Recent logs - 遊☆戯☆王 5D's タッグフォース5

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遊☆戯☆王 5D's タッグフォース5 v1.6.3-492-g9fddfff66 2019-11-26 Error in shader compilation: info: 0:40: L0001: Expected token ')', found 'identifier' 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 5D's タッグフォース5 v1.6.3-492-g9fddfff66 2019-11-26 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking 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 5D's タッグフォース5 v1.6.3-492-g9fddfff66 2019-11-26 Error in shader compilation: info: 0:44: L0001: Expected token ')', found 'identifier' 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 mediump 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 5D's タッグフォース5 v1.6.3-492-g9fddfff66 2019-11-26 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00000802 Tex LM TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; varying mediump 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 mediump 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 5D's タッグフォース5 v1.6.3-492-g9fddfff66 2019-11-26 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00000822 Tex TexAlpha LM TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; varying mediump 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 mediump 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 5D's タッグフォース5 v1.8.0 2019-08-14 Unknown GetPointer 00000000 PC 08000000 LR 08000000
遊☆戯☆王 5D's タッグフォース5 v1.9.3 2020-01-03 Render to area containing texture at 04088000 +64x0
遊☆戯☆王 5D's タッグフォース5 v1.5.4 2019-05-11 Unknown GetPointer 00000000 PC 0880db2c LR 08e577d4
遊☆戯☆王 5D's タッグフォース5 v1.9.3 2019-12-10 Render to area containing texture at 04000000 +64x0
遊☆戯☆王 5D's タッグフォース5 v1.7.4 2019-02-16 Game install with no files / data
遊☆戯☆王 5D's タッグフォース5 v1.7.4 2018-12-16 WriteToHardware: Invalid address 24042d12 near PC 08000000 LR 08000000
遊☆戯☆王 5D's タッグフォース5 v1.8.0 2019-09-24 Unimplemented HLE function sceNetResolverTerm
遊☆戯☆王 5D's タッグフォース5 v1.8.0 2019-09-24 Unimplemented HLE function sceUtilityHtmlViewerInitStart
遊☆戯☆王 5D's タッグフォース5 v1.5.4 2017-12-22 WriteToHardware: Invalid address 00001e38 near PC 08000000 LR 08000000
遊☆戯☆王 5D's タッグフォース5 v1.5.4 2017-12-22 WriteToHardware: Invalid address 00001e3c near PC 08000000 LR 08000000
遊☆戯☆王 5D's タッグフォース5 v1.6.3 2018-07-23 WriteToHardware: Invalid address 24102e12 near PC 08000000 LR 08000000
遊☆戯☆王 5D's タッグフォース5 v1.4.2 2017-08-22 WriteToHardware: Invalid address 2410ad56 near PC 08000000 LR 08000000
遊☆戯☆王 5D's タッグフォース5 v1.7.2 2018-11-15 sceUtilityMsgDialogInitStart: invalid status
遊☆戯☆王 5D's タッグフォース5 v1.4-2-g648bc5d 2017-05-21 WriteToHardware: Invalid address 00001c62 near PC 08000000 LR 08000000
遊☆戯☆王 5D's タッグフォース5 v1.4-2-g648bc5d 2017-05-21 ReadFromHardware: Invalid address 016557c0 near PC 08000000 LR 08000000
遊☆戯☆王 5D's タッグフォース5 v1.4.2 2017-08-28 WriteToHardware: Invalid address 03bfcc81 near PC 08000000 LR 08000000
