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Game title |
Version |
Latest Report |
Message |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-12-06 |
sceDmacMemcpy(dest=0414e000, src=095e1a10, size=267424): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-12-06 |
sceDmacMemcpy(dest=0414e000, src=0946d100, size=204944): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-12-05 |
sceDmacMemcpy(dest=0414e000, src=0946f320, size=189712): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-12-05 |
sceDmacMemcpy(dest=0414e000, src=095df9b0, size=244016): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-12-05 |
sceDmacMemcpy(dest=041b7900, src=096687b0, size=49616): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-12-05 |
sceDmacMemcpy(dest=0414e000, src=0946f330, size=202336): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-12-05 |
sceDmacMemcpy(dest=0414e000, src=0945c1d0, size=222080): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-12-05 |
sceDmacMemcpy(dest=0414e000, src=095bb960, size=262384): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-12-03 |
__KernelStopThread: thread 480 does not exist (ApctlThread deleted) |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-12-02 |
sceDmacMemcpy(dest=0414e000, src=09533170, size=162400): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.13.1 |
2023-12-02 |
sceKernelCreateThread(name=god_game): unsupported attributes 00000006 |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-12-02 |
sceDmacMemcpy(dest=0414e000, src=09474100, size=239760): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.9.3 |
2023-12-01 |
sceDmacMemcpy(dest=0414e000, src=0940d9d0, size=174480): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-12-01 |
__KernelStopThread: thread 405 does not exist (ApctlThread deleted) |
MONSTER HUNTER FREEDOM UNITE™ |
v1.14.4 |
2023-11-30 |
80000107=sceDisplaySetFrameBuf(04088000, 512, 0, 0): must change latched framebuf first |
MONSTER HUNTER FREEDOM UNITE™ |
v1.14.4 |
2023-11-30 |
80000107=sceDisplaySetFrameBuf(04000000, 512, 0, 0): must change latched framebuf first |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-30 |
sceDmacMemcpy(dest=0414e000, src=095309d0, size=221936): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-28 |
sceDmacMemcpy(dest=0414e000, src=095d69f0, size=257472): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-27 |
sceDmacMemcpy(dest=0414e000, src=095e4800, size=306400): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-27 |
sceDmacMemcpy(dest=0414e000, src=095d4030, size=149152): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.9.0 |
2023-11-26 |
sceDmacMemcpy(dest=0414e000, src=09515980, size=155872): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.9.0 |
2023-11-26 |
sceDmacMemcpy(dest=0414e000, src=095159f0, size=175072): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.9.0 |
2023-11-26 |
sceDmacMemcpy(dest=0414e000, src=09515930, size=239760): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-26 |
sceDmacMemcpy(dest=041a2600, src=094b3ab0, size=86544): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-25 |
sceDmacMemcpy(dest=0414e000, src=09592990, size=208656): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-24 |
sceDmacMemcpy(dest=0414e000, src=0963b980, size=210944): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-24 |
sceDmacMemcpy(dest=0414e000, src=096058e0, size=146640): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-23 |
sceDmacMemcpy(dest=0414e000, src=09605a90, size=266768): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-23 |
sceDmacMemcpy(dest=0414e000, src=09605ab0, size=252128): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.9.4 |
2023-11-23 |
sceDmacMemcpy(dest=0414e000, src=0958b270, size=226816): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.9.0 |
2023-11-22 |
sceDmacMemcpy(dest=0414e000, src=094b1b30, size=202336): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.9.4 |
2023-11-22 |
sceDmacMemcpy(dest=0414e000, src=095a6a40, size=174576): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-22 |
sceDmacMemcpy(dest=0414e000, src=094b6ad0, size=229296): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-22 |
__KernelStopThread: thread 364 does not exist (ApctlThread deleted) |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-27 |
__KernelStopThread: thread 337 does not exist (ApctlThread deleted) |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-21 |
sceDmacMemcpy(dest=0414e000, src=0951fa10, size=174576): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.9.0 |
