Recent logs - NARUTO: Ultimate Ninja Heroes 2

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
NARUTO: Ultimate Ninja Heroes 2 v1.8.0 2019-12-04 sceDmacMemcpy(dest=04000000, src=0953de80, size=475136): overlapping read
NARUTO: Ultimate Ninja Heroes 2 v1.8.0 2019-12-03 sceDmacMemcpy(dest=04088000, src=094b5e80, size=475136): overlapping read
NARUTO: Ultimate Ninja Heroes 2 v1.8.0 2019-12-03 MIPSCompileOp: Invalid instruction 00000101
NARUTO: Ultimate Ninja Heroes 2 v1.6.3-492-g9fddfff66 2019-11-27 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) discard; gl_FragColor = v; } vs: 01070000:00000b1c HWX C T N Fog Tex Light: MatUp:7 (failed) #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 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); mediump float ldot; 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 <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NARUTO: Ultimate Ninja Heroes 2 v1.9.4 2019-11-17 WriteToHardware: Invalid address 0000003c near PC 088308dc LR 088308dc
NARUTO: Ultimate Ninja Heroes 2 v1.9.4 2019-11-17 WriteToHardware: Invalid address 00000014 near PC 0884de88 LR 0884de88
NARUTO: Ultimate Ninja Heroes 2 v1.9.4 2019-11-17 ReadFromHardware: Invalid address 00000014 near PC 0884de88 LR 0884de88
NARUTO: Ultimate Ninja Heroes 2 v1.9.4 2019-11-17 WriteToHardware: Invalid address 00000010 near PC 0884de88 LR 0884de88
NARUTO: Ultimate Ninja Heroes 2 v1.6.3-492-g9fddfff66 2019-11-08 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:00000000 #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; } vs: 01070000:00000b08 HWX C T N Light: MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; 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); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NARUTO: Ultimate Ninja Heroes 2 v1.9.4 2019-11-01 WriteToHardware: Invalid address 001f864c near PC 08870270 LR 08870270
NARUTO: Ultimate Ninja Heroes 2 v1.9.4 2019-11-01 Unknown GetPointer 001f8640 PC 08870270 LR 08870270
NARUTO: Ultimate Ninja Heroes 2 v1.6.3-492-g9fddfff66 2019-10-21 Error in shader program link: info: (unknown reason) fs: 00004000:00000002 Tex Flat TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; flat in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 40000000:0000001a THR C Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
NARUTO: Ultimate Ninja Heroes 2 v1.9.3 2019-10-12 __KernelStopThread: thread 2041 does not exist
NARUTO: Ultimate Ninja Heroes 2 v1.6.3-492-g9fddfff66 2019-10-01 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:00000002 Tex TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 00000000:00000910 HWX T Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NARUTO: Ultimate Ninja Heroes 2 v1.6.3-492-g9fddfff66 2019-10-01 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:0020d022 Tex TexAlpha Fog TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 01070000:00000b1c HWX C T N Fog Tex Light: MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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); mediump float ldot; 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 <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NARUTO: Ultimate Ninja Heroes 2 v1.6.3-492-g9fddfff66 2019-10-01 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00010000:0020d002 Tex Fog TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; fragColor0 = v; } vs: 01070000:00000b1c HWX C T N Fog Tex Light: MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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); mediump float ldot; 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 <= 0.0f || (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.w = u_cullRangeMax.w; } } gl_Position = outPos; }
NARUTO: Ultimate Ninja Heroes 2 v1.8.0 2019-09-26 WriteToHardware: Invalid address 000001a8 near PC 08000000 LR 08000000
