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Game title Version Latest Report Message
GODS EATER BURST v1.10.3 2020-08-08 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
GODS EATER BURST v1.10.3 2020-08-08 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2
GODS EATER BURST v1.10.3 2020-08-08 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1
GODS EATER BURST v1.10.3 2020-07-30 Error in shader compilation: info: ERROR: 0:96: 'null' : undeclared identifier ERROR: 0:96: 'assign' : cannot convert from 'float' to '3-component vector of float' ERROR: 0:96: '(' : syntax error syntax error 80000000:00006b18 HWX C T N Tex Bezier TessT TessRevN #version 130 #define lowp #define mediump #define highp 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_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = (null)(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[0] = (null)(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = (null)(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[1] = (null)(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (2 + point_pos.x); index_v = (0 + point_pos.y); _pos[2] = (null)(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[2] = (null)(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (3 + point_pos.x); index_v = (0 + point_pos.y); _pos[3] = (null)(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[3] = (null)(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (0 + point_pos.x); index_v = (1 + point_pos.y); _pos[4] = (null)(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex
GODS EATER BURST v1.10.3 2020-08-07 Error in shader compilation: info: ERROR: 0:98: 'null' : undeclared identifier ERROR: 0:98: 'assign' : cannot convert from 'float' to '3-component vector of float' ERROR: 0:98: '(' : syntax error syntax error 00080000:00007b1c HWX C T N Fog Tex Spline TessC TessT TessRevN #version 130 #define lowp #define mediump #define highp 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_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; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z); ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = (null)(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[0] = (null)(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; _col[0] = (null)(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = (null)(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[1] = (null)(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; _col[1] = (null)(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba; index_u = (2 + point_pos.x); index_v = (0 + point_pos.y); _pos[2] = (null)(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[2] = (null)(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; _col[2] = (null)(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba; index_
GODS EATER BURST v1.10.3 2020-08-12 Error in shader compilation: info: ERROR: 0:98: 'null' : undeclared identifier ERROR: 0:98: 'assign' : cannot convert from 'float' to '3-component vector of float' ERROR: 0:98: '(' : syntax error syntax error 80000000:00006b1c HWX C T N Fog Tex Bezier TessT TessRevN #version 130 #define lowp #define mediump #define highp 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_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; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = (null)(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[0] = (null)(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = (null)(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[1] = (null)(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (2 + point_pos.x); index_v = (0 + point_pos.y); _pos[2] = (null)(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[2] = (null)(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (3 + point_pos.x); index_v = (0 + point_pos.y); _pos[3] = (null)(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[3] = (null)(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (0 + point_pos.x); index_v = (1 + point_pos.y); _po
GODS EATER BURST v1.10.2 2020-07-17 Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8
GODS EATER BURST v1.10.2 2020-07-17 Unknown syscall in known module 'ThreadManForKernel': 0x616403ba
GODS EATER BURST v1.10.2 2020-07-17 Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999
GODS EATER BURST v1.10.2 2020-07-17 Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca
GODS EATER BURST v1.9.4 2020-06-13 sceKernelCreateThread(name=creature_venus): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-06-07 Unknown GetPointer 00000000 PC 08000000 LR 08000000
GODS EATER BURST v1.9.4 2020-06-24 sceKernelCreateThread(name=creature_tsukuyomi): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-02-05 Load/Save function 19 not coded. Title: ULES01519 Save: ULES01519 File: C02.BIN
GODS EATER BURST v1.9.4 2020-02-05 Load/Save function 19 not coded. Title: ULES01519 Save: ULES01519 File: C07.BIN
GODS EATER BURST v1.9.4 2020-02-05 Load/Save function 19 not coded. Title: ULES01519 Save: ULES01519 File: C06.BIN
GODS EATER BURST v1.9.4 2020-02-05 Load/Save function 19 not coded. Title: ULES01519 Save: ULES01519 File: C05.BIN
GODS EATER BURST v1.9.4 2020-02-05 Load/Save function 19 not coded. Title: ULES01519 Save: ULES01519 File: C04.BIN
GODS EATER BURST v1.9.4 2020-02-05 Load/Save function 19 not coded. Title: ULES01519 Save: ULES01519 File: C03.BIN
GODS EATER BURST v1.9.4 2019-12-12 Jump to invalid address: 0004db04
GODS EATER BURST v1.9.4 2019-12-12 Unknown GetPointer 0004e0b4 PC 0881af7c LR 0881af7c
GODS EATER BURST v1.9.4 2019-12-12 Garbage libstub address or end
GODS EATER BURST v1.9.4 2020-08-05 sceKernelCreateThread(name=creature_ardanova): unsupported attributes 00000006
GODS EATER BURST v1.8.0 2019-11-21 ReadFromHardware: Invalid address 109dc438 near PC 08bb78a4 LR 088479f0
GODS EATER BURST v1.8.0 2019-11-21 ReadFromHardware: Invalid address 10ace614 near PC 0883621c LR 0883621c
GODS EATER BURST v1.9.4 2020-08-12 sceKernelCreateThread(name=creature_sariel): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-08-05 sceKernelCreateThread(name=creature_hannibal): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-08-09 sceKernelCreateThread(name=creature_uroboros): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-08-13 sceKernelCreateThread(name=creature_bolgcamlann): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-07-28 sceKernelCreateThread(name=god_m003_Gift_test): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-08-13 sceKernelCreateThread(name=god_g002_Gallery): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-08-13 sceKernelCreateThread(name=creature_quadriga): unsupported attributes 00000006
GODS EATER BURST v1.8.0 2019-09-08 ReadFromHardware: Invalid address 00000095 near PC 0899fe78 LR 0899fe78
GODS EATER BURST v1.9.3 2019-10-19 Failed decrypting the PRX (ret = -1, size = 3607100, psp_size = 3607440)!
