Recent logs - Medal of Honor Heroes™ 2

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Game title Version Latest Report Message
Medal of Honor Heroes™ 2 v1.9.4 2020-02-13 Unknown GetPointer 00000038 PC 088e1b20 LR 088e1b30
Medal of Honor Heroes™ 2 v1.7.4 2020-01-08 ReadFromHardware: Invalid address 00000000 near PC 08b3a0cc LR 08000020
Medal of Honor Heroes™ 2 v1.9.4 2020-01-06 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p0-00dev0 [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 v1.9.4 2020-01-21 Savedata version requested: 3
Medal of Honor Heroes™ 2 v1.9.4 2019-11-29 Unknown GetPointer 00000000 PC 088f4748 LR 088f4748
Medal of Honor Heroes™ 2 v1.9.4 2019-11-29 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
Medal of Honor Heroes™ 2 v1.9.4 2019-11-29 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
Medal of Honor Heroes™ 2 v1.9.4 2019-11-28 sceDmacMemcpy(dest=04154000, src=08c1c370, size=557056): overlapping read
Medal of Honor Heroes™ 2 v1.9.4 2020-02-10 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 r4p0-00rel0 [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 v1.9.3-68-g94339b228 2019-10-17 __KernelStopThread: thread 300 does not exist
Medal of Honor Heroes™ 2 v1.9.3-68-g94339b228 2019-10-17 __KernelStopThread: thread 626 does not exist
Medal of Honor Heroes™ 2 v1.9.3-80-g73bf6098e 2019-10-16 __KernelStopThread: thread 1056 does not exist
Medal of Honor Heroes™ 2 v1.9.2 2020-01-02 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 r6p0-00dev0 [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 v1.9.3 2019-10-10 Unknown GetPointer 00000000 PC 08b3acb4 LR 08b3acb4
Medal of Honor Heroes™ 2 v1.9.2 2019-10-05 Savedata version requested on save: 3
Medal of Honor Heroes™ 2 v1.6.3-492-g9fddfff66 2019-09-25 Error in shader program link: info: (unknown reason) fs: 00000000:0000038e Tex TClampST TFuncRepl #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb, p.a); fragColor0 = v; } vs: 00000000:0000005a THR C Tex TexProjPos #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
Medal of Honor Heroes™ 2 v1.8.0 2019-09-21 Unknown GetPointer 00000000 PC 0887b940 LR 0887b940
Medal of Honor Heroes™ 2 v1.8.0 2019-09-21 80020001=sceKernelCreateMutex(): invalid name
Medal of Honor Heroes™ 2 v1.8.0 2019-07-12 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0896f814
Medal of Honor Heroes™ 2 v1.8.0 2019-07-12 Unknown GetPointer 00000000 PC 0882dc44 LR 0882dc44
Medal of Honor Heroes™ 2 v1.8.0 2019-05-07 Unknown GetPointer 00000000 PC 08c9215c LR 08a22d14
Medal of Honor Heroes™ 2 v1.7.5-403-g128c0ad 2019-04-28 Error in shader program link: info: error: vertex shader output `v_texcoord0' declared as type `vec4', but fragment shader input declared as type `vec2' fs: postshader // Simple sharpen shader; created to use in PPSSPP #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; varying vec2 v_texcoord0; float amount = 2.60; void main() { vec3 color = texture2D(sampler0, v_texcoord0.xy).xyz; color -= texture2D(sampler0, v_texcoord0.xy+0.0001).xyz*9.0*amount; color += texture2D(sampler0, v_texcoord0.xy-0.0001).xyz*9.0*amount; gl_FragColor.rgb = color; } vs: postshader attribute vec4 a_position; attribute vec2 a_texcoord0; uniform vec2 u_texelDelta; varying vec4 v_texcoord0; varying vec4 v_texcoord1; varying vec4 v_texcoord2; varying vec4 v_texcoord3; varying vec4 v_texcoord4; varying vec4 v_texcoord5; varying vec4 v_texcoord6; float scaleoffset = 0.8; //edge detection offset void main() { float x = u_texelDelta.x*scaleoffset; float y = u_texelDelta.y*scaleoffset; vec2 dg1 = vec2( x,y); vec2 dg2 = vec2(-x,y); vec2 dx = vec2(x,0.0); vec2 dy = vec2(0.0,y); gl_Position = a_position; v_texcoord0=a_texcoord0.xyxy; v_texcoord1.xy = v_texcoord0.xy - dy; v_texcoord2.xy = v_texcoord0.xy + dy; v_texcoord3.xy = v_texcoord0.xy - dx; v_texcoord4.xy = v_texcoord0.xy + dx; v_texcoord5.xy = v_texcoord0.xy - dg1; v_texcoord6.xy = v_texcoord0.xy + dg1; v_texcoord1.zw = v_texcoord0.xy - dg2; v_texcoord2.zw = v_texcoord0.xy + dg2; }
