Recent logs - Medal of Honor Heroes™ 2

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Game title Version Latest Report Message
Medal of Honor Heroes™ 2 v1.11.3 2021-09-23 Unexpected mpeg first timestamp: a4d0 / 42192
Medal of Honor Heroes™ 2 v1.11.3 2021-09-22 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145543488
Medal of Honor Heroes™ 2 v1.11.3 2021-09-19 FBO created from existing depthbuffer as color, 04000000/00000000 and 0404c000/04000000
Medal of Honor Heroes™ 2 v1.9.3-80-g73bf6098e 2021-09-07 __KernelStopThread: thread 549 does not exist
Medal of Honor Heroes™ 2 v1.9.3-80-g73bf6098e 2021-09-07 __KernelStopThread: thread 523 does not exist
Medal of Honor Heroes™ 2 v1.9.3-80-g73bf6098e 2021-09-07 __KernelStopThread: thread 555 does not exist
Medal of Honor Heroes™ 2 v1.11.3 2021-09-03 Unknown GetPointer 00000000 PC 08a24f3c LR 08a24478
Medal of Honor Heroes™ 2 v1.9 2021-09-01 BlockTransfer: Bad destination transfer address 04810000!
Medal of Honor Heroes™ 2 v1.11.3 2021-08-31 __KernelStopThread: thread 720 does not exist
Medal of Honor Heroes™ 2 v1.11.3 2021-08-26 __KernelStopThread: thread 436 does not exist
Medal of Honor Heroes™ 2 v1.11.3 2021-08-26 FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000
Medal of Honor Heroes™ 2 v1.9.3-80-g73bf6098e 2021-08-25 __KernelStopThread: thread 1732 does not exist
Medal of Honor Heroes™ 2 v1.9.3-80-g73bf6098e 2021-08-25 __KernelStopThread: thread 1730 does not exist
Medal of Honor Heroes™ 2 v1.9.3-80-g73bf6098e 2021-08-25 __KernelStopThread: thread 1762 does not exist
Medal of Honor Heroes™ 2 v1.9.3-80-g73bf6098e 2021-08-25 __KernelStopThread: thread 395 does not exist
Medal of Honor Heroes™ 2 v1.9.3-80-g73bf6098e 2021-08-25 __KernelStopThread: thread 404 does not exist
Medal of Honor Heroes™ 2 v1.9.3-80-g73bf6098e 2021-08-25 __KernelStopThread: thread 479 does not exist
Medal of Honor Heroes™ 2 v1.9.3-80-g73bf6098e 2021-08-25 __KernelStopThread: thread 344 does not exist
Medal of Honor Heroes™ 2 v1.11.3 2021-08-25 Unknown GetPointer dc07f018 PC 08c996b0 LR 08c9a040
Medal of Honor Heroes™ 2 v1.11.3 2021-08-25 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145752064
Medal of Honor Heroes™ 2 v1.9.3-80-g73bf6098e 2021-08-24 __KernelStopThread: thread 638 does not exist
Medal of Honor Heroes™ 2 v1.10.3 2021-08-19 Decoding texture from VRAM mirror at 04710000 swizzle=0
Medal of Honor Heroes™ 2 v1.10.3 2021-08-19 FBO using existing buffer as depthbuffer, 04088000/04110000 and 04110000/04110000
Medal of Honor Heroes™ 2 v1.11.3 2021-08-18 __KernelStopThread: thread 444 does not exist
Medal of Honor Heroes™ 2 v1.11.3 2021-08-17 __KernelStopThread: thread 1357 does not exist
Medal of Honor Heroes™ 2 v1.11.3 2021-08-16 MIPSCompileOp: Invalid instruction 74617453
Medal of Honor Heroes™ 2 v1.11.3 2021-08-16 MIPSCompileOp: Invalid instruction 00657275
Medal of Honor Heroes™ 2 v1.11.3 2021-08-16 MIPSCompileOp: Invalid instruction 73656369
Medal of Honor Heroes™ 2 v1.11.3 2021-08-16 MIPSCompileOp: Invalid instruction 6e6f4264
Medal of Honor Heroes™ 2 v1.11.3 2021-08-16 MIPSCompileOp: Invalid instruction 7474656c
Medal of Honor Heroes™ 2 v1.11.3 2021-08-16 MIPSCompileOp: Invalid instruction 7274614d
Medal of Honor Heroes™ 2 v1.11.3 2021-08-16 MIPSCompileOp: Invalid instruction 74614d6c
Medal of Honor Heroes™ 2 v1.11.3 2021-08-16 MIPSCompileOp: Invalid instruction 74786554
Medal of Honor Heroes™ 2 v1.11.3 2021-08-16 MIPSCompileOp 69727453 failed
Medal of Honor Heroes™ 2 v1.11.3 2021-08-16 MIPSCompileOp: Invalid instruction 73614d74
Medal of Honor Heroes™ 2 v1.11.3 2021-08-16 MIPSCompileOp: Invalid instruction 7041656c
Medal of Honor Heroes™ 2 v1.11.3 2021-08-16 MIPSCompileOp: Invalid instruction 62616e45
Medal of Honor Heroes™ 2 v1.11.3 2021-08-16 MIPSCompileOp: Invalid instruction 75525f65
Medal of Honor Heroes™ 2 v1.11.3 2021-08-16 MIPSCompileOp: Invalid instruction 636f6864
