Recent logs - 天誅4

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Game title Version Latest Report Message
天誅4 v1.11.3 2021-09-15 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=2, text=2
天誅4 v1.11.3 2021-09-12 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 r7p0-00rel0 [Revision 96995]. 01f74444:00000b3d 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:7 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); 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 = splat3(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 = u_cullRangeMax.wwww; } } gl_Position = outPos; }
天誅4 v1.11.3 2021-08-17 Loading file directly instead of using handlers: disc0:/PSP_GAME/USRDIR/MGP.PGF
天誅4 v1.11.3 2021-08-17 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=2
天誅4 v1.9.0 2021-07-27 Failed to reschedule: out of threads on queue (-1, -1)
天誅4 v1.9.4 2021-05-12 Unknown GetPointer 00000000 PC 089ed1ec LR 08000030
天誅4 v1.10.3 2020-12-22 RET: Stack empty!
天誅4 v1.10.3 2020-12-22 Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8
天誅4 v1.10.3 2020-12-22 Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999
天誅4 v1.10.3 2020-12-22 Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca
天誅4 v1.10.3 2020-12-22 Unknown syscall in known module 'ThreadManForKernel': 0x18260574
天誅4 v1.10.3 2020-12-22 Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e
天誅4 v1.10.3 2020-12-22 Unknown syscall in known module 'ThreadManForKernel': 0x86255ada
天誅4 v1.10.3 2020-12-22 Unknown syscall in known module 'ThreadManForKernel': 0x8125221d
天誅4 v1.9.4 2021-08-20 Unknown GetPointer 00000000 PC 08830c68 LR 08830c68
天誅4 v1.6.3-492-g9fddfff66 2019-11-03 Jump to invalid address: 05d04600
天誅4 v1.9.4 2021-09-22 FBO created from existing depthbuffer as color, 04088000/04110000 and 04000000/04088000
天誅4 v1.9.4 2021-09-22 FBO created from existing depthbuffer as color, 04088000/04110000 and 04044000/04088000
天誅4 v1.6.3-492-g9fddfff66 2020-02-07 GL ran out of GPU memory; switching to low memory mode
天誅4 v1.5.4 2018-04-13 MPEG user data found
天誅4 v1.9.4 2021-07-26 WriteToHardware: Invalid address 00000d74 near PC 08000000 LR 08000000
天誅4 v1.9.4 2021-07-26 WriteToHardware: Invalid address 0000007c near PC 08000000 LR 08000000
天誅4 v1.9.4 2021-07-26 ReadFromHardware: Invalid address 00000024 near PC 08000000 LR 08000000
天誅4 v1.0-41-adhoclocal-chatSimple 2015-06-03 Unexpected mpeg first timestamp: fffffffffff / 17592186044415
天誅4 v1.9.4 2021-07-29 Render to texture with different formats 1 != 3
天誅4 v1.7.5 2021-07-22 FBO created from existing depthbuffer as color, 00088000/00110000 and 00044000/00088000
天誅4 v1.7.5 2021-07-22 FBO created from existing depthbuffer as color, 00088000/00110000 and 00000000/00088000