Medal of Honor Heroes™ 2 v1.7.5-403-g128c0ad 2019-04-28 Error in shader program link: info: error: fragment shader varying v_texcoord3 not written by vertex shader .error: fragment shader varying v_texcoord6 not written by vertex shader . fs: postshader // 4xGLSL HqFilter shader, Modified to use in PPSSPP. Grabbed from: // http://forums.ngemu.com/showthread.php?t=76098 // by guest(r) ([email protected]) // License: GNU-GPL // Shader notes: looks better with sprite games #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; varying vec4 v_texcoord0; varying vec4 v_texcoord1; varying vec4 v_texcoord2; varying vec4 v_texcoord3; varying vec4 v_texcoord4; varying vec4 v_texcoord5; varying vec4 v_texcoord6; const float mx = 0.900; // start smoothing factor const float k = -0.125; // smoothing decrease factor const float max_w = 0.64; // max. smoothing weigth const float min_w =-0.25; // min smoothing/sharpening weigth void main() { vec3 c = texture2D(sampler0, v_texcoord0.xy).xyz; vec3 i1 = texture2D(sampler0, v_texcoord1.xy).xyz; vec3 i2 = texture2D(sampler0, v_texcoord2.xy).xyz; vec3 i3 = texture2D(sampler0, v_texcoord3.xy).xyz; vec3 i4 = texture2D(sampler0, v_texcoord4.xy).xyz; vec3 o1 = texture2D(sampler0, v_texcoord5.xy).xyz; vec3 o3 = texture2D(sampler0, v_texcoord6.xy).xyz; vec3 o2 = texture2D(sampler0, v_texcoord5.zw).xyz; vec3 o4 = texture2D(sampler0, v_texcoord6.zw).xyz; vec3 dt = vec3(6.0,6.0,6.0); float ko1=dot(abs(o1-c),dt); float ko2=dot(abs(o2-c),dt); float ko3=dot(abs(o3-c),dt); float ko4=dot(abs(o4-c),dt); float sd1 = dot(abs(i1-i3),dt); float sd2 = dot(abs(i2-i4),dt); float w1 = step(ko1,ko3)*sd2; float w2 = step(ko2,ko4)*sd1; float w3 = step(ko3,ko1)*sd2; float w4 = step(ko4,ko2)*sd1; c = (w1*o1+w2*o2+w3*o3+w4*o4+0.1*c)/(w1+w2+w3+w4+0.1); float lc = c.r+c.g+c.b+0.2; w1 = (i1.r+i1.g+i1.b+lc)*0.2; w1 = clamp(k*dot(abs(c-i1),dt)/w1+mx,min_w,max_w); w2 = (i2.r+i2.g+i2.b+lc)*0.2; w2 = clamp(k*dot(abs(c-i2),dt)/w2+mx,min_w,max_w); w3 = (i3.r+i3.g+i3.b+lc)*0.2; w3 = clamp(k*dot(abs(c-i3),dt)/w3+mx,min_w,max_w); w4 = (i4.r+i4.g+i4.b+lc)*0.2; w4 = clamp(k*dot(abs(c-i4),dt)/w4+mx,min_w,max_w); gl_FragColor.rgb = w1*i1 + w2*i2 + w3*i3 + w4*i4 + (1.0-w1-w2-w3-w4)*c; gl_FragColor.a = 2.0; } vs: postshader // by guest(r) - [email protected] // license: GNU-GPL attribute vec4 a_position; attribute vec2 a_texcoord0; uniform vec2 u_texelDelta; varying vec4 v_texcoord0; varying vec4 v_texcoord1; varying vec4 v_texcoord2; varying vec4 v_texcoord3; varying vec4 v_texcoord4; varying vec4 v_texcoord5; varying vec4 v_texcoord6; float scaleoffset = 0.7; void main() { float x = u_texelDelta.x*scaleoffset; float y = u_texelDelta.y*scaleoffset; gl_Position = a_position; v_texcoord0 = a_texcoord0.xyxy; v_texcoord1 = v_texcoord0; v_texcoord2 = v_texcoord0; v_texcoord4 = v_texcoord0; v_texcoord5 = v_texcoord0; v_texcoord1.y-=y; v_texcoord2.y+=y; v_texcoord4.x-=x; v_texcoord5.x+=x; }
Medal of Honor Heroes™ 2 v1.7.5 2019-04-04 A save request is already running, not starting a new one
Medal of Honor Heroes™ 2 v1.7.5 2019-04-04 80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first
Medal of Honor Heroes™ 2 v1.7.5 2019-04-04 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Medal of Honor Heroes™ 2 v1.9.4 2020-02-24 Unknown GetPointer 00000000 PC 08b3a0cc LR 08000020
Medal of Honor Heroes™ 2 v1.8.0 2019-03-27 Unknown GetPointer 00000000 PC 08a2605c LR 08000020
Medal of Honor Heroes™ 2 v1.9.4 2020-02-23 Unknown GetPointer 00000000 PC 08a174a8 LR 08000030
Medal of Honor Heroes™ 2 v1.5.4 2018-11-13 ReadFromHardware: Invalid address 00040048 near PC 08b42340 LR 08b42eec
