Recent logs - IRON MAN

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Game title Version Latest Report Message
IRON MAN v1.8.0 2019-04-19 Unknown GetPointer 0000003b PC 08940008 LR 08940008
IRON MAN v1.6.3 2019-04-18 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:00000000 #version 100 precision lowp float; varying vec4 v_color0; void main() { vec4 v = v_color0 ; gl_FragColor = v; } vs: 01010000:00000908 HWX C T Light: MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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; varying lowp vec4 v_color0; 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; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); }
IRON MAN v1.6.3 2019-04-18 Error in shader program link: info: L0100 A program cannot be linked unless there are any shaders attached to it fs: 00000000:0000f002 Tex TFuncMod AlphaTest >= #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01010000:00000b18 HWX C T N Tex Light: MatUp:1 #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 lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
IRON MAN v1.8.0 2019-04-16 Unknown GetPointer 00000000 PC 08000000 LR 08000000
IRON MAN v1.6.3 2019-03-20 Unknown GetPointer 00000000 PC 00000000 LR 00000000
IRON MAN v1.6.3 2019-02-19 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:000000ae Tex TexAlpha TClamp TFuncRepl #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(mod(v_texcoord.x, u_texclamp.x), mod(v_texcoord.y, u_texclamp.y)); vec4 t = texture(tex, fixedcoord.xy); vec4 v = t; fragColor0 = v; } vs: 00000000:00000012 THR Tex #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; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
IRON MAN v1.6.3 2019-02-19 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:0000002e Tex TexAlpha TFuncRepl #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 v = t; fragColor0 = v; } vs: 00000000:00000012 THR Tex #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; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
IRON MAN v1.8.0 2019-04-17 GL ran out of GPU memory; switching to low memory mode
IRON MAN v1.6.3 2019-03-16 WriteToHardware: Invalid address 00000000 near PC 08920ab4 LR 08920ab4
IRON MAN v1.7.4 2019-01-31 Attempting to texture from target (src=00088000 / target=00088000 / flags=7)
IRON MAN v1.6.3 2018-07-26 Unknown GetPointer 0000003c PC 08940008 LR 08940008
IRON MAN v1.2.2 2017-04-07 80020194=sceKernelCreateThread(, 08c44dfc, 00000000, 0, 80000000, 00000000): bogus thread stack size 00000000
IRON MAN v1.8.0 2019-04-20 00000000=sceDisplaySetHoldMode(00000001): unsupported
IRON MAN v1.8.0 2019-04-20 Video out requested, not supported: mode=0 size=0,0
IRON MAN v1.2.2 2016-05-14 80020194=sceKernelCreateThread(, 08b2a0a0, 00000000, 0, 80000000, 00000000): bogus thread stack size 00000000
IRON MAN v1.6.3 2018-10-29 Unknown GetPointer 00000039 PC 08940008 LR 08940008
IRON MAN v1.8.0 2019-04-18 Unknown GetPointer 0000003a PC 08940008 LR 08940008
IRON MAN v1.8.0 2019-04-20 Render to texture with different strides 256 != 512
IRON MAN v1.7.5 2019-04-18 Render to texture with incompatible formats 3 != 0 at 00044000
IRON MAN v1.1.1 2017-09-11 Logic op and blend enabled, unsupported.
IRON MAN v1.8.0 2019-04-20 Render to texture with incompatible formats 3 != 0 at 04044000
IRON MAN v1.7.5 2019-03-20 FBO using existing buffer as depthbuffer, 00000000/00044000 and 00044000/00044000
IRON MAN v1.8.0 2019-04-12 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed
IRON MAN v1.8.0 2019-04-20 Render to texture with different formats 3 != 0