Recent logs - GOD EATER 体験版

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Game title Version Latest Report Message
GOD EATER 体験版 v1.9.4 2020-07-02 sceKernelCreateThread(name=god_g998_Result_test): unsupported attributes 00000006
GOD EATER 体験版 v1.9.4 2020-07-02 sceKernelCreateThread(name=god_g000_Field): unsupported attributes 00000006
GOD EATER 体験版 v1.9.4 2020-07-02 sceKernelCreateThread(name=god_g997_Save_test): unsupported attributes 00000006
GOD EATER 体験版 v1.9.4 2019-11-06 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 r6p2-01rel0 [Revision 96995]. 03f71111:40c00b1d HWX C T N LM Fog Tex Bones:4 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:7 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; 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 * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * 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 * color0.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * 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 * color0.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * 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_lightspecular2 * color0.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * 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)
GOD EATER 体験版 v1.9.4 2020-07-02 sceKernelCreateThread(name=god_g999_Base): unsupported attributes 00000006
GOD EATER 体験版 v1.9.4 2020-07-02 sceKernelCreateThread(name=god_g001_Demo): unsupported attributes 00000006
GOD EATER 体験版 v1.9.4 2020-07-02 sceKernelCreateThread(name=god_game): unsupported attributes 00000006
GOD EATER 体験版 v1.9.4 2020-07-02 sceKernelCreateThread(name=god_m001_Title): unsupported attributes 00000006
GOD EATER 体験版 v1.9.4 2020-07-02 sceKernelCreateThread(name=god_m002_Movie): unsupported attributes 00000006
GOD EATER 体験版 v1.9.4 2020-07-02 sceKernelCreateThread(name=god_m000_Boot): unsupported attributes 00000006
GOD EATER 体験版 v1.9.4 2020-07-02 sceKernelCreateThread(name=god_menu): unsupported attributes 00000006
GOD EATER 体験版 v1.9.4 2020-07-02 sceKernelCreateThread(name=system): unsupported attributes 00000006
GOD EATER 体験版 v1.8.0 2019-06-23 Unknown GetPointer 00000000 PC 0882ee54 LR 08000020
GOD EATER 体験版 v1.4-56-gb1a530b 2020-04-22 Loading module sceCcc_Library with version 0101, devkit 06000010
GOD EATER 体験版 v1.4-56-gb1a530b 2020-04-22 Loading module sceFont_Library with version 0101, devkit 06000010
GOD EATER 体験版 v1.4-56-gb1a530b 2020-04-22 sceKernelCreateThread(name=AdhocThread): unsupported options parameter 00001000
GOD EATER 体験版 v1.5.4 2018-05-15 MPEG user data found
GOD EATER 体験版 v1.9.4 2020-07-02 BREAK instruction hit