2023-11-21 |
sceDmacMemcpy(dest=0414e000, src=095342e0, size=198032): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.9.0 |
2023-11-21 |
sceDmacMemcpy(dest=0414e000, src=09531930, size=262880): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-21 |
WriteToHardware: Invalid address 00000150 near PC 088d43f4 LR 088dd37c |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-21 |
ReadFromHardware: Invalid address 351f08e5 near PC 088682a0 LR 0886829c |
MONSTER HUNTER FREEDOM UNITE™ |
v1.9.4 |
2023-11-21 |
sceDmacMemcpy(dest=0414e000, src=0958b220, size=237104): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.9.4 |
2023-11-21 |
sceDmacMemcpy(dest=0414e000, src=095979b0, size=245376): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-20 |
sceDmacMemcpy(dest=0414e000, src=0952fe40, size=307616): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.10-6-g8ac4efd3c |
2023-11-20 |
sceDmacMemcpy(dest=0414e000, src=094728a0, size=195968): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-20 |
sceDmacMemcpy(dest=0414e000, src=09509300, size=309936): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.9.3 |
2023-11-19 |
sceDmacMemcpy(dest=0414e000, src=094739f0, size=230976): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-19 |
sceDmacMemcpy(dest=0414e000, src=095ea200, size=200080): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-19 |
sceDmacMemcpy(dest=041ab480, src=094c1bc0, size=53040): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-18 |
sceDmacMemcpy(dest=0414e000, src=095d71d0, size=288320): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.9.4 |
2023-11-18 |
sceDmacMemcpy(dest=0414e000, src=09524310, size=198032): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.11.3 |
2023-11-17 |
sceDmacMemcpy(dest=0414e000, src=09595170, size=201504): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.15.2 |
2023-11-17 |
Error in shader compilation: info: Compile failed.
WARNING: 0:72: 'function_call_constructor@vec4_vec4@30' : used without being initialised
WARNING: 0:98: 'function_call_constructor@vec3_vec3@109' : used without being initialised
WARNING: 0:114: 'function_call_constructor@float_float@151' : used without being initialised
WARNING: 0:251: 'function_call_constructor@uint_uint@557' : used without being initialised
WARNING: 4 compilation warnings.
03000000:c1400b20 HWX T N Bones:6 Light: LightUberShader WScale 1 Cull
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 03000000:c1400b20 HWX T N Bones:6 Light: LightUberShader WScale 1 Cull
in mediump vec4 w1;
in mediump vec2 w2;
in vec3 position;
in mediump vec3 normal;
in 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 mat4 u_bone4;
uniform mat4 u_bone5;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out 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) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5);
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);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdi |
MONSTER HUNTER FREEDOM UNITE™ |
v1.15.2 |
2023-11-17 |
Error in shader compilation: info: Compile failed.
WARNING: 0:73: 'function_call_constructor@vec4_vec4@33' : used without being initialised
WARNING: 0:99: 'function_call_constructor@vec3_vec3@112' : used without being initialised
WARNING: 0:115: 'function_call_constructor@float_float@154' : used without being initialised
WARNING: 0:252: 'function_call_constructor@uint_uint@560' : used without being initialised
WARNING: 4 compilation warnings.
03000000:c1800b20 HWX T N Bones:7 Light: LightUberShader WScale 1 Cull
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 03000000:c1800b20 HWX T N Bones:7 Light: LightUberShader WScale 1 Cull
in mediump vec4 w1;
in mediump vec3 w2;
in vec3 position;
in mediump vec3 normal;
in 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 mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out 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) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6);
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);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
|
MONSTER HUNTER FREEDOM UNITE™ |
v1.15.2 |
2023-11-17 |
Error in shader compilation: info: Compile failed.
WARNING: 0:69: 'function_call_constructor@vec4_vec4@24' : used without being initialised
WARNING: 0:95: 'function_call_constructor@vec3_vec3@103' : used without being initialised
WARNING: 0:111: 'function_call_constructor@float_float@145' : used without being initialised
WARNING: 3 compilation warnings.