NARUTO: Ultimate Ninja Heroes 2 v1.6.3-492-g9fddfff66 2019-09-12 Error in shader program link: info: (unknown reason) fs: 0000002e:0000d000 ReplaceBlend_6A:0_B:0_Eq:5 AlphaTest > #version 300 es precision lowp float; uniform sampler2D fbotex; uniform sampler2D testtex; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0); v.rgb = abs(v.rgb - destColor.rgb); fragColor0 = v; } vs: 00000000:00000002 THR #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
NARUTO: Ultimate Ninja Heroes 2 v1.6.3-492-g9fddfff66 2019-09-10 WriteToHardware: Invalid address 00006414 near PC 08a55e88 LR 08a55e88
NARUTO: Ultimate Ninja Heroes 2 v1.8.0 2019-09-03 sceDmacMemcpy(dest=04088000, src=096c4620, size=557056): overlapping read
NARUTO: Ultimate Ninja Heroes 2 v1.6.3-492-g9fddfff66 2019-08-27 WriteToHardware: Invalid address 00027a28 near PC 08a55e88 LR 08a55e88
NARUTO: Ultimate Ninja Heroes 2 v1.8.0 2019-08-22 WriteToHardware: Invalid address 0000005c near PC 08000000 LR 08000000
NARUTO: Ultimate Ninja Heroes 2 v1.9.4 2019-11-19 Unknown GetPointer 00000000 PC 08a5930c LR 08000030
NARUTO: Ultimate Ninja Heroes 2 v1.8.0 2019-08-12 sceDmacMemcpy(dest=04000000, src=095057c0, size=557056): overlapping read
NARUTO: Ultimate Ninja Heroes 2 v1.8.0 2019-07-05 sceDmacMemcpy(dest=04000000, src=095943d0, size=475136): overlapping read
NARUTO: Ultimate Ninja Heroes 2 v1.6.3 2019-07-03 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00200002 Tex Fog TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01070000:00000b14 HWX T N Fog Tex Light: MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; 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; }
NARUTO: Ultimate Ninja Heroes 2 v1.6.3 2019-07-03 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:0000d022 Tex TexAlpha TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 01070000:00000b18 HWX C T N Tex Light: MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
NARUTO: Ultimate Ninja Heroes 2 v1.6.3 2019-07-03 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00000002 Tex TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 01070000:00000b18 HWX C T N Tex Light: MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
NARUTO: Ultimate Ninja Heroes 2 v1.8.0 2019-07-01 Garbage libstub address or end
NARUTO: Ultimate Ninja Heroes 2 v1.8.0 2019-07-01 ReadFromHardware: Invalid address 002ed47c near PC 00000000 LR 00000000
NARUTO: Ultimate Ninja Heroes 2 v1.8.0 2019-06-26 Error in shader compilation: info: 0:384: L0002: No matching function for call to 'mul' 0:388: L0001: Expected literal or '(', got 'else' postshader // 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 SLcolor 2.8 //Default: 2.8 /brightens scre
NARUTO: Ultimate Ninja Heroes 2 v1.8.0 2019-06-10 ReadFromHardware: Invalid address ffffffff near PC ffffffff LR 0887d330
NARUTO: Ultimate Ninja Heroes 2 v1.9.4 2019-12-04 Unknown GetPointer 00000000 PC 0880a314 LR 08000020
NARUTO: Ultimate Ninja Heroes 2 v1.8.0 2019-05-02 Unknown GetPointer 00000000 PC 08000000 LR 08000000
NARUTO: Ultimate Ninja Heroes 2 v1.7.5-363-ge3dd1533f 2019-01-31 Attempting to texture from target (src=04044000 / target=04044000 / flags=7)
NARUTO: Ultimate Ninja Heroes 2 v1.7.5 2019-01-28 sceDmacMemcpy(dest=04088000, src=0965d8d0, size=557056): overlapping read
NARUTO: Ultimate Ninja Heroes 2 v1.6.3-358-g17de6ad 2018-11-22 sceDmacMemcpy(dest=04088000, src=094be3d0, size=475136): overlapping read
NARUTO: Ultimate Ninja Heroes 2 v1.6.3 2018-10-22 WriteToHardware: Invalid address 000001a8 near PC 08863798 LR 08863528
NARUTO: Ultimate Ninja Heroes 2 v1.6.3 2018-09-30 WriteToHardware: Invalid address e743afaa near PC 08000000 LR 08000000
NARUTO: Ultimate Ninja Heroes 2 v1.6.3-492-g9fddfff66 2019-12-01 WriteToHardware: Invalid address 00000000 near PC 08a55e88 LR 08a55e88
