Recent logs - Shadow of Memories

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Game title Version Latest Report Message
Shadow of Memories v1.14.4 2023-04-22 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=2 IDX=0 MC=7
Shadow of Memories v1.14.4 2023-04-23 Ignoring possible texturing from framebuffer at 041bc000 +0x64 / 256x128
Shadow of Memories v1.17.1 2024-08-30 00000400=sceGeEdramSetAddrTranslation(00000800)
Shadow of Memories v1.11.1 2022-06-01 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=3 IDX=0 MC=7
Shadow of Memories v1.9.3 2021-03-11 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=1 IDX=0 MC=7
Shadow of Memories v1.9.4 2019-11-28 Error in shader compilation: info: 0:1: F0003: Shader too long. This shader is 526 instruction words long, but Mali-400 GP only supports up to 512 instruction words. 03f79911:41800b14 HWX T N Fog Tex Bones:7 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:2 3: c:1 t:2 MatUp:7 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec3 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 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; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); 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; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse)
Shadow of Memories v1.9.4 2019-12-13 Render to texture with different strides 256 != 512
Shadow of Memories v1.8.0 2024-01-19 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=8 IDX=0 MC=2
Shadow of Memories v1.8.0 2019-04-27 Render to texture with incompatible formats 5 != 3 at 04000000
Shadow of Memories v1.4 2017-08-04 Render to texture with incompatible formats 4 != 3 at 00088000
Shadow of Memories v1.1.1-655-ge0ca04d 2016-01-07 Render to texture with incompatible formats 5 != 3 at 00000000
Shadow of Memories v1.1.1-500-g2909580 2015-12-30 Render to texture with incompatible formats 5 != 3 at 00088000
Shadow of Memories v1.9.4 2023-01-14 4 and 8-bit CLUT format not supported for framebuffers
Shadow of Memories v1.9.4 2023-01-14 Render to texture with different strides 128 != 256
Shadow of Memories v1.9.4 2023-01-14 Render to texture with incompatible formats 6 != 3 at 041bc000
Shadow of Memories v1.9.4 2023-01-14 Render to texture using CLUT with different strides 256 != 128
Shadow of Memories v1.4.2 2017-09-16 Loading module scePsmf_library with version 0101, devkit 03050010
Shadow of Memories v1.4.2 2017-09-16 Loading module scePsmfP_library with version 0101, devkit 03050010
Shadow of Memories v1.11.1 2022-06-01 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=1 IDX=0 MC=3
Shadow of Memories v1.9.4 2024-08-26 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=3 IDX=0 MC=8