GODS EATER BURST v1.5.4 2019-07-21 DrawActiveTexture() failed: 8876086c
GODS EATER BURST v1.5.4 2019-07-21 Direct3D9: Failed to get the device caps!
GODS EATER BURST v1.8.0 2019-07-17 FBO using existing buffer as depthbuffer, 04158000/040dc000 and 040dc000/04088000
GODS EATER BURST v1.7.4 2019-07-02 FBO using existing buffer as depthbuffer, 001e4000/000dc000 and 000dc000/00088000
GODS EATER BURST v1.8.0 2019-05-24 ReadFromHardware: Invalid address 0a0002a8 near PC 0881af7c LR 0881af7c
GODS EATER BURST v1.9.4 2019-11-18 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:176: 'outerProduct' : no matching overloaded function found ERROR: 0:176: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 00080000:00007b1c HWX C T N Fog Tex Spline TessC TessT TessRevN #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_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; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z); ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; _col[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[1] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; _col[1] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba; index_u = (2 + point_pos.x); index_v = (0 + point_pos.y); _pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[2] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; _col[2] = texelFetch(u_tess_points, ivec2(index_u + u_spline_cou
GODS EATER BURST v1.9.4 2019-11-18 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:158: 'outerProduct' : no matching overloaded function found ERROR: 0:158: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 80000000:00006b18 HWX C T N Tex Bezier TessT TessRevN #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_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[1] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (2 + point_pos.x); index_v = (0 + point_pos.y); _pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[2] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (3 + point_pos.x); index_v = (0 + point_pos.y); _pos[3] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[3] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (0 + point_pos.x); index_v = (1 + point_pos.y); _pos[4] = texelFetch(u_tess_points,
GODS EATER BURST v1.9.4 2019-11-18 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:160: 'outerProduct' : no matching overloaded function found ERROR: 0:160: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 80000000:00006b1c HWX C T N Fog Tex Bezier TessT TessRevN #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_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; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[1] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (2 + point_pos.x); index_v = (0 + point_pos.y); _pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[2] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (3 + point_pos.x); index_v = (0 + point_pos.y); _pos[3] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[3] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (0 + point_pos.x); in
GODS EATER BURST v1.9.4 2020-07-16 Unknown GetPointer 00000000 PC 08841ac8 LR 08000030
GODS EATER BURST v1.9.4 2020-08-13 sceKernelCreateThread(name=creature_vajra): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-08-13 sceKernelCreateThread(name=creature_chihyu): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-08-13 sceKernelCreateThread(name=creature_zygote): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-08-13 sceKernelCreateThread(name=creature_kongou): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-08-13 sceKernelCreateThread(name=creature_gborogboro): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-08-13 sceKernelCreateThread(name=god_g997_Save_test): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-08-13 sceKernelCreateThread(name=god_g998_Result_test): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-08-13 sceKernelCreateThread(name=creature_cocoonmaiden): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-08-13 sceKernelCreateThread(name=creature_ogretail): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-08-13 sceKernelCreateThread(name=god_g000_Field): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-08-13 sceKernelCreateThread(name=god_g999_Base): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-08-13 sceKernelCreateThread(name=god_g001_Demo): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-08-13 sceKernelCreateThread(name=god_game): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-08-13 sceKernelCreateThread(name=god_m001_Title): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-08-13 sceKernelCreateThread(name=god_m002_Movie): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-08-13 sceKernelCreateThread(name=god_m000_Boot): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-08-13 sceKernelCreateThread(name=god_menu): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-08-13 sceKernelCreateThread(name=system): unsupported attributes 00000006
