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Game title |
Version |
Latest Report |
Message |
Medal of Honor Heroes™ 2 |
v1.17.1 |
2024-11-17 |
WriteToHardware: Invalid address 00002168 near PC 08b18b1c LR 08b189a8 |
Medal of Honor Heroes™ 2 |
v1.17.1 |
2024-10-22 |
__KernelStopThread: thread 560 does not exist (ApctlThread stopped) |
Medal of Honor Heroes™ 2 |
v1.17.4-1 |
2024-10-13 |
WriteToHardware: Invalid address 00000001 near PC 08b61d40 LR 08b7072c |
Medal of Honor Heroes™ 2 |
v1.17.1 |
2024-10-01 |
WriteToHardware: Invalid address 00002168 near PC 08af1720 LR 08af1708 |
Medal of Honor Heroes™ 2 |
v1.17.1 |
2024-09-28 |
WriteToHardware: Invalid address 000004c4 near PC 08a26754 LR 08a26754 |
Medal of Honor Heroes™ 2 |
v1.16.6 |
2024-09-13 |
WriteToHardware: Invalid address 00000004 near PC 08843188 LR 0884317c |
Medal of Honor Heroes™ 2 |
v1.16.6 |
2024-09-13 |
ReadFromHardware: Invalid address 00000000 near PC 08b427a4 LR 08c6bce0 |
Medal of Honor Heroes™ 2 |
v1.16.6 |
2024-09-13 |
ReadFromHardware: Invalid address 00000004 near PC 08b427a4 LR 08b427c0 |
Medal of Honor Heroes™ 2 |
v1.16.6 |
2024-09-13 |
ReadFromHardware: Invalid address 00000000 near PC 089025e8 LR 089025e8 |
Medal of Honor Heroes™ 2 |
v1.9.0 |
2024-09-13 |
Unknown syscall in known module 'sceNp': 0x7e0864df |
Medal of Honor Heroes™ 2 |
v1.13.2-1944-g3e481634a |
2024-07-31 |
__KernelStopThread: thread 1320 does not exist (ApctlThread deleted) |
Medal of Honor Heroes™ 2 |
v1.13.2-1944-g3e481634a |
2024-07-31 |
__KernelStopThread: thread 1320 does not exist (ApctlThread stopped) |
Medal of Honor Heroes™ 2 |
v1.10-6-g8ac4efd3c |
2024-07-02 |
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 r10p0-00dev0 [Revision 96995].
01f30444:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3
#version 100
precision highp float;
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 vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
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 lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
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 mediump vec3 v_texcoord;
varying 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);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (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.xyzw = vec4(u_cullRangeMax.w);
}
}
gl_Position = outPos;
}
|
Medal of Honor Heroes™ 2 |
v1.11.3 |
2024-06-27 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145634952 |
Medal of Honor Heroes™ 2 |
v1.17.1 |
2024-06-20 |
__KernelStopThread: thread 1059 does not exist (ApctlThread deleted) |
Medal of Honor Heroes™ 2 |
v1.17.1 |
2024-06-20 |
__KernelStopThread: thread 1059 does not exist (ApctlThread stopped) |
Medal of Honor Heroes™ 2 |
v1.17.1 |
2024-06-19 |
Failed to truncate file. |
Medal of Honor Heroes™ 2 |
v1.11.3 |
2024-06-17 |
__KernelStopThread: thread 661 does not exist |
Medal of Honor Heroes™ 2 |
v1.17.1-334-g1786a4ddb |
2024-06-04 |
__KernelStopThread: thread 559 does not exist (ApctlThread stopped) |
Medal of Honor Heroes™ 2 |
v1.16.6 |
2024-05-15 |
Jump to invalid address: 0328f070 |
Medal of Honor Heroes™ 2 |
v1.17.1 |
2024-05-09 |
WriteToHardware: Invalid address 000004c4 near PC 08b74574 LR 08b74574 |
Medal of Honor Heroes™ 2 |
v1.17.1 |
2024-05-01 |
__KernelStopThread: thread 1003 does not exist (ApctlThread deleted) |
Medal of Honor Heroes™ 2 |
v1.17.1 |
2024-04-20 |
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 r10p0-00dev0 [Revision 96995].