NARUTO: Ultimate Ninja Heroes 2 v1.7.5 2019-04-03 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
NARUTO: Ultimate Ninja Heroes 2 v1.6.3 2018-09-08 Trying to write block exit to illegal destination 00020000: pc = 00010000
NARUTO: Ultimate Ninja Heroes 2 v1.6.3 2018-08-25 sceDmacMemcpy(dest=04088000, src=0961c3d0, size=557056): overlapping read
NARUTO: Ultimate Ninja Heroes 2 v1.6.3 2018-07-13 WriteToHardware: Invalid address 2e1ecbd6 near PC 08000000 LR 08000000
NARUTO: Ultimate Ninja Heroes 2 v1.8.0 2019-04-08 WriteToHardware: Invalid address 00000058 near PC 08000000 LR 08000000
NARUTO: Ultimate Ninja Heroes 2 v1.9.4 2019-12-04 GL ran out of GPU memory; switching to low memory mode
NARUTO: Ultimate Ninja Heroes 2 v1.5.4 2018-06-08 Unexpected mpeg first timestamp: 57252525252 / 5988565537362
NARUTO: Ultimate Ninja Heroes 2 v1.5.4 2018-05-22 Unexpected mpeg first timestamp: 9353766aea / 632760462058
NARUTO: Ultimate Ninja Heroes 2 v1.4-2-g648bc5d 2018-05-07 Wrong magic number 00000000
NARUTO: Ultimate Ninja Heroes 2 v1.5.2 2018-05-07 PackFramebufferDirectx9_: vfb->fbo == 0
NARUTO: Ultimate Ninja Heroes 2 v1.7.5 2019-09-06 Attempting to texture from target (src=00044000 / target=00044000 / flags=7)
NARUTO: Ultimate Ninja Heroes 2 v1.5.4 2018-03-25 WriteToHardware: Invalid address 000001a8 near PC 08a5b534 LR 08a5b534
NARUTO: Ultimate Ninja Heroes 2 v1.5.4 2018-03-03 sceDmacMemcpy(dest=04088000, src=0956b9e0, size=557056): overlapping read
NARUTO: Ultimate Ninja Heroes 2 v1.5.4 2018-03-02 sceDmacMemcpy(dest=04000000, src=0956b9e0, size=475136): overlapping read
NARUTO: Ultimate Ninja Heroes 2 v1.9.4 2019-11-20 sceDmacMemcpy(dest=04000000, src=04088000, size=557056): overlapping read
NARUTO: Ultimate Ninja Heroes 2 v1.7.5 2019-10-27 Attempting to texture from target (src=00000000 / target=00000000 / flags=7)
NARUTO: Ultimate Ninja Heroes 2 v1.9.4 2019-12-01 sceDmacMemcpy(dest=04000000, src=04088000, size=475136): overlapping read
NARUTO: Ultimate Ninja Heroes 2 v1.5.4 2017-12-12 Unexpected mpeg first timestamp: 275f409dada / 2705628715738
NARUTO: Ultimate Ninja Heroes 2 v1.5.4 2017-12-12 Unexpected mpeg first timestamp: 8c372482a1a / 9635528976922
NARUTO: Ultimate Ninja Heroes 2 v1.6.3 2019-04-06 Direct3D9: Failed to get the device caps!
NARUTO: Ultimate Ninja Heroes 2 v1.9.4 2019-11-17 WriteToHardware: Invalid address 00000008 near PC 0886f908 LR 08870714
NARUTO: Ultimate Ninja Heroes 2 v1.9.4 2019-11-17 ReadFromHardware: Invalid address 00000004 near PC 0886f354 LR 08870734
NARUTO: Ultimate Ninja Heroes 2 v1.4.2 2017-10-13 ReadFromHardware: Invalid address 1146773c near PC 08000000 LR 08000000
NARUTO: Ultimate Ninja Heroes 2 v1.4.2 2017-08-29 sceDmacMemcpy(dest=04088000, src=0947d7c0, size=557056): overlapping read
NARUTO: Ultimate Ninja Heroes 2 v1.7.4 2019-10-07 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
NARUTO: Ultimate Ninja Heroes 2 v1.4.2 2017-07-24 ReadFromHardware: Invalid address 11467740 near PC 08000000 LR 08000000
NARUTO: Ultimate Ninja Heroes 2 v1.2.1 2017-06-05 sceDmacMemcpy(dest=04000000, src=04088000, size=475136): overlapping read
NARUTO: Ultimate Ninja Heroes 2 v1.6.3 2018-10-07 Unexpected mpeg first timestamp: 77272727272 / 8188127769202
NARUTO: Ultimate Ninja Heroes 2 v1.9.4 2019-12-06 Render to texture with different strides 192 != 128
NARUTO: Ultimate Ninja Heroes 2 v1.4-2-g648bc5d 2017-04-23 WriteToHardware: Invalid address 000001a8 near PC 0887bc60 LR 0887bc30
NARUTO: Ultimate Ninja Heroes 2 v1.4-2-g648bc5d 2017-04-21 WriteToHardware: Invalid address 000001a8 near PC 08a5ba14 LR 08a5b914
NARUTO: Ultimate Ninja Heroes 2 v1.4-2-g648bc5d 2017-04-04 sceDmacMemcpy(dest=04088000, src=094bd720, size=475136): overlapping read
NARUTO: Ultimate Ninja Heroes 2 v1.3.0.1 2017-03-22 Failed decrypting the PRX (ret = -1, size = 5750972, psp_size = 5751312)!