遊☆戯☆王 5D's タッグフォース5 v1.4-2-g648bc5d 2017-05-15 WriteToHardware: Invalid address 2410625e near PC 08000000 LR 08000000
遊☆戯☆王 5D's タッグフォース5 v1.4-2-g648bc5d 2017-05-15 WriteToHardware: Invalid address 2404615e near PC 08000000 LR 08000000
遊☆戯☆王 5D's タッグフォース5 v1.4-2-g648bc5d 2017-09-09 WriteToHardware: Invalid address 03bfcc63 near PC 08000000 LR 08000000
遊☆戯☆王 5D's タッグフォース5 v1.4.2-329-g6a2f87690 2018-11-04 Loading module sceFont_Library with version 0101, devkit 03080010
遊☆戯☆王 5D's タッグフォース5 v1.7.2 2019-09-29 Render to area containing texture at 00088000 +64x0
遊☆戯☆王 5D's タッグフォース5 v1.7.4 2020-01-15 Render to area containing texture at 00000000 +64x0
遊☆戯☆王 5D's タッグフォース5 v1.4.2-425-g7a7ccee5e 2019-08-23 Loading module scePsmfP_library with version 0101, devkit 06020010
遊☆戯☆王 5D's タッグフォース5 v1.4.2-425-g7a7ccee5e 2019-08-23 Loading module scePsmf_library with version 0101, devkit 06020010
遊☆戯☆王 5D's タッグフォース5 v1.4.2-425-g7a7ccee5e 2019-08-23 Loading module sceFont_Library with version 0101, devkit 03050010
遊☆戯☆王 5D's タッグフォース5 v1.9.4 2020-01-10 Unimplemented HLE function sceNetFreeThreadinfo
遊☆戯☆王 5D's タッグフォース5 v1.5.4 2018-11-04 WriteToHardware: Invalid address ffff2d1c near PC 08000000 LR 08000000
遊☆戯☆王 5D's タッグフォース5 v1.9.4 2020-01-21 Ignoring func export sceLibFont/0da7535e, already implemented in HLE.
遊☆戯☆王 5D's タッグフォース5 v1.9.4 2020-01-21 Ignoring func export sceLibFont/3aea8cb6, already implemented in HLE.
遊☆戯☆王 5D's タッグフォース5 v1.9.4 2020-01-21 Ignoring func export sceLibFont/5c3e4a9e, already implemented in HLE.
遊☆戯☆王 5D's タッグフォース5 v1.9.4 2020-01-21 Ignoring func export sceLibFont/27f6e642, already implemented in HLE.
遊☆戯☆王 5D's タッグフォース5 v1.9.4 2020-01-21 Ignoring func export sceLibFont/a834319d, already implemented in HLE.
遊☆戯☆王 5D's タッグフォース5 v1.9.4 2020-01-21 Ignoring func export sceLibFont/bc75d85b, already implemented in HLE.
遊☆戯☆王 5D's タッグフォース5 v1.9.4 2020-01-21 Ignoring func export sceLibFont/dcc80c2f, already implemented in HLE.
遊☆戯☆王 5D's タッグフォース5 v1.9.4 2020-01-21 Ignoring func export sceLibFont/681e61a7, already implemented in HLE.
遊☆戯☆王 5D's タッグフォース5 v1.9.4 2020-01-21 Ignoring func export sceLibFont/ee232411, already implemented in HLE.
遊☆戯☆王 5D's タッグフォース5 v1.9.4 2020-01-21 Ignoring func export sceLibFont/574b6fbc, already implemented in HLE.
遊☆戯☆王 5D's タッグフォース5 v1.9.4 2020-01-21 Ignoring func export sceLibFont/57fcb733, already implemented in HLE.
遊☆戯☆王 5D's タッグフォース5 v1.9.4 2020-01-21 Ignoring func export sceLibFont/ca1e6945, already implemented in HLE.
遊☆戯☆王 5D's タッグフォース5 v1.9.4 2020-01-21 Ignoring func export sceLibFont/67f17ed7, already implemented in HLE.
遊☆戯☆王 5D's タッグフォース5 v1.9.4 2020-01-21 Ignoring func export sceLibFont/099ef33c, already implemented in HLE.
遊☆戯☆王 5D's タッグフォース5 v1.9.4 2020-01-21 Ignoring func export sceLibFont/980f4895, already implemented in HLE.