03000000:c0c00b20 HWX T N Bones:4 Light: LightUberShader WScale 1 Cull
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 03000000:c0c00b20 HWX T N Bones:4 Light: LightUberShader WScale 1 Cull
in mediump vec4 w1;
in vec3 position;
in mediump vec3 normal;
in 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 uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out 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);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir0, toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
|
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-17 |
sceDmacMemcpy(dest=0414e000, src=095d0a00, size=231680): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.10-6-g8ac4efd3c |
2023-11-17 |
Render to texture with incompatible formats 4 != 1 at 04000000 |
MONSTER HUNTER FREEDOM UNITE™ |
v1.10-6-g8ac4efd3c |
2023-11-17 |
4 and 8-bit CLUT format not supported for framebuffers |
MONSTER HUNTER FREEDOM UNITE™ |
v1.10-6-g8ac4efd3c |
2023-11-17 |
Render to texture using CLUT with different strides 1696 != 512 |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-17 |
sceDmacMemcpy(dest=0414e000, src=094e5a50, size=260704): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.10.3 |
2023-11-17 |
sceDmacMemcpy(dest=0414e000, src=096f5a70, size=174576): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-16 |
sceDmacMemcpy(dest=0414e000, src=095d7940, size=253632): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-16 |
sceDmacMemcpy(dest=0414e000, src=095b2960, size=265456): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.15.4 |
2023-11-15 |
sceDmacMemcpy(dest=0414e000, src=09635160, size=204848): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-15 |
sceDmacMemcpy(dest=0414e000, src=095b12d0, size=272096): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16 |
2023-11-15 |
sceDmacMemcpy(dest=08f68480, src=086913b0, size=135376): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-14 |
sceDmacMemcpy(dest=0414e000, src=095e5200, size=246896): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.15.4 |
2023-11-14 |
sceDmacMemcpy(dest=0414e000, src=09506250, size=254992): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-14 |
sceDmacMemcpy(dest=0414e000, src=09626a40, size=231056): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.15.4 |
2023-11-14 |
sceDmacMemcpy(dest=040e4000, src=091bf6f0, size=12720): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.15.4 |
2023-11-14 |
sceDmacMemcpy(dest=0414e000, src=095c1a60, size=266768): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.14 |
2023-11-14 |
sceDmacMemcpy(dest=041b3f00, src=096080d0, size=45520): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.14 |
2023-11-25 |
UI scissor out of bounds in GamePauseScreen: 433,26-267,1494 / 1520,720 |
MONSTER HUNTER FREEDOM UNITE™ |
v1.14 |
2023-11-25 |
UI scissor out of bounds in GamePauseScreen: 56,26-364,1494 / 1520,720 |
MONSTER HUNTER FREEDOM UNITE™ |
v1.14 |
2023-11-25 |
UI scissor out of bounds in GamePauseScreen: 1100,82-400,638 / 720,1520 |
MONSTER HUNTER FREEDOM UNITE™ |
v1.14 |
2023-11-25 |
UI scissor out of bounds in GamePauseScreen: 0,82-1087,638 / 720,1520 |
MONSTER HUNTER FREEDOM UNITE™ |
v1.9.3 |
2023-11-21 |
sceDmacMemcpy(dest=0414e000, src=09473920, size=210944): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16 |
2023-11-12 |
sceDmacMemcpy(dest=08c78c80, src=08534500, size=475136): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16 |
2023-11-12 |
ReadFromHardware: Invalid address 00004c00 near PC 00004c00 LR 08895588 |
MONSTER HUNTER FREEDOM UNITE™ |
v1.10.3 |
2023-11-12 |
sceDmacMemcpy(dest=0414e000, src=0960ba90, size=266768): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16 |
2023-11-12 |
sceDmacMemcpy(dest=08c78c80, src=084a2470, size=907264): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.15.4 |
2023-11-12 |
sceDmacMemcpy(dest=0414e000, src=095bf9f0, size=166480): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.15.4 |
2023-11-12 |
sceDmacMemcpy(dest=0414e000, src=094e10a0, size=278672): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.15.4 |
2023-11-12 |
sceDmacMemcpy(dest=0414e000, src=09695a10, size=251632): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16 |
2023-11-11 |
sceDmacMemcpy(dest=0414e000, src=094ae9d0, size=202240): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.10.2 |
2023-11-08 |
sceDmacMemcpy(dest=0414e000, src=09473130, size=230848): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-08 |
sceDmacMemcpy(dest=041a2600, src=094b72b0, size=121680): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-12 |
sceDmacMemcpy(dest=0414e000, src=09511230, size=261840): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16 |
2023-11-07 |
sceDmacMemcpy(dest=041b8880, src=096586d0, size=20688): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.15.4 |
2023-11-07 |
sceDmacMemcpy(dest=0414e000, src=095bfa70, size=226816): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-07 |
sceDmacMemcpy(dest=041b7900, src=096642d0, size=64512): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-07 |
sceDmacMemcpy(dest=0414e000, src=095d7350, size=277776): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-07 |
sceDmacMemcpy(dest=0414e000, src=095a09b0, size=215232): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.15.4 |
2023-11-07 |
sceDmacMemcpy(dest=0414e000, src=095ea330, size=290336): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-06 |
sceDmacMemcpy(dest=0414e000, src=094a3a60, size=248368): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.10.2 |
2023-11-06 |
Error in shader compilation: info: Compile failed.
