Recent logs - WWE SmackDown vs. RAW 2011

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Game title Version Latest Report Message
WWE SmackDown vs. RAW 2011 v1.9.4 2020-02-18 ReadFromHardware: Invalid address 003d045a near PC 003d045a LR 088f8014
WWE SmackDown vs. RAW 2011 v1.9.4 2020-02-18 WriteToHardware: Invalid address 00004d4c near PC 00010828 LR 088f8014
WWE SmackDown vs. RAW 2011 v1.9.4 2020-02-18 MIPSCompileOp: Invalid instruction 4d767676
WWE SmackDown vs. RAW 2011 v1.9.4 2020-02-18 MIPSCompileOp: Invalid instruction 007d7d7d
WWE SmackDown vs. RAW 2011 v1.9.4 2020-02-18 An uneaten prefix at end of block: 00010a7c
WWE SmackDown vs. RAW 2011 v1.9.4 2020-02-18 MIPSCompileOp: Invalid instruction 4d757575
WWE SmackDown vs. RAW 2011 v1.9.4 2020-02-18 MIPSCompileOp: Invalid instruction 4d797878
WWE SmackDown vs. RAW 2011 v1.9.4 2020-02-18 MIPSCompileOp: Invalid instruction f3666666
WWE SmackDown vs. RAW 2011 v1.9.4 2020-02-18 MIPSCompileOp: Invalid instruction 4d797979
WWE SmackDown vs. RAW 2011 v1.9.4 2020-02-18 MIPSCompileOp: Invalid instruction 4d747474
WWE SmackDown vs. RAW 2011 v1.9.4 2020-02-18 MIPSCompileOp: Invalid instruction 4041d4b3
WWE SmackDown vs. RAW 2011 v1.9.4 2020-02-18 MIPSCompileOp: Invalid instruction 42767676
WWE SmackDown vs. RAW 2011 v1.9.4 2020-02-18 MIPSCompileOp: Invalid instruction 4d777777
WWE SmackDown vs. RAW 2011 v1.9.4 2020-02-18 MIPSCompileOp: Invalid instruction 4d787878
WWE SmackDown vs. RAW 2011 v1.9.4 2020-02-16 80630007=sceAtracSetData(2, 08d4b1c0, 00018278): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.9.4 2020-02-15 80630007=sceAtracSetData(2, 08d4b1c0, 0000f560): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.9.4 2020-02-10 sceDmacMemcpy(dest=041476e0, src=09720b20, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.6.3 2020-02-10 Error in shader program link: info: fs: 00000000:00800802 Tex LM 2x TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 01c61000:00000b19 HWX C T N LM Tex Light: 2: c:0 t:0 3: c:1 t:0 MatUp:6 #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 vec3 u_lightpos2; 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 vec3 u_lightspecular3; 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 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular3 * color0.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
WWE SmackDown vs. RAW 2011 v1.9.4 2020-02-10 Unknown instruction 447a0000 at 00010064
WWE SmackDown vs. RAW 2011 v1.9.4 2020-02-10 ReadFromHardware: Invalid address 51200064 near PC 088e511c LR 088e38dc
WWE SmackDown vs. RAW 2011 v1.9.4 2020-02-10 ReadFromHardware: Invalid address 1b100e30 near PC 08a75074 LR 08a750f0
WWE SmackDown vs. RAW 2011 v1.6.3 2020-02-09 sceDmacMemcpy(dest=04170fc0, src=09534010, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2020-02-05 sceDmacMemcpy(dest=0415c780, src=09730ac0, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2020-02-02 sceDmacMemcpy(dest=0412f250, src=093a7720, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2020-02-01 sceDmacMemcpy(dest=04151880, src=09417ae0, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2020-02-01 sceDmacMemcpy(dest=0418e580, src=095512b0, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-31 sceDmacMemcpy(dest=0415c1c0, src=0948b740, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.3-80-g73bf6098e 2020-01-29 __KernelStopThread: thread 989 does not exist
WWE SmackDown vs. RAW 2011 v1.9.3-80-g73bf6098e 2020-01-29 __KernelStopThread: thread 964 does not exist
WWE SmackDown vs. RAW 2011 v1.9.3-80-g73bf6098e 2020-01-29 __KernelStopThread: thread 458 does not exist
WWE SmackDown vs. RAW 2011 v1.9.3-80-g73bf6098e 2020-01-29 __KernelStopThread: thread 430 does not exist
