5 and 1.0, Note: to little = no effect, to high = ugliness //================ //OTHER FILTERS: //Most effects from here on can be fully mixed without loosing previous effects. Exceptions: Natural Colors, Advanced Cartoon //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define MIKU 0 //Hatsune<3 this is an optional bloom filter for all those pale anime faces which get white otherwise:P tested on Miku in white dress #define samples 3 //Default: 4 /higher = more glow, worse performance #define quality 0.22 //Default: 0.18 /lower = smaller glow, better quality #define Bpower 1.0 //Default: 1.0 /amount of bloom mixed //================ #define COLORED 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /strenght of the effect //================ #define NATURALC 0 //ON:1/OFF:0 /by popular demand, natular colors, note: this shader can't be fully mixed with smoothing/sharpening/upscaling effects #define ncpower 0.5 //Default:0.5 / higher = more natural color, check note line above //================ #define ACART
Medal of Honor Heroes™ 2 v1.10.3 2023-01-21 Error in shader compilation: info: 0:387: L0002: No matching function for call to 'mul' 0:391: L0001: Expected literal or '(', got 'else' postshader #ifdef GL_ES precision mediump float; #endif // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ #define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 4 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ #define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SL
Medal of Honor Heroes™ 2 v1.10.3 2023-01-21 Error in shader program link: info: L0010 Uniform 'u_texelDelta' differ on precision fs: postshader #ifdef GL_ES precision mediump float; #endif //Note : Recommend to use PPSSPP v1.1.1-183-gb411fc0 or newer for full functionality, there were some bugs in earlier versions. //Note2 : Upscaling, smoothing and sharpening filters are not set to be mixed between each other since the results are pointless(they counter each other). // Only last one applies, so pick just one of them, mess around with it's settings and add other effects as needed. //====================================================================================================================================================================== //SMOOTHING FILTERS: //If you love smooth graphics ~ those are also great for downscaling - to do that, you need to use higher rendering res than your display res //================ #define FXAA 0 //ON:1/OFF:0 /default FXAA, orginal info below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering #define Gsmoothing 1.0 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ #define Guest_AA4o 0 //ON:1/OFF:0 /alternative to FXAA /taken from http://forums.ppsspp.org/showthread.php?tid=6594&pid=124441#pid124441 #define scale 7.0 //Default: 7.0 / 4.0 -> smooth, 8.0 -> sharp (4.0 + filtro works well also as upscaling filter for 2D games) #define filtro 0 //ON:1/OFF:0 /less blurry with smoother settings, but also like 3 times heavier //================ //SHARPENING FILTERS: //if you need very sharp image, add lots of aliasing //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 9.9 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 3.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ //UPSCALING FILTERS: //To use those, you have to set rendering res to smaller than window/display size(x1 for best results) and screen scaling filter to "nearest" //Starting from v1.1.1-28-g70e9979 you can also add Upscaling=True to ini file(check example) to do it automatically //================ #define xBR 0 //ON:1/OFF:0 /5xBR upscale, nice for 2D games especially those that might be buggy with higher rendering res, initially made by Hyllian - license below #define VariantB 0 //ON:1/OFF:0 /slightly less effect on fonts, dots and other small details #define Variantx2 0 //ON:1/OFF:0 /2xBR aka more blurry version of 5xBR //================ #define xBRAccuracy 0 //ON:1/OFF:0 / Hyllian's xBR-lv2 Shader Accuracy (tweak by guest.r) ~ copy of the full license below #define CornerA 0 //ON:1/OFF:0 / A, B, C, D are just different variants of corner rounding #define CornerB 0 //ON:1/OFF:0 / activate only one #define CornerD 0 //ON:1/OFF:0 // CornerC //used as default if no other ones are defined //================ #define xHQ 0 //ON:1/OFF:0 same as 4xHQ in PPSSPP, but actually using output resolution #define scaleoffset 0.5 //Default: 1.0 /you can tweek it between 0.5 and 1.5, Note: to little = no effect, to high = ugliness //================ //DEBANDING FILTERS: //especially useful for upscaling filters like 5xBR as well as texture scaling like xBRZ, use only one //================ #define Deband 0 //ON:1/OFF:0 /Blurs #define DeTol 16.0 //Default: 16.0 /tolerance, too high will look glitchy //================ #define Frost 0 //O
Medal of Honor Heroes™ 2 v1.14.2 2023-01-20 UI scissor out of bounds in GameSettingsScreen: 228,0-806,544 / 967,544
Medal of Honor Heroes™ 2 v1.14 2023-01-09 UI scissor out of bounds in SavedataScreen: 1347,438-0,11 / 1178,544
Medal of Honor Heroes™ 2 v1.14 2023-01-09 UI scissor out of bounds in SavedataScreen: 1347,350-0,84 / 1178,544
Medal of Honor Heroes™ 2 v1.14 2023-01-09 UI scissor out of bounds in SavedataScreen: 1347,261-0,84 / 1178,544
Medal of Honor Heroes™ 2 v1.14 2023-01-09 UI scissor out of bounds in SavedataScreen: 1347,173-0,84 / 1178,544
Medal of Honor Heroes™ 2 v1.14 2023-01-09 UI scissor out of bounds in SavedataScreen: 1347,85-0,84 / 1178,544
Medal of Honor Heroes™ 2 v1.14 2023-01-08 UI scissor out of bounds in GameSettingsScreen: 373,0-1172,720 / 1452,720
Medal of Honor Heroes™ 2 v1.14 2023-01-07 UI scissor out of bounds in GameSettingsScreen: 302,0-951,544 / 1178,544
Medal of Honor Heroes™ 2 v1.13.2 2022-12-27 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
Medal of Honor Heroes™ 2 v1.13.2 2022-12-11 Unexpected mpeg first timestamp: 0 / 0