ERROR: 0:975: Syntax error, unexpected '0.25'
ERROR: 0:978: Syntax error, unexpected '0.35'
WARNING: 0:548: Calls to any function that may require a gradient calculation inside a conditional block may return undefined results
WARNING: 0:827: Calls to any function that may require a gradient calculation inside a conditional block may return undefined results
WARNING: 0:839: Calls to any function that may require a gradient calculation inside a conditional block may return undefined results
3 compilation warnings.
2 compilation errors. No code generated.
postshader
#ifdef GL_ES
precision mediump float;
#endif
//Dilarang keras untuk Copas dan Riname tanpa ijin
//Hargai Pembuat jika ingin di hargai
// no copas no rename tanpa ijin
//Note : Recommend to use PPSSP v1.1.1/======================================================================================================================================================================
//================
#define FXAA 0
//================
#define GAUSS_SQ 0 //3ds
#define Gsmoothing 2.2 //3ds
//================
#define GAUSS_S 1 //3ds
//================
#define SHARPEN 0 //3ds
#define value 2.5 //3ds
//================
#define S_COM_V2 0 //3ds
#define S_val0 5.0 //3ds
//================
#define xBR 0 //3ds
#define VariantB 0 //3ds
//================
#define xHQ 0 //3ds
#define scaleoffset 0.75 //3ds
//================
#define BLOOM 0.35 //3ds
#define MIKU 1 //3ds
#define samples 4 //3ds
#define quality 0.10 //3ds
#define Bpower 0.1 //3ds
//================
#define COLORED 0 //3ds
#define Cpower 0.5 //3ds
//================
#define NATURALC 0 //3ds
#define ncpower 0.7 //3ds
//================
#define ACARTOON 0.25 //3ds
#define th 0.10 //3ds
#define bb 0.10 //3ds
#define pp 0.10 //3ds
#define acpower 0.5
//3ds
//================
#define SHADEBOOST 1 //3ds
#define saturation 1.5 //3ds
#define brightness 0.7 //3ds
#define contrast 1.2 //3ds
#define red 1.5 //3ds
#define green 1.5 //3ds
#define blue 1.5 //3ds
int SEPIA = 0; //3ds
int GRAYSCALE = 0; //3ds
int NEGATIVE = 0; //3ds
int PSPCOLORS = 0; //3ds
//================
#define GAMMA 0
//3ds
#define correction 1.9 //3ds
//================
#define SCANLINES 0 //3ds
#define SLsize 1
//3ds
#define SLcolor 2.8 //3ds
#define SLpower 0.4 //3ds
#define SLV 0 //3ds
//================
#define VIGNETTE 0 //3ds
#define vsize 1.2 //3ds
#define VIpos 0.0 //3ds
#define deVi 0 //3ds
//================
#define TEST 0 //3ds
#define TESTANIM 0 //3ds
#define testAspeed 1.0 //3ds
//======================================================================================================================================================================
//
/*
FXAA shader, GLSL code adapted from:
http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA
Whitepaper describing the technique:
http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
*/
/*
Hyllian's 5xBR v3.5a Shader
Copyright (C) 2011 Hyllian/Jararaca - [email protected]
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
|
MONSTER HUNTER FREEDOM UNITE™ |
v1.10.2 |
2023-11-06 |
Error in shader program link: info: Variable u_texelDelta has unmatched precision qualifier in different shaders
fs: postshader
#ifdef GL_ES
precision mediump float;
#endif
//Note : Recommend to use PPSSPP v1.1.1-183-gb411fc0 or newer for full functionality, there were some bugs in earlier versions.