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-29 sceDmacMemcpy(dest=041573e0, src=0948e4d0, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-26 sceDmacMemcpy(dest=0412f8a0, src=09656670, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-26 sceDmacMemcpy(dest=04151880, src=0969d920, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-26 sceDmacMemcpy(dest=041327d0, src=0941bc90, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-25 sceDmacMemcpy(dest=04184f90, src=094fe870, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-24 sceDmacMemcpy(dest=04145260, src=0943da60, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2020-02-05 80630007=sceAtracSetData(2, 08d13180, 000236f0): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-23 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 286) Syntax error fs: 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 1 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 2 //Default: 4 /higher = more glow, worser performance #define quality 0.05 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.001 //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 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 //================ #define SHADEBOOST 1 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.4 //Default: 1.0 //negative will look like inverted colors shader #define brightness 0.9 //Default: 1.0 #define contrast 1.1 //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 screen to compensate for dark lines #define SLpower 0.4 //Default: 0.4 /less/more = darker/brighter lines,
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-23 80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header
WWE SmackDown vs. RAW 2011 v1.8.0 2020-01-22 sceDmacMemcpy(dest=0412f450, src=093dd520, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-21 sceDmacMemcpy(dest=04131da0, src=096ade10, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.6.3 2020-01-21 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:00800002 Tex 2x 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); v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 00000000:0000001a THR C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-19 sceDmacMemcpy(dest=04189000, src=0936b630, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-19 sceDmacMemcpy(dest=041a7670, src=0948c040, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-18 sceDmacMemcpy(dest=04172870, src=092dca50, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-17 sceDmacMemcpy(dest=0418b380, src=09673700, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-16 sceDmacMemcpy(dest=0415ca10, src=0949c0c0, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-15 sceDmacMemcpy(dest=04131410, src=096a9860, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-11 sceDmacMemcpy(dest=04175b80, src=0953bfe0, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.3-80-g73bf6098e 2020-01-10 80630007=sceAtracSetData(2, 08d4b1c0, 00000c68): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-10 sceDmacMemcpy(dest=0415f6e0, src=096d4ed0, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-08 sceDmacMemcpy(dest=04143930, src=0969f0e0, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-09 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-09 sceKernelLoadModule: unsupported options size=00000014, flags=089fe978, pos=0, access=1, data=1, text=1
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-08 sceDmacMemcpy(dest=0415f1d0, src=09711600, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.8.0 2020-01-07 80630007=sceAtracSetData(3, 08d4b1c0, 00017e18): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.6.3-432-gfd6c3145d 2020-01-07 80630007=sceAtracSetData(2, 08bd5640, 0000d800): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.6.3-432-gfd6c3145d 2020-01-07 80630006=sceAtracSetData(2, 08bf5680, 00001400): invalid RIFF header
WWE SmackDown vs. RAW 2011 v1.6.3-432-gfd6c3145d 2020-01-07 80630007=sceAtracSetData(2, 08bd5640, 0000fe00): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.6.3-432-gfd6c3145d 2020-01-07 80630007=sceAtracSetData(2, 08bd5640, 00015700): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.6.3-432-gfd6c3145d 2020-01-07 80630007=sceAtracSetData(2, 08bd5640, 00009de0): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.6.3-432-gfd6c3145d 2020-01-07 80630007=sceAtracSetData(2, 08bd5640, 000013e0): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.6.3-432-gfd6c3145d 2020-01-07 80630007=sceAtracSetData(2, 08bd5640, 000031e0): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.6.3-432-gfd6c3145d 2020-01-07 80630007=sceAtracSetData(2, 08b9d600, 00038000): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.6.3-432-gfd6c3145d 2020-01-07 sceGeBreak(mode=0, unknown=08b90d7c): unknown ptr (valid)
