Recent logs - Yu-Gi-Oh! 5D's Tag Force4

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Game title Version Latest Report Message
Yu-Gi-Oh! 5D's Tag Force4 v1.17.1 2024-02-11 00000400=sceGeEdramSetAddrTranslation(00000400)
Yu-Gi-Oh! 5D's Tag Force4 v1.17 2024-02-08 __KernelStopThread: thread 385 does not exist (helper deleted)
Yu-Gi-Oh! 5D's Tag Force4 v1.16.6 2024-01-31 80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first
Yu-Gi-Oh! 5D's Tag Force4 v1.16.6 2024-01-31 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Yu-Gi-Oh! 5D's Tag Force4 v1.16.6 2024-01-19 __KernelStopThread: thread 275 does not exist (helper deleted)
Yu-Gi-Oh! 5D's Tag Force4 v1.16.6 2024-01-04 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 r8p0-01rel0 [Revision 96995]. 01f34155:00000f29 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 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)) // 01f34155:00000f29 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(-normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot * lightScale; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toL
Yu-Gi-Oh! 5D's Tag Force4 v1.16.6 2024-01-04 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 r8p0-01rel0 [Revision 96995]. 01f34155:00000b29 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 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)) // 01f34155:00000b29 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot * lightScale; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3
Yu-Gi-Oh! 5D's Tag Force4 v1.14.4 2023-12-26 __KernelStopThread: thread 3277 does not exist (helper deleted)
Yu-Gi-Oh! 5D's Tag Force4 v1.16.6 2023-12-17 80630011=sceAtracSetDataAndGetID(3de7b7f6, 00000000): buffer too small
Yu-Gi-Oh! 5D's Tag Force4 v1.14.4 2023-09-15 __KernelStopThread: thread 2261 does not exist (helper deleted)
Yu-Gi-Oh! 5D's Tag Force4 v1.14.4 2023-09-14 __KernelStopThread: thread 1142 does not exist (helper deleted)
Yu-Gi-Oh! 5D's Tag Force4 v1.15.4 2023-07-23 __KernelStopThread: thread 288 does not exist (helper deleted)
Yu-Gi-Oh! 5D's Tag Force4 v1.14.4 2023-05-04 __KernelStopThread: thread 1118 does not exist (helper deleted)
Yu-Gi-Oh! 5D's Tag Force4 v1.15.4 2023-07-12 __KernelStopThread: thread 294 does not exist (helper deleted)
Yu-Gi-Oh! 5D's Tag Force4 v1.14.4 2023-04-02 ReadFromHardware: Invalid address a095a3a3 near PC a095a3a3 LR a095a3a3
Yu-Gi-Oh! 5D's Tag Force4 v1.14.4 2023-04-02 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2
Yu-Gi-Oh! 5D's Tag Force4 v1.14.4 2023-04-02 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=1, text=1
Yu-Gi-Oh! 5D's Tag Force4 v1.16.6 2023-12-03 __KernelStopThread: thread 282 does not exist (helper deleted)
Yu-Gi-Oh! 5D's Tag Force4 v1.14.1 2023-03-20 UI scissor out of bounds in GameSettingsScreen: 210,0-1146,768 / 1366,685
Yu-Gi-Oh! 5D's Tag Force4 v1.15.4 2023-07-10 __KernelStopThread: thread 301 does not exist (helper deleted)
Yu-Gi-Oh! 5D's Tag Force4 v1.14.4 2023-03-26 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Yu-Gi-Oh! 5D's Tag Force4 v1.14.4 2023-02-08 __KernelStopThread: thread 887 does not exist (helper deleted)
