Recent logs - 遊戯王デュエルモンスターズGX タッグフォース

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Game title Version Latest Report Message
遊戯王デュエルモンスターズGX タッグフォース v1.9.3 2019-10-11 Unknown GetPointer 00000000 PC 08804000 LR 08000030
遊戯王デュエルモンスターズGX タッグフォース v1.9.3 2019-10-10 sceDmacMemcpy(dest=04088000, src=09442440, size=557056): overlapping read
遊戯王デュエルモンスターズGX タッグフォース v1.6.3-492-g9fddfff66 2019-10-10 Error in shader program link: info: Link Error: Vertex shader was not successfully compiled. fs: 00000000:00000800 LM #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; gl_FragColor = v; } vs: 01170001:00000101 HWX LM Light: 0: c:1 t:0 MatUp:7 (failed) #version 100 precision highp float; attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; 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_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
遊戯王デュエルモンスターズGX タッグフォース v1.6.3-492-g9fddfff66 2019-10-10 Error in shader compilation: info: Compile failed. ERROR: 0:40: 'f' : suffix for floats requires language version 120 ERROR: 1 compilation errors. No code generated. 01170001:00000101 HWX LM Light: 0: c:1 t:0 MatUp:7 #version 100 precision highp float; attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; 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_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
遊戯王デュエルモンスターズGX タッグフォース v1.6.3-492-g9fddfff66 2019-10-10 Error in shader program link: info: Link Error: Vertex shader was not successfully compiled. fs: 00000000:00000802 Tex LM TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; varying highp 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 = vec4(t.rgb * p.rgb, p.a) + s; gl_FragColor = v; } vs: 01170001:00000911 HWX T LM Tex Light: 0: c:1 t:0 MatUp:7 (failed) #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; 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_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * 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); 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; }
遊戯王デュエルモンスターズGX タッグフォース v1.6.3-492-g9fddfff66 2019-10-10 Error in shader compilation: info: Compile failed. ERROR: 0:44: 'f' : suffix for floats requires language version 120 ERROR: 1 compilation errors. No code generated. 01170001:00000911 HWX T LM Tex Light: 0: c:1 t:0 MatUp:7 #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; 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_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * 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); 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; }
遊戯王デュエルモンスターズGX タッグフォース v1.6.3-492-g9fddfff66 2019-10-10 Error in shader program link: info: Link Error: Vertex shader was not successfully compiled. fs: 00000000:00000822 Tex TexAlpha LM TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; varying highp 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; gl_FragColor = v; } vs: 01170001:00000911 HWX T LM Tex Light: 0: c:1 t:0 MatUp:7 (failed) #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying highp vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; 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_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * 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); 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; }
遊戯王デュエルモンスターズGX タッグフォース v1.8.0 2019-09-21 80000107=sceDisplaySetFrameBuf(04088000, 512, 3, 0): must change latched framebuf first
遊戯王デュエルモンスターズGX タッグフォース v1.8.0 2019-09-21 80000107=sceDisplaySetFrameBuf(04000000, 512, 3, 0): must change latched framebuf first
遊戯王デュエルモンスターズGX タッグフォース v1.8.0 2019-07-15 WriteToHardware: Invalid address 00000100 near PC 0886cbfc LR 0886cc04
遊戯王デュエルモンスターズGX タッグフォース v1.8.0 2019-07-15 ReadFromHardware: Invalid address 00000100 near PC 0886cc84 LR 0886cc7c
遊戯王デュエルモンスターズGX タッグフォース v1.8.0 2019-07-15 WriteToHardware: Invalid address 00000000 near PC 0886c99c LR 0886c9a8
遊戯王デュエルモンスターズGX タッグフォース v1.8.0 2019-07-15 Unknown GetPointer 00000000 PC 0880df80 LR 091a5220
遊戯王デュエルモンスターズGX タッグフォース v1.8.0 2019-07-14 ReadFromHardware: Invalid address 00000000 near PC 08841b50 LR 08841b60
遊戯王デュエルモンスターズGX タッグフォース v1.8.0 2019-10-03 Unknown GetPointer 00000000 PC 088341e4 LR 088341e4
遊戯王デュエルモンスターズGX タッグフォース v1.6.3-492-g9fddfff66 2019-06-07 WriteToHardware: Invalid address 00000000 near PC 088682d4 LR 088682d4