WWE SmackDown vs. RAW 2011 v1.4 2020-01-06 WriteToHardware: Invalid address 00000000 near PC 08acdbd0 LR 08acdbd0
WWE SmackDown vs. RAW 2011 v1.9.3 2020-01-06 sceDmacMemcpy(dest=0415beb0, src=09792a40, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-06 Unknown GetPointer 00000000 PC 08915fbc LR 08915fbc
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-06 sceDmacMemcpy(dest=041726f0, src=092dca50, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.8.0 2020-01-05 sceDmacMemcpy(dest=04171350, src=091fb780, size=131088): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-05 sceDmacMemcpy(dest=04145c20, src=094143e0, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-02 sceDmacMemcpy(dest=0416e0d0, src=094f9c30, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-01 sceDmacMemcpy(dest=0417f1d0, src=093d1e10, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.8.0 2020-01-01 80630007=sceAtracSetData(3, 08d4b1c0, 0000b2a8): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-01 sceDmacMemcpy(dest=0416e0c0, src=094f8a50, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2020-01-01 sceDmacMemcpy(dest=0412ae40, src=0937e0f0, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2019-12-29 sceDmacMemcpy(dest=04185820, src=097e0550, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2019-12-29 sceDmacMemcpy(dest=0419e450, src=095d4280, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.3 2019-12-26 80630007=sceAtracSetData(2, 08d4b1c0, 00016838): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.9.3 2019-12-25 sceDmacMemcpy(dest=041538b0, src=096bb6b0, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2019-12-23 sceDmacMemcpy(dest=04188f50, src=09514fd0, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.8.0 2019-12-21 sceDmacMemcpy(dest=04144660, src=096e8020, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.4-2-g648bc5d 2019-12-20 Wrong magic number 6a01cc40
WWE SmackDown vs. RAW 2011 v1.4-2-g648bc5d 2019-12-20 Wrong magic number 6a2b2628
WWE SmackDown vs. RAW 2011 v1.4-2-g648bc5d 2019-12-20 Wrong magic number 6a29f000
WWE SmackDown vs. RAW 2011 v1.9.4 2019-12-19 sceDmacMemcpy(dest=0415d180, src=09701680, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2019-12-19 sceDmacMemcpy(dest=040f0000, src=0936bf40, size=557072): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.3 2019-12-16 sceDmacMemcpy(dest=04172ca0, src=092dd530, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2019-12-16 sceDmacMemcpy(dest=041334e0, src=093e3c80, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2019-12-14 ReadFromHardware: Invalid address 20001503 near PC 20001503 LR 088f68dc
WWE SmackDown vs. RAW 2011 v1.9.3 2019-12-12 sceDmacMemcpy(dest=04172ca0, src=0955e2c0, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2019-12-12 80630006=sceAtracSetData(3, 08d4b1c0, 00002590): invalid RIFF header
WWE SmackDown vs. RAW 2011 v1.8.0 2019-12-08 sceDmacMemcpy(dest=04135fc0, src=09404c10, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2019-12-07 sceDmacMemcpy(dest=0416d4b0, src=0969bc20, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.5.4 2019-12-05 sceDmacMemcpy(dest=04181590, src=0963a7d0, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.5 2019-12-03 sceDmacMemcpy(dest=04148600, src=096567b0, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2019-11-30 sceDmacMemcpy(dest=0415f8e0, src=09552fa0, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2019-11-29 sceDmacMemcpy(dest=0412be50, src=093ead50, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.8.0 2019-11-24 sceDmacMemcpy(dest=04131030, src=096603b0, size=65552): overlapping read