Recent logs - MONSTER HUNTER FREEDOM UNITE™

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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