Medal of Honor Heroes™ 2 v1.11.3 2021-08-16 MIPSCompileOp: Invalid instruction 00007375
Medal of Honor Heroes™ 2 v1.11.3 2021-08-16 MIPSCompileOp: Invalid instruction 6e2d6171
Medal of Honor Heroes™ 2 v1.11.3 2021-08-16 MIPSCompileOp: Invalid instruction 7073702a
Medal of Honor Heroes™ 2 v1.11.3 2021-08-16 Unknown GetPointer 00000000 PC 08d03f1c LR 08d03f18
Medal of Honor Heroes™ 2 v1.11.3 2021-08-11 Rendering to framebuffer offset: 04161800 +64x0
Medal of Honor Heroes™ 2 v1.11.3 2021-09-02 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145635464
Medal of Honor Heroes™ 2 v1.11.3 2021-08-10 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145544000
Medal of Honor Heroes™ 2 v1.11.3 2021-09-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 16
Medal of Honor Heroes™ 2 v1.11.3 2021-08-10 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 34520
Medal of Honor Heroes™ 2 v1.11.3 2021-08-03 sceMpegRingbufferPut(): invalid mpeg data
Medal of Honor Heroes™ 2 v1.6.3 2021-07-29 Error in shader program link: info: Link Error: Vertex shader is missing. Link Error: Fragment shader is missing. fs: 00000000:00a1d022 Tex TexAlpha Fog 2x TFuncMod AlphaTest0 > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:0000091c HWX C T Fog Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out highp vec3 v_texcoord; out highp float v_fogdepth; 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); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Medal of Honor Heroes™ 2 v1.11.3 2021-07-24 __KernelStopThread: thread 461 does not exist
Medal of Honor Heroes™ 2 v1.11.3 2021-07-18 Unknown GetPointer 00000000 PC 00000007 LR 08991654
Medal of Honor Heroes™ 2 v1.11.3 2021-09-01 Unknown GetPointer 00000000 PC 08a2445c LR 08a24478
Medal of Honor Heroes™ 2 v1.11.3 2021-07-15 WriteToHardware: Invalid address 00002168 near PC 08b02cc8 LR 08b025dc
Medal of Honor Heroes™ 2 v1.11.3 2021-07-15 FBO using existing buffer as depthbuffer, 04154000/04110000 and 04110000/00000000
Medal of Honor Heroes™ 2 v1.11.3 2021-06-30 Unknown GetPointer 00000000 PC 00000000 LR 08993120
Medal of Honor Heroes™ 2 v1.9.3-601-g31f4caeb2 2021-06-28 __KernelStopThread: thread 470 does not exist
Medal of Honor Heroes™ 2 v1.10.3 2021-06-27 FBO using existing buffer as depthbuffer, 04044000/04088000 and 04088000/04110000
Medal of Honor Heroes™ 2 v1.10.3 2021-06-27 FBO created from existing depthbuffer as color, 04088000/04110000 and 04000000/04088000
Medal of Honor Heroes™ 2 v1.10.3 2021-06-27 FBO created from existing depthbuffer as color, 04088000/04110000 and 04044000/04088000
Medal of Honor Heroes™ 2 v1.10.3 2021-06-27 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146303584
Medal of Honor Heroes™ 2 v1.11.3 2021-07-02 80630006=sceAtracSetDataAndGetID(08de4a00, 00001800): invalid RIFF header
Medal of Honor Heroes™ 2 v1.11.3 2021-06-15 Attempted set for logic op: f
Medal of Honor Heroes™ 2 v1.11.3 2021-06-15 FBO created from existing depthbuffer as color, 04110000/00000000 and 04154000/04110000
Medal of Honor Heroes™ 2 v1.11.3 2021-07-15 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
Medal of Honor Heroes™ 2 v1.11.3 2021-07-15 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
Medal of Honor Heroes™ 2 v1.11.3-780-g8ac06eed1 2021-06-13 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed
Medal of Honor Heroes™ 2 v1.11.3-780-g8ac06eed1 2021-06-13 WriteToHardware: Invalid address 00002168 near PC 08a2674c LR 08a2674c
Medal of Honor Heroes™ 2 v1.11.3 2021-06-05 __KernelStopThread: thread 1679 does not exist
Medal of Honor Heroes™ 2 v1.11.3 2021-06-04 __KernelStopThread: thread 872 does not exist
