Recent logs - The Warriors®

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Game title Version Latest Report Message
The Warriors® v1.5.4 2018-11-19 MIPSCompileOp: Invalid instruction b724925a
The Warriors® v1.6.3 2018-11-16 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:0021d822 Tex TexAlpha LM Fog TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01370000:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in 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 vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 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; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
The Warriors® v1.6.3 2018-11-16 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:0021d802 Tex LM Fog TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01f74400:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in 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 vec3 u_lightpos1; 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 vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
The Warriors® v1.6.3 2018-11-16 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:0021d802 Tex LM Fog TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01370000:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in 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 vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 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; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
The Warriors® v1.6.3 2018-11-16 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:0021d822 Tex TexAlpha LM Fog TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01f74400:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in 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 vec3 u_lightpos1; 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 vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
The Warriors® v1.7.1 2018-11-19 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
The Warriors® v1.7.2 2018-11-05 Unexpected mpeg first timestamp: 4e00000015f / 5360119185759
The Warriors® v1.6.3 2018-10-17 Unexpected mpeg first timestamp: 3d7990808d7 / 4224520292567
The Warriors® v1.6.3 2018-10-17 Unexpected mpeg first timestamp: 9b90bc3add6 / 10690370973142
The Warriors® v1.6.3 2018-10-17 Unexpected mpeg first timestamp: 9b90bc31ed4 / 10690370936532
The Warriors® v1.6.3 2018-11-15 WriteToHardware: Invalid address 00000008 near PC 08aab824 LR 08aac414
The Warriors® v1.6.3 2018-11-15 ReadFromHardware: Invalid address 00000004 near PC 08aab824 LR 08aac414
The Warriors® v1.6.3 2018-10-02 Error in shader compilation: info: Fragment shader compilation failed. ERROR: 0:348: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:348: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:348: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:348: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:351: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right op postshader // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ #define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 4 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ #define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red
The Warriors® v1.6.3 2018-11-17 WriteToHardware: Invalid address 00000008 near PC 088e0708 LR 08aac414
The Warriors® v1.6.3 2018-11-17 ReadFromHardware: Invalid address 00000004 near PC 088e0708 LR 08aac414
The Warriors® v1.6.3 2018-09-26 Unexpected mpeg first timestamp: f2ff09f433 / 1043660928051
The Warriors® v1.6.3 2018-09-04 Error in shader compilation: info: 00000000:0001d822 Tex TexAlpha LM TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; if (v.a < 0.002) discard; fragColor0 = v; }
The Warriors® v1.6.3 2018-07-18 ReadFromHardware: Invalid address d80aa612 near PC d80aa612 LR 0883b0d8
The Warriors® v1.6.3 2018-07-13 Vertices without position found: (00000068) P: s8 N: f C: ? (size: 16)
The Warriors® v1.6.3 2018-06-27 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 088eb528
The Warriors® v1.6.3 2018-06-27 MIPSCompileOp: Invalid instruction b57446b9
The Warriors® v1.6.3 2018-06-27 MIPSCompileOp: Invalid instruction b5cc02cd
The Warriors® v1.6.3 2018-11-19 MIPSCompileOp: Invalid instruction 00000001
The Warriors® v1.6.3 2018-06-27 MIPSCompileOp: Invalid instruction b513a3b7
The Warriors® v1.6.3 2018-11-10 GL ran out of GPU memory; switching to low memory mode
The Warriors® v1.5.4 2018-02-22 Render to texture with different strides 512 != 128
The Warriors® v1.5.4 2017-12-16 Unknown GE command : 4f081400
The Warriors® v1.5.4 2017-12-16 Unexpected mpeg first timestamp: fffffffffff / 17592186044415
The Warriors® v1.5.4 2018-09-27 Unexpected mpeg first timestamp: 10807f0100 / 70875283712
The Warriors® v1.4.2 2017-11-01 Unknown GE command : 52ffffff
The Warriors® v1.6.3 2018-10-17 Unexpected mpeg first timestamp: cdcf0423042 / 14143063208002
The Warriors® v1.6.2 2018-06-24 Unexpected mpeg first timestamp: aeeff09f433 / 12021597336627
The Warriors® v1.4.1 2017-05-29 Unexpected mpeg first timestamp: e2cafbe0000 / 15585089814528
The Warriors® v1.5.4 2018-02-28 Unexpected mpeg first timestamp: beeff09f433 / 13121108964403
The Warriors® v1.6.3 2018-08-31 Unexpected mpeg first timestamp: ff1ff09f433 / 17532040377395
The Warriors® v1.4-186-gfd4ef48 2017-05-08 Unsupported texture lod slope: 0.111238 + -0.312500
The Warriors® v1.4-186-gfd4ef48 2017-05-08 Unsupported texture lod slope: 0.861145 + 0.125000
The Warriors® v1.4-186-gfd4ef48 2017-05-08 Unsupported texture lod slope: 0.046874 + -0.125000
The Warriors® v1.4-167-g41136d5 2017-12-15 Unsupported texture lod slope: 0.046874 + -0.625000
The Warriors® v1.7.2 2018-11-19 80630008=sceAtracSetHalfwayBufferAndGetID(08414400, 00004000, 00020000): loop after end of data
The Warriors® v1.7.2 2018-11-19 80630008=sceAtracSetHalfwayBufferAndGetID(0843c800, 00004000, 00020000): loop after end of data
The Warriors® v1.7.2 2018-11-19 Atrac data chunk extends beyond riff chunk
The Warriors® v1.2.2 2016-06-11 Unexpected mpeg first timestamp: 7734550516f / 8191665525103
The Warriors® v1.0.1 2016-06-06 Atrac buffer invalid RIFF header: 0843c800
The Warriors® v1.0.1 2017-05-25 Atrac buffer invalid RIFF header: 08414400
The Warriors® v1.7.2 2018-11-19 80630006=sceAtracSetHalfwayBufferAndGetID(0843c800, 00004000, 00020000): invalid RIFF header
The Warriors® v1.7.2 2018-11-19 Unexpected mpeg first timestamp: 0 / 0
The Warriors® v1.7.2 2018-11-19 Unexpected mpeg first timestamp: cdcf042dd89 / 14143063252361
The Warriors® v1.7.2 2018-11-20 80630006=sceAtracSetHalfwayBufferAndGetID(08414400, 00004000, 00020000): invalid RIFF header
The Warriors® v1.2.2 2017-05-14 FBO created from existing depthbuffer as color, 00000000/00128000 and 00178000/00000000
The Warriors® v0.9.9.1-155-gc5e80d0 2015-06-04 Unexpected mpeg first timestamp: bf83bb2b1d4 / 13160781361620
The Warriors® v1.6.3 2018-11-18 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
The Warriors® v1.6.2 2018-06-24 Failed decrypting the PRX (ret = -1, size = 6150052, psp_size = 6150400)!
The Warriors® v1.7.2 2018-11-19 Render to texture with different formats 3 != 0
The Warriors® v1.7.2 2018-11-19 Render to texture with different strides 512 != 256
The Warriors® v1.7.2 2018-11-19 Render to texture with different strides 256 != 128
The Warriors® v1.7.2 2018-11-16 Render to texture with different strides 128 != 256
The Warriors® v0.9.8-180-gec6f9f2 2015-11-10 FBO using existing buffer as depthbuffer, 00178000/00000000 and 00000000/00000000