Medal of Honor Heroes™ 2 v1.5.4 2018-11-13 ReadFromHardware: Invalid address 0003fff2 near PC 08a24b44 LR 089c9f68
Medal of Honor Heroes™ 2 v1.5.4 2018-11-13 WriteToHardware: Invalid address 00000028 near PC 08a24cc8 LR 08a24c80
Medal of Honor Heroes™ 2 v1.5.4 2018-11-13 WriteToHardware: Invalid address 00000022 near PC 08a24cc4 LR 08a24c80
Medal of Honor Heroes™ 2 v1.5.4 2018-11-13 ReadFromHardware: Invalid address 1799f900 near PC 08b34cd8 LR 08b34cdc
Medal of Honor Heroes™ 2 v1.5.2 2019-03-13 Error in shader compilation: info: 0:14: L0002: Undeclared variable 'u_proj' / code: #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; 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; v_color0 = u_matambientalpha; }
Medal of Honor Heroes™ 2 v1.5.1 2018-10-08 Error in shader compilation: info: 0:17: L0002: Undeclared variable 'u_proj' / code: #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in lowp vec4 color0; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; 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; v_color0 = color0; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Medal of Honor Heroes™ 2 v1.9.4 2019-11-19 GL ran out of GPU memory; switching to low memory mode
Medal of Honor Heroes™ 2 v1.5.2 2018-09-28 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:14: 'u_proj' : undeclared identifier ERROR: 1 compilation errors. No code generated. / code: #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; 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; v_color0 = u_matambientalpha; }
Medal of Honor Heroes™ 2 v1.6.2 2018-06-06 Attempting to texture from target (src=00044000 / target=00044000 / flags=7)
Medal of Honor Heroes™ 2 v1.5 2018-05-19 Direct3D9: Failed to get the device caps!
Medal of Honor Heroes™ 2 v1.5 2018-05-19 DrawActiveTexture() failed: 8876086c
Medal of Honor Heroes™ 2 v1.5.4 2017-12-16 Unknown GE command : 34000410
Medal of Honor Heroes™ 2 v1.4.2 2017-08-08 VTYPE with morph used: THRU=0 TC=1 COL=1 POS=0 NRM=0 WT=0 NW=1 IDX=0 MC=2
Medal of Honor Heroes™ 2 v1.4.2 2017-08-08 RET: Stack empty!
Medal of Honor Heroes™ 2 v1.4.2 2017-08-08 Unknown GE command : 34040001
Medal of Honor Heroes™ 2 v1.8.0 2019-07-01 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
Medal of Honor Heroes™ 2 v1.8.0 2019-06-07 ReadFromHardware: Invalid address 00192744 near PC 08a24dc0 LR 08a2445c
Medal of Honor Heroes™ 2 v1.8.0 2019-06-07 WriteToHardware: Invalid address 00192754 near PC 08a24f4c LR 08a24478
Medal of Honor Heroes™ 2 v1.2.2 2016-06-07 Unexpected mpeg first timestamp: 0 / 0
Medal of Honor Heroes™ 2 v1.6.3-492-g9fddfff66 2019-09-12 sceKernelCreateThread(name=AdhocThread): unsupported options parameter 00001000
Medal of Honor Heroes™ 2 v1.9.4 2020-02-27 Render to texture with different strides 64 != 128
Medal of Honor Heroes™ 2 v1.8.0 2019-06-19 Reader: Unsupported W0 Format 0
Medal of Honor Heroes™ 2 v1.7.5 2019-04-04 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
Medal of Honor Heroes™ 2 v1.9.4 2020-02-26 Unimplemented HLE function sceNetResolverTerm
Medal of Honor Heroes™ 2 v1.7.5 2020-02-27 Render to texture with incompatible formats 3 != 0 at 00000000
Medal of Honor Heroes™ 2 v1.9.4 2020-02-27 Render to texture with incompatible formats 3 != 0 at 04000000
Medal of Honor Heroes™ 2 v1.1.1-66-g5ebd7bf 2017-11-28 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 201323232
Medal of Honor Heroes™ 2 v0.9.8-180-gec6f9f2 2015-03-29 FBO using existing buffer as depthbuffer, 040ce000/040cc000 and 040cc000/040cc000
Medal of Honor Heroes™ 2 v1.9.2 2019-10-15 Failed decrypting the PRX (ret = -1, size = 7570141, psp_size = 7570480)!
Medal of Honor Heroes™ 2 v1.9.4 2020-02-27 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167768800