Medal of Honor Heroes™ 2 v1.11.3 2021-05-31 Error in shader program link: info: Fragment varying v_texcoord does not match any vertex varying fs: 00010000:0020d002 Tex Fog TFuncMod AlphaTest > #version 300 es // Adreno (TM) 540 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform sampler2D testtex; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; fragColor0 = v; } vs: 00000000:00000b3c HWX C T N Fog Tex Cull #version 300 es // Adreno (TM) 540 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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); v_color0 = color0; 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; }
Medal of Honor Heroes™ 2 v1.11.3 2021-05-31 Error in shader program link: info: Fragment varying v_texcoord does not match any vertex varying fs: 00000000:00200002 Tex Fog TFuncMod #version 300 es // Adreno (TM) 540 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:00000b3c HWX C T N Fog Tex Cull #version 300 es // Adreno (TM) 540 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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); v_color0 = color0; 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; }
Medal of Honor Heroes™ 2 v1.11.3 2021-05-31 Error in shader program link: info: Fragment varying v_texcoord does not match any vertex varying fs: 00000000:0020d022 Tex TexAlpha Fog TFuncMod AlphaTest > #version 300 es // Adreno (TM) 540 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform sampler2D testtex; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) DISCARD; fragColor0 = v; } vs: 00000000:00000b3c HWX C T N Fog Tex Cull #version 300 es // Adreno (TM) 540 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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); v_color0 = color0; 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; }
Medal of Honor Heroes™ 2 v1.11.3 2021-05-31 Error in shader program link: info: Fragment varying v_texcoord does not match any vertex varying fs: 00000000:0020d002 Tex Fog TFuncMod AlphaTest > #version 300 es // Adreno (TM) 540 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform sampler2D testtex; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) DISCARD; fragColor0 = v; } vs: 00000000:00000b3c HWX C T N Fog Tex Cull #version 300 es // Adreno (TM) 540 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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); v_color0 = color0; 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; }
Medal of Honor Heroes™ 2 v1.11.3 2021-05-31 Error in shader program link: info: Fragment varying v_texcoord does not match any vertex varying fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod #version 300 es // Adreno (TM) 540 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:00000b3c HWX C T N Fog Tex Cull #version 300 es // Adreno (TM) 540 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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); v_color0 = color0; 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; }
Medal of Honor Heroes™ 2 v1.11.3 2021-05-31 Error in shader program link: info: Fragment varying v_texcoord does not match any vertex varying fs: 00000000:00a0d002 Tex Fog 2x TFuncMod AlphaTest > #version 300 es // Adreno (TM) 540 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform sampler2D testtex; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) DISCARD; fragColor0 = v; } vs: 00000000:00000b3c HWX C T N Fog Tex Cull #version 300 es // Adreno (TM) 540 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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); v_color0 = color0; 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; }
Medal of Honor Heroes™ 2 v1.11.3 2021-05-31 Error in shader program link: info: Fragment varying v_texcoord does not match any vertex varying fs: 00010000:0020d022 Tex TexAlpha Fog TFuncMod AlphaTest > #version 300 es // Adreno (TM) 540 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform sampler2D testtex; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; fragColor0 = v; } vs: 00000000:00000b3c HWX C T N Fog Tex Cull #version 300 es // Adreno (TM) 540 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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); v_color0 = color0; 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; }