遊戯王デュエルモンスターズGX タッグフォース v1.8.0 2019-09-12 Unknown GetPointer 00000000 PC 08000000 LR 08000000
遊戯王デュエルモンスターズGX タッグフォース v1.9.3 2019-10-17 Render to area containing texture at 04000000 +64x0
遊戯王デュエルモンスターズGX タッグフォース v1.8.0 2019-04-12 Unknown GetPointer 00000000 PC 0885c328 LR 0885d15c
遊戯王デュエルモンスターズGX タッグフォース v1.9.3 2019-10-17 Render to area containing texture at 04088000 +64x0
遊戯王デュエルモンスターズGX タッグフォース v1.7.5 2018-12-20 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
遊戯王デュエルモンスターズGX タッグフォース v1.8.0 2019-09-21 GL ran out of GPU memory; switching to low memory mode
遊戯王デュエルモンスターズGX タッグフォース v1.8.0 2019-09-06 sceDmacMemcpy(dest=04088000, src=08fa15c0, size=557056): overlapping read
遊戯王デュエルモンスターズGX タッグフォース v1.5.4 2018-03-12 sceDmacMemcpy(dest=04088000, src=094d37c0, size=557056): overlapping read
遊戯王デュエルモンスターズGX タッグフォース v1.8.0 2019-04-27 WriteToHardware: Invalid address 00000000 near PC 0881f788 LR 0881f6fc
遊戯王デュエルモンスターズGX タッグフォース v1.5.4 2018-02-07 sceDmacMemcpy(dest=04088000, src=0944b7c0, size=557056): overlapping read
遊戯王デュエルモンスターズGX タッグフォース v1.4.2 2017-10-16 WriteToHardware: Invalid address 4d41021f near PC 08000000 LR 08000000
遊戯王デュエルモンスターズGX タッグフォース v1.4.2 2017-10-16 WriteToHardware: Invalid address 4d414797 near PC 08000000 LR 08000000
遊戯王デュエルモンスターズGX タッグフォース v1.4.2 2017-10-16 WriteToHardware: Invalid address 4d414797 near PC 08847658 LR 08847658
遊戯王デュエルモンスターズGX タッグフォース v1.1.1-66-g5ebd7bf 2016-06-07 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
遊戯王デュエルモンスターズGX タッグフォース v1.4.2 2017-10-08 sceDmacMemcpy(dest=04088000, src=08fa15c0, size=557056): overlapping read
遊戯王デュエルモンスターズGX タッグフォース v1.4.2-463-g11f8bcc8a 2017-09-30 Unable to run GE interrupt: no pending interrupt
遊戯王デュエルモンスターズGX タッグフォース v1.7.5 2019-08-03 Render to area containing texture at 00000000 +64x0
遊戯王デュエルモンスターズGX タッグフォース v1.7.5 2019-07-12 Render to area containing texture at 00088000 +64x0
遊戯王デュエルモンスターズGX タッグフォース v1.6.3-492-g9fddfff66 2019-04-24 sceKernelCreateThread(name=AdhocThread): unsupported options parameter 00001000
遊戯王デュエルモンスターズGX タッグフォース v1.3 2017-09-07 Loading module sceFont_Library with version 0101, devkit 03050010
遊戯王デュエルモンスターズGX タッグフォース v1.5.2 2019-07-12 Loading module sceMpeg_library with version 0105, devkit 00000000
遊戯王デュエルモンスターズGX タッグフォース v1.5.2 2019-06-28 Loading module sceATRAC3plus_Library with version 0104, devkit 00000000
遊戯王デュエルモンスターズGX タッグフォース v1.5.2 2019-06-28 Loading module sceFont_Library with version 0101, devkit 00000000
遊戯王デュエルモンスターズGX タッグフォース v1.3 2017-09-07 Ignoring func export sceLibFont/681e61a7, already implemented in HLE.
遊戯王デュエルモンスターズGX タッグフォース v1.3 2017-09-07 Ignoring func export sceLibFont/099ef33c, already implemented in HLE.
遊戯王デュエルモンスターズGX タッグフォース v1.3 2017-09-07 Ignoring func export sceLibFont/574b6fbc, already implemented in HLE.
遊戯王デュエルモンスターズGX タッグフォース v1.3 2017-09-07 Ignoring func export sceLibFont/bc75d85b, already implemented in HLE.
遊戯王デュエルモンスターズGX タッグフォース v1.3 2017-09-07 Ignoring func export sceLibFont/3aea8cb6, already implemented in HLE.
遊戯王デュエルモンスターズGX タッグフォース v1.3 2017-09-07 Ignoring func export sceLibFont/57fcb733, already implemented in HLE.
遊戯王デュエルモンスターズGX タッグフォース v1.3 2017-09-07 Ignoring func export sceLibFont/ca1e6945, already implemented in HLE.
遊戯王デュエルモンスターズGX タッグフォース v1.3 2017-09-07 Ignoring func export sceLibFont/dcc80c2f, already implemented in HLE.
遊戯王デュエルモンスターズGX タッグフォース v1.3 2017-09-07 Ignoring func export sceLibFont/5c3e4a9e, already implemented in HLE.
遊戯王デュエルモンスターズGX タッグフォース v1.3 2017-09-07 Ignoring func export sceLibFont/a834319d, already implemented in HLE.
遊戯王デュエルモンスターズGX タッグフォース v1.3 2017-09-07 Ignoring func export sceLibFont/0da7535e, already implemented in HLE.
遊戯王デュエルモンスターズGX タッグフォース v1.3 2017-09-07 Ignoring func export sceLibFont/980f4895, already implemented in HLE.
遊戯王デュエルモンスターズGX タッグフォース v1.3 2017-09-07 Ignoring func export sceLibFont/27f6e642, already implemented in HLE.
遊戯王デュエルモンスターズGX タッグフォース v1.3 2017-09-07 Ignoring func export sceLibFont/67f17ed7, already implemented in HLE.
遊戯王デュエルモンスターズGX タッグフォース v1.3 2017-09-07 Ignoring func export sceLibFont/ee232411, already implemented in HLE.
遊戯王デュエルモンスターズGX タッグフォース v1.8.0 2019-09-12 Unimplemented HLE function sceUtilityHtmlViewerInitStart
遊戯王デュエルモンスターズGX タッグフォース v1.8.0 2019-09-12 Unimplemented HLE function sceNetResolverTerm