//Note2 : Upscaling, smoothing and sharpening filters are not set to be mixed between each other since the results are pointless(they counter each other).
// Only last one applies, so pick just one of them, mess around with it's settings and add other effects as needed.
//======================================================================================================================================================================
//SMOOTHING FILTERS: //If you love smooth graphics ~ those are also great for downscaling - to do that, you need to use higher rendering res than your display res
//================
#define FXAA 0 //ON:1/OFF:0 /default FXAA, orginal info below
//================
#define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering
#define Gsmoothing 1.0 //Default: 3.5 /increase for smoother(blurry) graphics
//================
#define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242
//================
#define Guest_AA4o 0 //ON:1/OFF:0 /alternative to FXAA /taken from http://forums.ppsspp.org/showthread.php?tid=6594&pid=124441#pid124441
#define scale 7.0 //Default: 7.0 / 4.0 -> smooth, 8.0 -> sharp (4.0 + filtro works well also as upscaling filter for 2D games)
#define filtro 0 //ON:1/OFF:0 /less blurry with smoother settings, but also like 3 times heavier
//================
//SHARPENING FILTERS: //if you need very sharp image, add lots of aliasing
//================
#define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default
#define value 9.9 //Default: 7.5 /higher = more visible effect
//================
#define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate
#define S_val0 3.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect
//================
//UPSCALING FILTERS: //To use those, you have to set rendering res to smaller than window/display size(x1 for best results) and screen scaling filter to "nearest"
//Starting from v1.1.1-28-g70e9979 you can also add Upscaling=True to ini file(check example) to do it automatically
//================
#define xBR 0 //ON:1/OFF:0 /5xBR upscale, nice for 2D games especially those that might be buggy with higher rendering res, initially made by Hyllian - license below
#define VariantB 0 //ON:1/OFF:0 /slightly less effect on fonts, dots and other small details
#define Variantx2 0 //ON:1/OFF:0 /2xBR aka more blurry version of 5xBR
//================
#define xBRAccuracy 0 //ON:1/OFF:0 / Hyllian's xBR-lv2 Shader Accuracy (tweak by guest.r) ~ copy of the full license below
#define CornerA 0 //ON:1/OFF:0 / A, B, C, D are just different variants of corner rounding
#define CornerB 0 //ON:1/OFF:0 / activate only one
#define CornerD 0 //ON:1/OFF:0
// CornerC //used as default if no other ones are defined
//================
#define xHQ 0 //ON:1/OFF:0 same as 4xHQ in PPSSPP, but actually using output resolution
#define scaleoffset 0.5 //Default: 1.0 /you can tweek it between 0.5 and 1.5, Note: to little = no effect, to high = ugliness
//================
//DEBANDING FILTERS: //especially useful for upscaling filters like 5xBR as well as texture scaling like xBRZ, use only one
//================
#define Deband 0 //ON:1/OFF:0 /Blurs
#define DeTol 16.0 //Default: 16.0 /tolerance, too high will look glitchy
//================
#d |
MONSTER HUNTER FREEDOM UNITE™ |
v1.10.2 |
2023-11-05 |
sceDmacMemcpy(dest=0414e000, src=094601f0, size=230976): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.5 |
2023-11-05 |
sceDmacMemcpy(dest=0414e000, src=095241d0, size=246896): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2023-11-05 |
sceDmacMemcpy(dest=0414e000, src=0952f940, size=158640): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.9.4 |
2023-11-04 |
sceDmacMemcpy(dest=0414e000, src=095d8a30, size=261840): overlapping read |