01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 Cull
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 vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
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 lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
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_depthRange;
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;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
|
Medal of Honor Heroes™ 2 |
v1.17.1 |
2024-03-24 |
Unknown GetPointer f58cc018 PC 08c95280 LR 08c9a040 |
Medal of Honor Heroes™ 2 |
v1.17.1 |
2024-03-21 |
Unknown GetPointer eed6b018 PC 08c95280 LR 08c9a040 |
Medal of Honor Heroes™ 2 |
v1.17.1 |
2024-03-17 |
Unknown GetPointer 00000001 PC 08c95280 LR 08c9a040 |
Medal of Honor Heroes™ 2 |
v1.13.2-1944-g3e481634a |
2024-07-28 |
Failed to read valid video stream data from header |
Medal of Honor Heroes™ 2 |
v1.17.1 |
2024-02-11 |
Unknown GetPointer ad04f018 PC 08c95280 LR 08c9a040 |
Medal of Honor Heroes™ 2 |
v1.17.1 |
2024-10-21 |
Can't draw: No current render step. Step count: 0 |
Medal of Honor Heroes™ 2 |
v1.16.6 |
2024-01-23 |
Block transfer invalid: 00000010/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0) |
Medal of Honor Heroes™ 2 |
v1.17.1 |
2024-05-26 |
__KernelStopThread: thread 447 does not exist (ApctlThread deleted) |
Medal of Honor Heroes™ 2 |
v1.17.1 |
2024-05-26 |
__KernelStopThread: thread 447 does not exist (ApctlThread stopped) |
Medal of Honor Heroes™ 2 |
v1.16.6 |
2023-12-28 |
WriteToHardware: Invalid address 00002168 near PC 089c9898 LR 08c05c7c |
Medal of Honor Heroes™ 2 |
v1.16.6 |
2023-12-15 |
WriteToHardware: Invalid address 000004c4 near PC 08a26710 LR 08a26710 |
Medal of Honor Heroes™ 2 |
v1.16.5 |
2023-11-21 |
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 r6p0-00dev0 [Revision 96995].
01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 Cull
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 vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
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 lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
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_depthRange;
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;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
|
Medal of Honor Heroes™ 2 |
v1.14.4 |
2023-10-17 |
__KernelStopThread: thread 520 does not exist (ApctlThread deleted) |
Medal of Honor Heroes™ 2 |
v1.15.4 |
2023-10-09 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08945ba0 |
Medal of Honor Heroes™ 2 |
v1.16.1 |
2023-09-21 |
__KernelStopThread: thread 540 does not exist (ApctlThread deleted) |
Medal of Honor Heroes™ 2 |
v1.16.6 |
2024-01-28 |
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 r4p0-00rel0 [Revision 96995].
01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 Cull
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 vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
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 lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
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_depthRange;
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;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
o |
Medal of Honor Heroes™ 2 |
v1.14.1 |
2023-09-16 |
UI scissor out of bounds in GameSettingsScreen: 763,0-3042,1632 / 3626,1632 |
Medal of Honor Heroes™ 2 |
v1.14.1 |
2023-09-15 |
UI scissor out of bounds in GameSettingsScreen: 478,0-1904,1080 / 2270,1080 |
Medal of Honor Heroes™ 2 |
v1.11.3 |
2023-09-11 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=1, text=1 |
Medal of Honor Heroes™ 2 |
v1.13.1 |
2023-08-28 |
__KernelStopThread: thread 493 does not exist |
Medal of Honor Heroes™ 2 |
v1.12.3 |
2023-08-04 |
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 r10p0-00rel0 [Revision 96995].
03f30444:40c00b34 HWX T N Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 WScale 1 Cull
#version 100
// Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
attribute mediump vec4 w1;
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 vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
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 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;
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;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(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 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z < |
Medal of Honor Heroes™ 2 |
v1.15.4 |
2023-07-28 |
__KernelStopThread: thread 761 does not exist (ApctlThread stopped) |
Medal of Honor Heroes™ 2 |
v1.15.4 |
2023-07-28 |
__KernelStopThread: thread 448 does not exist (ApctlThread deleted) |
Medal of Honor Heroes™ 2 |
v1.15.4 |
2023-07-20 |
__KernelStopThread: thread 367 does not exist (helper deleted) |
Medal of Honor Heroes™ 2 |
v1.15.4 |
2023-07-04 |
WriteToHardware: Invalid address 00002168 near PC 08a26734 LR 08a26734 |
Medal of Honor Heroes™ 2 |
v1.16.5 |
2023-10-10 |
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 r8p0-00dev0 [Revision 96995].