GODS EATER BURST v1.9.4 2020-07-08 Unknown GetPointer 00000000 PC 0882f008 LR 08000020
GODS EATER BURST v1.7.4 2019-04-06 Unknown GE command : 5200011a
GODS EATER BURST v1.7.4 2019-04-06 Bad bounding box data: ae0000
GODS EATER BURST v1.5.4 2019-01-26 FBO using existing buffer as depthbuffer, 001e8000/000dc000 and 000dc000/00088000
GODS EATER BURST v1.7.2 2018-12-06 Unknown GetPointer 00000000 PC 08825e68 LR 08825e78
GODS EATER BURST v1.8.0 2020-07-30 GL ran out of GPU memory; switching to low memory mode
GODS EATER BURST v1.6.3 2018-11-15 Error in shader compilation: info: Fragment shader compilation failed. ERROR: 0:348: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:348: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:348: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:348: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:351: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right op 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
GODS EATER BURST v1.4-2-g648bc5d 2018-11-10 Jump to invalid address: 04a93b00
GODS EATER BURST v1.6.3 2018-10-27 ReadFromHardware: Invalid address 000002b4 near PC 08836bac LR 08836b94
GODS EATER BURST v1.6.3 2018-10-27 WriteToHardware: Invalid address 00001a34 near PC 08836bac LR 08836b94
GODS EATER BURST v1.9.4 2020-08-02 80630006=sceAtracSetDataAndGetID(08f8ca20, 0006a868): invalid RIFF header
GODS EATER BURST v1.9.4 2020-02-05 Load/Save function 19 not coded. Title: ULES01519 Save: ULES01519 File: C01.BIN
GODS EATER BURST v1.9.4 2020-08-10 Load/Save function 19 not coded. Title: ULES01519 Save: ULES01519 File: C00.BIN
GODS EATER BURST v1.0-15-ge6d9bdb 2016-04-27 sceAtracSetDataAndGetID(0af8ca20, 0006a868): bad data
GODS EATER BURST v1.0-15-ge6d9bdb 2016-04-27 Atrac buffer invalid RIFF header: 0af8ca20
GODS EATER BURST v1.1.1 2017-11-11 __sceSasSetVoiceATRAC3(08a95840, 29, 08220e00)
GODS EATER BURST v1.10.3-387-g6ca01d588 2020-08-13 __KernelStopThread: thread 308 does not exist
GODS EATER BURST v1.1.1-96-gc41b981 2017-11-11 __sceSasSetVoiceATRAC3(08a95840, 30, 08220e00)
GODS EATER BURST v1.1.1-96-gc41b981 2017-11-11 __sceSasSetVoiceATRAC3(08a95840, 31, 08220e00)
GODS EATER BURST v1.6.3-492-g9fddfff66 2020-08-07 sceKernelCreateThread(name=AdhocThread): unsupported options parameter 00001000
GODS EATER BURST v1.5.2 2020-08-07 Loading module sceFont_Library with version 0101, devkit 06030010
GODS EATER BURST v1.5.2 2020-08-07 Loading module sceCcc_Library with version 0101, devkit 06030010
GODS EATER BURST v1.1.1-96-gc41b981 2017-11-11 __sceSasSetVoiceATRAC3(08a95840, 31, 08220d00)
GODS EATER BURST v1.1.1-96-gc41b981 2017-11-24 __sceSasSetVoiceATRAC3(08a95840, 30, 08220d00)
GODS EATER BURST v1.1.1-96-gc41b981 2017-11-19 __sceSasSetVoiceATRAC3(08a95840, 29, 08220d00)
GODS EATER BURST v1.1.1-96-gc41b981 2017-10-12 __sceSasSetVoiceATRAC3(08a95840, 31, 08220c00)
GODS EATER BURST v1.1.1-96-gc41b981 2017-11-29 __sceSasSetVoiceATRAC3(08a95840, 29, 08220c00)
GODS EATER BURST v1.4.2 2019-05-10 ReadFromHardware: Invalid address 00000016 near PC 08832258 LR 08832258
GODS EATER BURST v1.4.2 2019-05-10 ReadFromHardware: Invalid address 00000078 near PC 08832258 LR 08832258
GODS EATER BURST v1.4.2 2019-05-10 WriteToHardware: Invalid address 0000007c near PC 08832258 LR 08832258
GODS EATER BURST v1.4.2 2019-05-10 WriteToHardware: Invalid address 00000013 near PC 088323cc LR 088323cc
GODS EATER BURST v0.9.9.1-1292-g2db9275 2015-11-10 __sceSasSetVoiceATRAC3(08a95840, 30, 08220b00)
GODS EATER BURST v0.9.9.1-1292-g2db9275 2015-11-10 __sceSasSetVoiceATRAC3(08a95840, 29, 08220b00)
GODS EATER BURST v1.1.1-96-gc41b981 2017-11-19 __sceSasSetVoiceATRAC3(08a95840, 30, 08220c00)
GODS EATER BURST v1.9.4 2020-08-13 BREAK instruction hit