Medal of Honor Heroes™ 2 v1.11.3 2021-05-31 Error in shader program link: info: Fragment varying v_texcoord does not match any vertex varying fs: 00000000:00a0d022 Tex TexAlpha Fog 2x TFuncMod AlphaTest > #version 300 es // Adreno (TM) 540 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform sampler2D testtex; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) DISCARD; fragColor0 = v; } vs: 00000000:00000b3c HWX C T N Fog Tex Cull #version 300 es // Adreno (TM) 540 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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); v_color0 = color0; 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; }
Medal of Honor Heroes™ 2 v1.11.3 2021-05-31 Error in shader program link: info: Fragment varying v_texcoord does not match any vertex varying fs: 00000000:00a00002 Tex Fog 2x TFuncMod #version 300 es // Adreno (TM) 540 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:00000b3c HWX C T N Fog Tex Cull #version 300 es // Adreno (TM) 540 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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); v_color0 = color0; 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; }
Medal of Honor Heroes™ 2 v1.11.3 2021-05-29 __KernelStopThread: thread 1340 does not exist
Medal of Honor Heroes™ 2 v1.11.3 2021-09-21 __KernelStopThread: thread 558 does not exist
Medal of Honor Heroes™ 2 v1.11.3 2021-05-23 __KernelStopThread: thread 864 does not exist
Medal of Honor Heroes™ 2 v1.11.3 2021-05-22 sceKernelLoadModule: unsupported options size=00000014, flags=0892b680, pos=0, access=1, data=2, text=2
Medal of Honor Heroes™ 2 v1.11.3 2021-05-22 __KernelStopThread: thread 446 does not exist
Medal of Honor Heroes™ 2 v1.11.3 2021-05-16 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 153291632
Medal of Honor Heroes™ 2 v1.11.3 2021-05-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771664
Medal of Honor Heroes™ 2 v1.11.3 2021-05-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142702700
Medal of Honor Heroes™ 2 v1.11.3 2021-05-16 sceKernelLoadModule: unsupported options size=00000014, flags=08987840, pos=0, access=1, data=2, text=2
Medal of Honor Heroes™ 2 v1.11.3 2021-05-16 Module linking debug info: ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08228844, firstSym=082286c0, varData=00000000, extra=00000000 sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228854, firstSym=082286e0, varData=00000000, extra=00000000 semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228858, firstSym=082286e8, varData=00000000, extra=00000000
Medal of Honor Heroes™ 2 v1.11.3 2021-05-15 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2
Medal of Honor Heroes™ 2 v1.11.3 2021-05-15 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=1
Medal of Honor Heroes™ 2 v1.11.3 2021-05-15 __KernelStopThread: thread 464 does not exist
Medal of Honor Heroes™ 2 v1.10.2 2021-05-14 Jump to invalid address: 00000000 PC 08957d6c LR 0893b484
Medal of Honor Heroes™ 2 v1.10.2 2021-05-14 Jump to invalid address: 00000000 PC 08957e54 LR 0894f440
Medal of Honor Heroes™ 2 v1.10.2 2021-05-14 Jump to invalid address: 00000000 PC 08957e54 LR 0894f424
Medal of Honor Heroes™ 2 v1.10.2 2021-05-14 Jump to invalid address: 00000000 PC 08957e4c LR 0894f424
Medal of Honor Heroes™ 2 v1.10.2 2021-05-14 Jump to invalid address: 00000000 PC 08957e54 LR 0894f408
Medal of Honor Heroes™ 2 v1.10.2 2021-05-14 Jump to invalid address: 00000000 PC 08957e4c LR 0894f408
Medal of Honor Heroes™ 2 v1.10.2 2021-05-14 Jump to invalid address: 00000000 PC 08957e44 LR 0894f408
Medal of Honor Heroes™ 2 v1.10.2 2021-05-14 Jump to invalid address: 00000000 PC 08957e54 LR 08952d7c