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Game title |
Version |
Latest Report |
Message |
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 |
v1.16.1 |
2023-09-21 |
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 |
Medal of Honor Heroes™ 2 |
v1.9.0 |
2022-11-23 |
MIPSCompileOp: Invalid instruction eeb20018 |
Medal of Honor Heroes™ 2 |
v1.9.0 |
2022-11-23 |
WriteToHardware: Invalid address 0a2c6b84 near PC 08b3a2bc LR 08b3a118 |
Medal of Honor Heroes™ 2 |
v1.9.0 |
2022-11-23 |
ReadFromHardware: Invalid address 0a2c6b84 near PC 08b3a2bc LR 08b3a118 |
Medal of Honor Heroes™ 2 |
v1.13.2 |
2022-11-07 |
sceKernelLoadModule: unsupported options size=00000014, flags=0881f1b8, pos=0, access=1, data=2, text=2 |
Medal of Honor Heroes™ 2 |
v1.13.2 |
2022-11-07 |
sceKernelLoadModule: unsupported options size=00000014, flags=0881f1b8, pos=0, access=1, data=1, text=1 |
Medal of Honor Heroes™ 2 |
v1.13.2 |
2022-10-06 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 1431655765 |
Medal of Honor Heroes™ 2 |
v1.13.2 |
2022-10-06 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147649040 |
Medal of Honor Heroes™ 2 |
v1.13.2 |
2022-10-06 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146303628 |
Medal of Honor Heroes™ 2 |
v1.13.2 |
2022-10-06 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 464 |
Medal of Honor Heroes™ 2 |
v1.13.2 |
2022-10-06 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 408 |
Medal of Honor Heroes™ 2 |
v1.9.4 |
2023-10-20 |
Savedata version requested: 3 |
Medal of Honor Heroes™ 2 |
v1.13.2 |
2022-09-26 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=0880defc, pos=0, access=1, data=2, text=2 |
Medal of Honor Heroes™ 2 |
v1.13.1 |
2022-08-27 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1 |
Medal of Honor Heroes™ 2 |
v1.9.0 |
2022-08-25 |
WriteToHardware: Invalid address 0a2c6b84 near PC 08b3a118 LR 08b3a118 |
Medal of Honor Heroes™ 2 |
v1.9.0 |
2022-08-25 |
ReadFromHardware: Invalid address 0a2c6b84 near PC 08b3a118 LR 08b3a118 |
Medal of Honor Heroes™ 2 |
v1.9.0 |
2022-08-25 |
WriteToHardware: Invalid address 0a2c6b84 near PC 08a26754 LR 08a26754 |
Medal of Honor Heroes™ 2 |
v1.9.0 |
2022-08-25 |
ReadFromHardware: Invalid address 0a2c6b84 near PC 08a26754 LR 08a26754 |
Medal of Honor Heroes™ 2 |
v1.13.1 |
2022-08-24 |
80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data |
Medal of Honor Heroes™ 2 |
v1.13.2 |
2022-10-06 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=1 |
Medal of Honor Heroes™ 2 |
v1.13.2 |
2022-10-06 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2 |
Medal of Honor Heroes™ 2 |
v1.12.3 |
2022-07-07 |
GE Interrupt: newState might be 1 |
Medal of Honor Heroes™ 2 |
v1.12.3 |
2022-07-07 |
GE Interrupt: newState might be 0 |