Yu-Gi-Oh! 5D's Tag Force4 v1.14.1 2023-01-04 Attempting to texture from current render target (src=04088000 / target=04088000 / flags=1), making a copy
Yu-Gi-Oh! 5D's Tag Force4 v1.14.1 2023-01-03 WriteToHardware: Invalid address 26914b4c near PC 0882d738 LR 0882d738
Yu-Gi-Oh! 5D's Tag Force4 v1.17.1 2024-04-16 00000400=sceGeEdramSetAddrTranslation(00000800)
Yu-Gi-Oh! 5D's Tag Force4 v1.13.2 2022-11-23 80630011=sceAtracSetDataAndGetID(08b39294, 00000000): buffer too small
Yu-Gi-Oh! 5D's Tag Force4 v1.17.1 2024-04-15 sceNetAdhocMatchingInit(32768) at 08849d94
Yu-Gi-Oh! 5D's Tag Force4 v1.12.3-978-ge98e48e2e 2022-03-06 Error in shader compilation: info: Vertex shader failed to compile with the following errors: ERROR: 0:9: error(#143) Undeclared identifier: a_ ERROR: 0:9: error(#143) Undeclared identifier: undefined ERROR: 0:9: error(#131) Syntax error: pre-mature EOF parse error ERROR: error(#273) 3 compilation errors. No code generated postshader #version 430 out vec2 v_texcoord0; in vec2 a_texcoord0; in vec4 a_position; void main() { v_texcoord0 = a_
Yu-Gi-Oh! 5D's Tag Force4 v1.11.3 2022-01-06 WriteToHardware: Invalid address 26914b4c near PC 08823144 LR 08823130
Yu-Gi-Oh! 5D's Tag Force4 v1.12.3 2021-12-26 Unknown GE command : fb58bca0
Yu-Gi-Oh! 5D's Tag Force4 v1.12.3 2021-12-26 Unknown GE command : fb58bc88
Yu-Gi-Oh! 5D's Tag Force4 v1.11.3 2021-08-20 WriteToHardware: Invalid address ffff4af8 near PC 08823130 LR 08823130
Yu-Gi-Oh! 5D's Tag Force4 v1.11.3 2021-07-04 80630011=sceAtracSetDataAndGetID(08c53204, 00000000): buffer too small
Yu-Gi-Oh! 5D's Tag Force4 v1.11.3 2021-07-04 80630011=sceAtracSetDataAndGetID(08bb8294, 00000000): buffer too small
Yu-Gi-Oh! 5D's Tag Force4 v1.11.3 2021-07-04 80630011=sceAtracSetDataAndGetID(08bbaa94, 00000000): buffer too small
Yu-Gi-Oh! 5D's Tag Force4 v1.11.3 2021-04-19 ReadFromHardware: Invalid address 00000030 near PC 08821210 LR 08835640
Yu-Gi-Oh! 5D's Tag Force4 v1.11.3 2021-06-30 Unknown GetPointer 00000000 PC 08804e44 LR 08804e44
Yu-Gi-Oh! 5D's Tag Force4 v1.11.2 2021-02-21 Unknown GetPointer e621fec0 PC 0880deec LR 092e4fcc
Yu-Gi-Oh! 5D's Tag Force4 v1.10.3 2021-01-15 Render to area containing texture at 04000000 +0x84
Yu-Gi-Oh! 5D's Tag Force4 v1.10.3 2020-12-30 Render to area containing texture at 04000000 +0x2
Yu-Gi-Oh! 5D's Tag Force4 v1.10.3 2020-12-26 Render to area containing texture at 04000000 +0x85
Yu-Gi-Oh! 5D's Tag Force4 v1.15.2 2023-05-07 WriteToHardware: Invalid address 26914b4c near PC 0886a060 LR 0886a060
Yu-Gi-Oh! 5D's Tag Force4 v1.11.2 2021-11-04 Unknown GetPointer 00000000 PC 08860648 LR 08000030
Yu-Gi-Oh! 5D's Tag Force4 v1.10.3 2021-08-31 Render to area containing texture at 04000000 +0x3
Yu-Gi-Oh! 5D's Tag Force4 v1.10.3 2020-10-04 Render to area containing texture at 04000000 +0x5
Yu-Gi-Oh! 5D's Tag Force4 v1.10.3 2021-04-17 Render to area containing texture at 04000000 +0x1
Yu-Gi-Oh! 5D's Tag Force4 v1.10.3 2020-12-14 Render to area containing texture at 04000000 +0x83
Yu-Gi-Oh! 5D's Tag Force4 v1.10.3 2021-02-03 Render to area containing texture at 04000000 +0x4
Yu-Gi-Oh! 5D's Tag Force4 v1.10.2 2020-07-09 Render to area containing texture at 04000000 +0x86
Yu-Gi-Oh! 5D's Tag Force4 v1.9.4 2021-09-25 Unknown GetPointer 00000000 PC 08822434 LR 08822434