NARUTO: Ultimate Ninja Heroes 2 v1.8.0 2019-09-15 Unexpected mpeg first timestamp: 0 / 0
NARUTO: Ultimate Ninja Heroes 2 v1.3 2017-10-20 DrawActiveTexture() failed: 8876086c
NARUTO: Ultimate Ninja Heroes 2 v1.7.5 2019-02-22 80630006=sceAtracSetDataAndGetID(08e1c9e0, 00009218): invalid RIFF header
NARUTO: Ultimate Ninja Heroes 2 v1.2.2 2016-06-21 Unexpected mpeg first timestamp: fe7d227cd62 / 17488337685858
NARUTO: Ultimate Ninja Heroes 2 v1.2.2 2016-06-12 Unexpected mpeg first timestamp: 17858553cd / 101024355277
NARUTO: Ultimate Ninja Heroes 2 v1.9.4 2019-12-04 Inter-buffer memcpy 04000000 -> 04088000
NARUTO: Ultimate Ninja Heroes 2 v1.7.5 2019-04-06 __KernelStopThread: thread 377 does not exist
NARUTO: Ultimate Ninja Heroes 2 v1.8.0 2019-08-13 Unknown GetPointer 00000010 PC 0882325c LR 088232c0
NARUTO: Ultimate Ninja Heroes 2 v1.9.4 2019-10-30 80630006=sceAtracSetDataAndGetID(08e1c9e0, 00043000): invalid RIFF header
NARUTO: Ultimate Ninja Heroes 2 v1.9.4 2019-12-04 UNIMPL sceUtilityGameSharingInitStart(08c69b98)
NARUTO: Ultimate Ninja Heroes 2 v1.6.3-492-g9fddfff66 2019-12-01 sceKernelCreateThread(name=AdhocThread): unsupported options parameter 00001000
NARUTO: Ultimate Ninja Heroes 2 v1.9.4 2019-11-24 Unexpected mpeg first timestamp: fffffffffff / 17592186044415
NARUTO: Ultimate Ninja Heroes 2 v1.9.4 2019-12-06 Render to texture with different strides 128 != 192
NARUTO: Ultimate Ninja Heroes 2 v1.9.4 2019-12-06 Inter-buffer memcpy 04088000 -> 04000000
NARUTO: Ultimate Ninja Heroes 2 v1.5.2 2019-11-18 Loading module sceFont_Library with version 0101, devkit 03030010
NARUTO: Ultimate Ninja Heroes 2 v1.9.4 2019-12-06 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=2, text=2
NARUTO: Ultimate Ninja Heroes 2 v1.4.2 2017-10-17 sceDmacMemcpy(dest=04000000, src=04088000, size=557056): overlapping read
NARUTO: Ultimate Ninja Heroes 2 v1.5.4 2018-03-28 ReadFromHardware: Invalid address 1d58e000 near PC 08862ddc LR 08862ed8
NARUTO: Ultimate Ninja Heroes 2 v1.9.4 2019-12-06 Render to texture with different formats 1 != 3
NARUTO: Ultimate Ninja Heroes 2 v1.0.1-769-gc4ea4e3 2016-05-18 80020198=sceKernelStartThread(thread=-1, argSize=4, argPtr=08c43330): thread does not exist!