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Game title Version Latest Report Message
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-05-27 __KernelStopThread: thread 2104 does not exist
METAL GEAR SOLID PEACE WALKER v1.6.3-492-g9fddfff66 2020-05-27 Error in shader program link: info: (unknown reason) fs: 00000000:00800822 Tex TexAlpha LM 2x TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = v; } vs: 01030000:00000b19 HWX C T N LM Tex Light: MatUp:3 #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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump 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); 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_color1 = vec3(0.0); 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; }
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-05-25 __KernelStopThread: thread 1908 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-05-24 __KernelStopThread: thread 2717 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.3 2020-05-21 __KernelStopThread: thread 982 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-05-19 __KernelStopThread: thread 2065 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-05-19 __KernelStopThread: thread 1487 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.3 2020-05-18 __KernelStopThread: thread 935 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-05-16 __KernelStopThread: thread 1933 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-05-16 __KernelStopThread: thread 1851 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-05-16 __KernelStopThread: thread 1817 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-05-15 CALL to illegal address 00000000 - ignoring! data=000000
METAL GEAR SOLID PEACE WALKER v1.9.3 2020-05-12 WriteToHardware: Invalid address 00006350 near PC 088a0d68 LR 088a0d68
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-05-12 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]. 01f34444:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 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 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_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; 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 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); 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; }
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-05-11 Failed to truncate file.
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-05-09 __KernelStopThread: thread 1564 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-05-07 __KernelStopThread: thread 3717 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-05-07 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00a0d822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01f34444:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 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 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_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; 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 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); 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_c
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-05-07 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00a00822 Tex TexAlpha LM Fog 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01f34444:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 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 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_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; 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 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); 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_cullRang
METAL GEAR SOLID PEACE WALKER v1.8.0 2020-04-27 __KernelStopThread: thread 1748 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-04-26 __KernelStopThread: thread 4011 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-04-24 __KernelStopThread: thread 1555 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-04-23 __KernelStopThread: thread 1420 does not exist
METAL GEAR SOLID PEACE WALKER v1.7.5-403-g128c0ad 2020-05-07 Error in shader compilation: info: 0:8(2): error: `gl_FragColor' undeclared 0:8(17): error: no matching function for call to `texture2D()'; candidates are: 0:8(17): error: vec4 texture2D(sampler2D, vec2) 0:8(17): error: vec4 texture2D(sampler2D, vec2, float) depal #version 460 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (index.b * 1.000000) + 0.001953; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); }
METAL GEAR SOLID PEACE WALKER v1.7.5-403-g128c0ad 2020-05-07 Error in shader compilation: info: 0:8(2): error: `gl_FragColor' undeclared 0:8(17): error: no matching function for call to `texture2D()'; candidates are: 0:8(17): error: vec4 texture2D(sampler2D, vec2) 0:8(17): error: vec4 texture2D(sampler2D, vec2, float) depal #version 460 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (index.r * 1.000000) + 0.001953; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); }
METAL GEAR SOLID PEACE WALKER v1.7.5-403-g128c0ad 2020-05-07 Error in shader compilation: info: 0:8(2): error: `gl_FragColor' undeclared 0:8(17): error: no matching function for call to `texture2D()'; candidates are: 0:8(17): error: vec4 texture2D(sampler2D, vec2) 0:8(17): error: vec4 texture2D(sampler2D, vec2, float) depal #version 460 varying vec2 v_texcoord0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 index = texture2D(tex, v_texcoord0); float coord = (index.g * 1.000000) + 0.001953; gl_FragColor = texture2D(pal, vec2(coord, 0.0)); }
METAL GEAR SOLID PEACE WALKER v1.9.3-80-g73bf6098e 2020-04-11 __KernelStopThread: thread 543 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-04-09 __KernelStopThread: thread 2528 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-04-06 __KernelStopThread: thread 2397 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-04-06 __KernelStopThread: thread 2321 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.3-80-g73bf6098e 2020-04-04 __KernelStopThread: thread 4232 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-04-03 WriteToHardware: Invalid address 0f0add20 near PC 08000000 LR 08000000
METAL GEAR SOLID PEACE WALKER v1.9.3 2020-04-02 __KernelStopThread: thread 3337 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.3-80-g73bf6098e 2020-04-01 __KernelStopThread: thread 339 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.3-80-g73bf6098e 2020-04-01 ReadFromHardware: Invalid address ffffffff near PC 08dded2c LR 08806bd8
METAL GEAR SOLID PEACE WALKER v1.9.3 2020-03-31 __KernelStopThread: thread 3469 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-03-29 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 r4p1-01rel0 [Revision 96995]. 01f34444:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 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 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_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; 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 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); 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; }
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-03-28 WriteToHardware: Invalid address 0f0c3a10 near PC 08000000 LR 08000000
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-03-28 __KernelStopThread: thread 1697 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-03-27 WriteToHardware: Invalid address 0f0c1720 near PC 08000000 LR 08000000
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-03-26 __KernelStopThread: thread 1410 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.3 2020-03-27 WriteToHardware: Invalid address 150c3a10 near PC 08000000 LR 08000000
METAL GEAR SOLID PEACE WALKER v1.9.3 2020-03-24 WriteToHardware: Invalid address 1503a7f0 near PC 08000000 LR 08000000
METAL GEAR SOLID PEACE WALKER v1.6 2020-03-23 __KernelStopThread: thread 3330 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.3 2020-03-20 __KernelStopThread: thread 1508 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-03-23 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 r8p0-00dev0 [Revision 96995]. 01f34444:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 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 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_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; 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 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); 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; }
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-03-17 __KernelStopThread: thread 1792 does not exist
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-03-17 Trying to compile instruction 048a0033 that can't be interpreted
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-03-17 WriteToHardware: Invalid address deadc673 near PC 040ec014 LR 08000020
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-03-17 Trying to compile instruction 002e0d73 that can't be interpreted
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-03-16 MIPSCompileOp: Invalid instruction 4e8c0000
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-03-16 MIPSCompileOp: Invalid instruction 4e0c0000
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-03-16 MIPSCompileOp: Invalid instruction b6a40000
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-03-16 Trying to compile instruction 00000072 that can't be interpreted
METAL GEAR SOLID PEACE WALKER v1.9.4 2020-03-16 MIPSCompileOp: Invalid instruction 6e490000
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-14 Wrong magic number 00000048
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-14 Wrong magic number 00000058
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-14 Wrong magic number 0000005a
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-14 Wrong magic number 0000006a
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 00000076
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 0000004c
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-14 Wrong magic number 00000036
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 00000060
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 745c0006
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-14 Wrong magic number 00000072
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 00000056
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 0000005e
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 00000064
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 0000007c
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 088a0066
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 00000018
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 00000034
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 0000003c
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 088e006c
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 00000020
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 00000062
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 00000032
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-14 Wrong magic number 00000068
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 00000014
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 0000000c
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 00000008
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 00300004
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 00000002
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 00000024
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 0000004e
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 0000002c
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 0000006c
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 00000046
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 00000052
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-14 Wrong magic number 0000002a
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 00000006
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 3238000a
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 0000003a
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 000000b8
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 00000050
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 00000012
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 0000009c
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 00000016
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 754500e2
METAL GEAR SOLID PEACE WALKER v1.4 2020-03-13 Wrong magic number 00000022