Yu-Gi-Oh! 5D's Tag Force4 v1.9.4 2019-11-28 80630011=sceAtracSetDataAndGetID(08c3d204, 00000000): buffer too small
Yu-Gi-Oh! 5D's Tag Force4 v1.9.4 2021-09-22 Unknown GetPointer 00000000 PC 08000000 LR 08000000
Yu-Gi-Oh! 5D's Tag Force4 v1.8.0 2021-07-04 80630011=sceAtracSetDataAndGetID(08bb1a94, 00000000): buffer too small
Yu-Gi-Oh! 5D's Tag Force4 v1.9.4 2023-06-12 Unknown GetPointer 00000000 PC 0882241c LR 0882241c
Yu-Gi-Oh! 5D's Tag Force4 v1.9.4 2023-12-17 sceDmacMemcpy(dest=04088000, src=09363e00, size=557056): overlapping read
Yu-Gi-Oh! 5D's Tag Force4 v1.4-2-g648bc5d 2018-11-09 Wrong magic number 00000000
Yu-Gi-Oh! 5D's Tag Force4 v1.9.4 2023-04-06 GL ran out of GPU memory; switching to low memory mode
Yu-Gi-Oh! 5D's Tag Force4 v1.5.4 2021-06-03 sceDmacMemcpy(dest=04088000, src=097ab200, size=557056): overlapping read
Yu-Gi-Oh! 5D's Tag Force4 v1.9.4 2023-09-20 sceDmacMemcpy(dest=04088000, src=092d8f80, size=557056): overlapping read
Yu-Gi-Oh! 5D's Tag Force4 v1.9.4 2024-04-12 sceDmacMemcpy(dest=04088000, src=09723200, size=557056): overlapping read
Yu-Gi-Oh! 5D's Tag Force4 v1.5.2 2018-01-09 80630006=sceAtracSetDataAndGetID(08b4989c, 03f3002b): invalid RIFF header
Yu-Gi-Oh! 5D's Tag Force4 v1.9.4 2022-12-25 sceUtilityMsgDialogInitStart: invalid status
Yu-Gi-Oh! 5D's Tag Force4 v1.4.2 2017-10-08 sceDmacMemcpy(dest=04088000, src=09363e00, size=557056): overlapping read
Yu-Gi-Oh! 5D's Tag Force4 v1.3.0.1 2017-03-25 Unknown GE command : 52494452
Yu-Gi-Oh! 5D's Tag Force4 v1.6 2022-12-26 80000107=sceDisplaySetFrameBuf(04000000, 512, 3, 0): must change latched framebuf first
Yu-Gi-Oh! 5D's Tag Force4 v1.6 2022-12-26 80000107=sceDisplaySetFrameBuf(04088000, 512, 3, 0): must change latched framebuf first
Yu-Gi-Oh! 5D's Tag Force4 v1.8.0 2023-12-15 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Yu-Gi-Oh! 5D's Tag Force4 v1.9.4 2023-07-14 Render to area containing texture at 04088000 +64x0
Yu-Gi-Oh! 5D's Tag Force4 v1.1.1 2017-10-16 sceDmacMemcpy(dest=04088000, src=0971b200, size=557056): overlapping read
Yu-Gi-Oh! 5D's Tag Force4 v1.1.1 2016-05-18 sceDmacMemcpy(dest=04088000, src=0935be00, size=557056): overlapping read
Yu-Gi-Oh! 5D's Tag Force4 v1.9.4 2024-03-07 Render to area containing texture at 04000000 +64x0
Yu-Gi-Oh! 5D's Tag Force4 v1.4.2 2019-11-10 sceDmacMemcpy(dest=04088000, src=09723200, size=557056): overlapping read
Yu-Gi-Oh! 5D's Tag Force4 v1.9.4 2024-04-07 WriteToHardware: Invalid address 26914b4c near PC 08000000 LR 08000000
Yu-Gi-Oh! 5D's Tag Force4 v1.7.5 2023-08-18 Render to area containing texture at 00000000 +64x0
Yu-Gi-Oh! 5D's Tag Force4 v1.7.5 2023-09-06 Render to area containing texture at 00088000 +64x0
Yu-Gi-Oh! 5D's Tag Force4 v1.5.2 2023-05-26 Loading module sceFont_Library with version 0101, devkit 03080010
Yu-Gi-Oh! 5D's Tag Force4 v1.9.4 2023-02-21 WriteToHardware: Invalid address ffff4af8 near PC 08000000 LR 08000000
Yu-Gi-Oh! 5D's Tag Force4 v1.9.4 2024-01-26 Unimplemented HLE function sceNetFreeThreadinfo
Yu-Gi-Oh! 5D's Tag Force4 v1.9.4 2024-02-06 Unimplemented HLE function sceNetResolverTerm
Yu-Gi-Oh! 5D's Tag Force4 v1.9.4 2024-02-06 Unimplemented HLE function sceUtilityHtmlViewerInitStart