01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 Cull
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 vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
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 lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
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_depthRange;
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;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
|
Medal of Honor Heroes™ 2 |
v1.12.3 |
2023-06-09 |
Normal projection mapping without normal? |
Medal of Honor Heroes™ 2 |
v1.9.3-80-g73bf6098e |
2023-03-26 |
__KernelStopThread: thread 1396 does not exist |
Medal of Honor Heroes™ 2 |
v1.13.2 |
2023-03-16 |
Unknown GetPointer 00000001 PC 08cb37e4 LR 08cb37ec |
Medal of Honor Heroes™ 2 |
v1.13.2 |
2023-03-16 |
ReadFCR: Unexpected reg 10 |
Medal of Honor Heroes™ 2 |
v1.13.2 |
2023-03-16 |
Trying to compile instruction 00000073 that can't be interpreted |
Medal of Honor Heroes™ 2 |
v1.14.4 |
2023-03-09 |
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 r8p0-00dev0 [Revision 96995].
01f30444:00000b38 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f30444:00000b38 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 Cull
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 vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
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 lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
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_depthRange;
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;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) |
Medal of Honor Heroes™ 2 |
v1.11.3 |
2023-03-04 |
80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header |
Medal of Honor Heroes™ 2 |
v1.14.4 |
2023-02-24 |
Unknown GetPointer dffdb018 PC 08c996b0 LR 08c9a040 |
Medal of Honor Heroes™ 2 |
v1.10.2 |
2023-02-23 |
sceGeBreak(mode=0, unknown=08ce04ac): unknown ptr (valid) |
Medal of Honor Heroes™ 2 |
v1.14.1 |
2023-02-20 |
UI scissor out of bounds in GameSettingsScreen: 350,0-967,288 / 800,480 |
Medal of Honor Heroes™ 2 |
v1.14.1 |
2023-02-20 |
UI scissor out of bounds in GamePauseScreen: 265,20-200,780 / 800,480 |
Medal of Honor Heroes™ 2 |
v1.14.1 |
2023-02-20 |
UI scissor out of bounds in GamePauseScreen: 0,20-255,780 / 800,480 |
Medal of Honor Heroes™ 2 |
v1.14.1 |
2023-02-20 |
UI scissor out of bounds in GamePauseScreen: 485,20-300,460 / 480,800 |
Medal of Honor Heroes™ 2 |
v1.14.1 |
2023-02-20 |
UI scissor out of bounds in GameSettingsScreen: 0,64-480,662 / 800,480 |
Medal of Honor Heroes™ 2 |
v1.14.1 |
2023-02-02 |
UI scissor out of bounds in GameSettingsScreen: 210,0-580,480 / 480,800 |
Medal of Honor Heroes™ 2 |
v1.14.1 |
2023-01-31 |
UI scissor out of bounds in MainScreen: 56,0-1182,721 / 1600,720 |
Medal of Honor Heroes™ 2 |
v1.14.1 |
2023-01-31 |
UI scissor out of bounds in GameSettingsScreen: 294,0-1295,721 / 1600,720 |
Medal of Honor Heroes™ 2 |
v1.12.3 |
2023-01-31 |
WriteToHardware: Invalid address 00002168 near PC 08aebcec LR 08ad8e1c |
Medal of Honor Heroes™ 2 |
v1.13.2 |
2022-12-30 |
Unknown GetPointer 00000000 PC 00000000 LR 00000000 |
Medal of Honor Heroes™ 2 |
v1.12.3 |
2022-12-23 |
sceKernelCreateSema(KSAP_ThLockSema) unsupported attr parameter: 00000011 |
Medal of Honor Heroes™ 2 |
v1.12.3 |
2022-12-23 |
sceKernelCreateSema(KSAP_FnLockSema) unsupported attr parameter: 00000011 |
Medal of Honor Heroes™ 2 |
v1.13.1 |
2022-12-08 |
sceKernelLoadModule: unsupported options size=00000014, flags=08b10000, pos=0, access=1, data=2, text=2 |
Medal of Honor Heroes™ 2 |
v1.13.1 |
2022-12-08 |
sceKernelLoadModule: unsupported options size=00000014, flags=08b10000, pos=0, access=1, data=1, text=1 |
Medal of Honor Heroes™ 2 |
v1.13.2 |
2022-12-05 |
VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=8 IDX=2 MC=5 |
Medal of Honor Heroes™ 2 |
v1.10.2 |
2022-12-05 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic, bad data |
Medal of Honor Heroes™ 2 |
v1.10.2 |
2022-12-05 |
Ignoring func export scePsmfPlayer/f8ef08a6, already implemented in HLE. |
Medal of Honor Heroes™ 2 |
v1.10.2 |
2022-12-05 |
Ignoring func export scePsmfPlayer/f3efaa91, already implemented in HLE. |
Medal of Honor Heroes™ 2 |
v1.10.2 |
2022-12-05 |
Ignoring func export scePsmfPlayer/e792cd94, already implemented in HLE. |
Medal of Honor Heroes™ 2 |
v1.10.2 |
2022-12-05 |
Ignoring func export scePsmfPlayer/df089680, already implemented in HLE. |
Medal of Honor Heroes™ 2 |
v1.10.2 |
2022-12-05 |
Ignoring func export scePsmfPlayer/b9848a74, already implemented in HLE. |
Medal of Honor Heroes™ 2 |
v1.10.2 |
2022-12-05 |
Ignoring func export scePsmfPlayer/b8d10c56, already implemented in HLE. |
Medal of Honor Heroes™ 2 |
v1.10.2 |
2022-12-05 |
Ignoring func export scePsmfPlayer/a72db4f9, already implemented in HLE. |
Medal of Honor Heroes™ 2 |
v1.10.2 |
2022-12-05 |
Ignoring func export scePsmfPlayer/a3d81169, already implemented in HLE. |
Medal of Honor Heroes™ 2 |
v1.10.2 |
2022-12-05 |
Ignoring func export scePsmfPlayer/9ff2b2e7, already implemented in HLE. |
Medal of Honor Heroes™ 2 |
v1.10.2 |
2022-12-05 |
Ignoring func export scePsmfPlayer/9b71a274, already implemented in HLE. |
Medal of Honor Heroes™ 2 |
v1.10.2 |
2022-12-05 |
Ignoring func export scePsmfPlayer/95a84ee5, already implemented in HLE. |
Medal of Honor Heroes™ 2 |
v1.10.2 |
2022-12-05 |
Ignoring func export scePsmfPlayer/58b83577, already implemented in HLE. |
Medal of Honor Heroes™ 2 |
v1.10.2 |
2022-12-05 |
Ignoring func export scePsmfPlayer/46f61f8b, already implemented in HLE. |
Medal of Honor Heroes™ 2 |
v1.10.2 |
2022-12-05 |
Ignoring func export scePsmfPlayer/3ed62233, already implemented in HLE. |
Medal of Honor Heroes™ 2 |
v1.13.2 |
2022-11-26 |
Could not setup streams, unexpected stream count: 13462 |
Medal of Honor Heroes™ 2 |
v1.13.2 |
2022-11-13 |
Unknown GetPointer 00000000 PC 00000000 LR 08840b5c |
Medal of Honor Heroes™ 2 |
v1.13.2 |
2022-11-06 |
Utility access thread still running, state: shutting down, dialog=1/1 |
Medal of Honor Heroes™ 2 |
v1.13.2 |
2022-11-06 |
Utility access thread still running, state: shutting down, dialog=2/1 |
Medal of Honor Heroes™ 2 |
v1.13.2 |
2022-10-25 |
GetFramebufferCandidates(DEPTH): Multiple (3) candidate framebuffers. First will be chosen. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16):
[C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] [C:04088000/512 Z:04110000/512 X:0 Y:0 reint: false] [C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false] |
Medal of Honor Heroes™ 2 |
v1.13.2 |
2023-01-14 |
sceUtilityMsgDialogInitStart: invalid status |
Medal of Honor Heroes™ 2 |
v1.13.1-438-g15f51c306 |
2022-09-30 |
GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 040cc000 offset: 0 (64x64 stride 64, 565):
[DEPTH seq:0 C:04000000/512 Z:040cc000/512 X:0 Y:0 reint: false] [DEPTH seq:7977 C:04044000/512 Z:040cc000/512 X:0 Y:0 reint: false] [COLOR seq:8013 C:040cc000/64 Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:8016 C:040ce000/64 Z:040cc000/512 X:0 Y:0 reint: false] |
Medal of Honor Heroes™ 2 |
v1.13.2 |
2022-09-24 |
GE Interrupt: newState might be 5 |
Medal of Honor Heroes™ 2 |
v1.13.2 |
2022-09-24 |
GE Interrupt: newState might be 3 |
Medal of Honor Heroes™ 2 |
v1.9.0 |
2024-09-05 |
GE Interrupt: newState might be 1 |
Medal of Honor Heroes™ 2 |
v1.13.2 |
2022-09-23 |
Decoding texture from VRAM mirror at 04688000 swizzle=0 |
Medal of Honor Heroes™ 2 |
v1.10.2 |
2022-09-23 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a87160, pos=0, access=1, data=2, text=2 |