Recent logs - ガンダムバトルユニバース

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Game title Version Latest Report Message
ガンダムバトルユニバース v1.9.4 2020-03-11 Branch in RSRTComp delay slot at 0810c1a0 in block starting at 0810c0b8
ガンダムバトルユニバース v1.9.4 2020-03-11 WriteToHardware: Invalid address ffffefec near PC 0810c14c LR 0894a8a0
ガンダムバトルユニバース v1.9.4 2020-03-11 MIPSCompileOp: Invalid instruction 00007fff
ガンダムバトルユニバース v1.9.4 2020-03-11 Jump to invalid address: 03fc4000
ガンダムバトルユニバース v1.9.4 2020-03-11 MIPSCompileOp: Invalid instruction efefefd1
ガンダムバトルユニバース v1.9.4 2020-02-08 WriteToHardware: Invalid address 0000115c near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.9.4 2020-02-08 WriteToHardware: Invalid address 00000dbc near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.6.3-492-g9fddfff66 2020-01-23 ReadFromHardware: Invalid address 7f800001 near PC 7f800001 LR 7f800001
ガンダムバトルユニバース v1.9.3-80-g73bf6098e 2020-01-20 __KernelStopThread: thread 345 does not exist
ガンダムバトルユニバース v1.9.3-80-g73bf6098e 2020-01-20 __KernelStopThread: thread 307 does not exist
ガンダムバトルユニバース v1.4.2-425-g7a7ccee5e 2019-11-29 Error in shader compilation: info: 0(158) : error C1008: undefined variable "u_proj" 0(159) : error C1008: undefined variable "col" 0(175) : error C1008: undefined variable "col" 0(178) : error C1008: undefined variable "col" 0(179) : error C1008: undefined variable "col" 0(190) : error C1008: undefined variable "col" 0(193) : error C1008: undefined variable "col" 0(194) : error C1008: undefined variable "col" 0(205) : error C1008: undefined variable "col" 0(208) : error C1008: undefined variable "col" 0(209) : error C1008: undefined variable "col" 0(220) : error C1008: undefined variable "col" 0(223) : error C1008: undefined variable "col" 0(224) : error C1008: undefined variable "col" 0(226) : error C1008: undefined variable "tex" / code: #version 330 #define lowp #define mediump #define highp in mediump vec4 w1, w2; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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 mat4 u_bone7; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump float u_lightangle0; uniform mediump float u_lightspotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump float u_lightangle1; uniform mediump float u_lightspotCoef1; 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 float u_lightangle2; uniform mediump float u_lightspotCoef2; 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 float u_lightangle3; uniform mediump float u_lightspotCoef3; 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; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; uniform sampler1D u_tess_pos_tex; uniform sampler1D u_tess_tex_tex; uniform sampler1D u_tess_col_tex; uniform int u_spline_count_u; vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) { vec2 pos = vec2(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) { vec3 pos = vec3(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) { vec4 pos = vec4(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } uniform int u_spline_count_v; uniform int u_spline_type_u; uniform int u_spline_type_v; void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) { for (int i = 0; i < 6; ++i) { knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2)); } if ((type.x & 1) != 0) { if (patch_pos.x <= 2) knot[0].x = 0.0; if (patch_pos.x <= 1) knot[1].x = 0.0; } if ((type.x & 2) != 0) { if (patch_pos.x >= (num_patches.x - 2)) knot[5].x = float(num_patches.x); if (pa
ガンダムバトルユニバース v1.9.4 2020-02-08 WriteToHardware: Invalid address 000005c0 near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.8.0 2019-07-18 Unknown GetPointer 00000000 PC 08806470 LR 08806470
ガンダムバトルユニバース v1.8.0 2019-05-25 WriteToHardware: Invalid address 00000f1c near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.8.0 2019-05-25 WriteToHardware: Invalid address 00000500 near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.9.4 2020-01-20 Unknown GetPointer 00000000 PC 0880633c LR 0880633c
ガンダムバトルユニバース v1.6.3-492-g9fddfff66 2019-02-03 ReadFromHardware: Invalid address 6d924774 near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.6.3-492-g9fddfff66 2019-04-18 ReadFromHardware: Invalid address 40cee810 near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.4.2 2018-11-06 WriteToHardware: Invalid address 00000cfc near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.8.0 2019-05-25 WriteToHardware: Invalid address 0000109c near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.4 2018-09-25 ReadFromHardware: Invalid address 0014a134 near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.6.3 2018-08-01 80630006=sceAtracSetDataAndGetID(09da90d4, 000677ec): invalid RIFF header
ガンダムバトルユニバース v1.6.3 2018-08-01 Unexpected mpeg first timestamp: 22024002600 / 2337066198528
ガンダムバトルユニバース v1.6.3 2018-07-14 GL ran out of GPU memory; switching to low memory mode
ガンダムバトルユニバース v1.7.5 2019-08-23 Attempting to texture from target (src=00000000 / target=00000000 / flags=7)
ガンダムバトルユニバース v1.7.5 2019-09-02 Attempting to texture from target (src=00044000 / target=00044000 / flags=7)
ガンダムバトルユニバース v1.4-167-g41136d5 2017-05-06 Unsupported texture lod slope: 0.002222 + 0.000000
ガンダムバトルユニバース v1.4-134-g339d4b2 2017-04-25 Unsupported texture lod slope: 0.001333 + 0.000000
ガンダムバトルユニバース v1.6.3-492-g9fddfff66 2019-11-28 sceKernelCreateThread(name=AdhocThread): unsupported options parameter 00001000
ガンダムバトルユニバース v1.6.3-492-g9fddfff66 2020-01-23 WriteToHardware: Invalid address 00000000 near PC 08000000 LR 08000000
ガンダムバトルユニバース v0.9.8-1385-gcc26948 2015-09-27 FBO created from existing depthbuffer as color, 00088000/00088000 and 00000000/00088000
ガンダムバトルユニバース v0.9.8-1385-gcc26948 2015-09-27 FBO using existing buffer as depthbuffer, 0009c000/00088000 and 00088000/00088000
ガンダムバトルユニバース v0.9.8-1385-gcc26948 2015-09-27 FBO using existing buffer as depthbuffer, 00098000/00088000 and 00088000/00088000
ガンダムバトルユニバース v0.9.8-1385-gcc26948 2015-09-27 FBO created from existing depthbuffer as color, 00088000/00088000 and 00088000/00088000
ガンダムバトルユニバース v0.9.8-1385-gcc26948 2015-09-27 FBO created from existing depthbuffer as color, 00088000/00088000 and 00044000/00088000
ガンダムバトルユニバース v1.6.3-492-g9fddfff66 2019-11-10 WriteToHardware: Invalid address 000000f4 near PC 08000000 LR 08000000