Recent logs - MONSTER HUNTER FREEDOM UNITE™

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Game title Version Latest Report Message
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-18 sceDmacMemcpy(dest=040e4000, src=091bf6f0, size=17168): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-18 sceDmacMemcpy(dest=0414e000, src=094e4fa0, size=235392): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-18 sceDmacMemcpy(dest=0414e000, src=095e95f0, size=266672): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-18 sceDmacMemcpy(dest=0414e000, src=0952f940, size=159696): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-17 sceDmacMemcpy(dest=0414e000, src=095d6300, size=256144): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.5.3 2018-07-17 sceDmacMemcpy(dest=0414e000, src=095240b0, size=155584): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-17 sceDmacMemcpy(dest=0414e000, src=09531120, size=211232): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-16 sceDmacMemcpy(dest=0414e000, src=095da190, size=227984): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-16 Error in shader program link: info: fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 300 es 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 p = v_color0; vec4 v = p * t; fragColor0 = v; } vs: 00000000:00000918 HWX C T Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
MONSTER HUNTER FREEDOM UNITE™ v1.5.3 2018-07-16 sceDmacMemcpy(dest=0414e000, src=095fb300, size=229296): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.4.2 2018-07-16 sceDmacMemcpy(dest=0414e000, src=095221b0, size=251632): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-16 sceDmacMemcpy(dest=0414e000, src=095b4220, size=230976): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.5.4 2018-07-17 sceDmacMemcpy(dest=040e4000, src=091bf790, size=19216): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.5.3 2018-07-15 Error in shader program link during preload: info: L0007 Varying 'v_color1' not found in vertex shader fs: 00000000:00000b14 LM #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; gl_FragColor = v; } vs: 00000000:001e0022 THR UVEnv 1: c:0 t:0 3: c:0 t:0 #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
MONSTER HUNTER FREEDOM UNITE™ v1.5.3 2018-07-15 Error in shader program link during preload: info: L0007 Varying 'v_color1' not found in vertex shader fs: 00000000:00000918 LM #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; gl_FragColor = v; } vs: 00000000:0021d022 THR UVMtx TessC TessRevN #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
MONSTER HUNTER FREEDOM UNITE™ v1.5.3 2018-07-15 Error in shader program link during preload: info: L0007 Varying 'v_color1' not found in vertex shader fs: 00000000:00000918 LM #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; gl_FragColor = v; } vs: 00000000:003fd022 THR UVUnk TessC TessRevN #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
MONSTER HUNTER FREEDOM UNITE™ v1.5.3 2018-07-15 Error in shader program link during preload: info: L0007 Varying 'v_color1' not found in vertex shader fs: 00000000:0000091c LM #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; gl_FragColor = v; } vs: 00000000:003ef022 THR UVEnv 3: c:0 t:0 TessC TessT TessRevN #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
MONSTER HUNTER FREEDOM UNITE™ v1.5.3 2018-07-15 Error in shader program link during preload: info: L0007 Varying 'v_color1' not found in vertex shader fs: 00000000:00000b14 LM #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; gl_FragColor = v; } vs: 00000000:003fd022 THR UVUnk TessC TessRevN #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
MONSTER HUNTER FREEDOM UNITE™ v1.5.3 2018-07-15 Error in shader program link during preload: info: L0007 Varying 'v_color1' not found in vertex shader fs: 00000000:00000918 LM #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; gl_FragColor = v; } vs: 00000000:0020f022 THR TessC TessT TessRevN #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
MONSTER HUNTER FREEDOM UNITE™ v1.5.3 2018-07-15 Error in shader program link during preload: info: L0007 Varying 'v_color1' not found in vertex shader fs: 00000000:00000918 LM #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; gl_FragColor = v; } vs: 00000000:0000f022 THR TessC TessT TessRevN #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
MONSTER HUNTER FREEDOM UNITE™ v1.5.3 2018-07-15 Error in shader program link during preload: info: L0007 Varying 'v_color1' not found in vertex shader fs: 00000000:00000b14 LM #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; gl_FragColor = v; } vs: 00000000:003ef022 THR UVEnv 3: c:0 t:0 TessC TessT TessRevN #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
MONSTER HUNTER FREEDOM UNITE™ v1.5.3 2018-07-15 Error in shader program link during preload: info: L0007 Varying 'v_texcoord' not found in vertex shader fs: 00000000:0000000a Tex TFuncBlend #version 100 precision lowp float; uniform sampler2D tex; uniform vec3 u_texenv; 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(mix(p.rgb, u_texenv.rgb, t.rgb), p.a); gl_FragColor = v; } vs: 00000000:001fd002 THR UVUnk TessC TessRevN #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
MONSTER HUNTER FREEDOM UNITE™ v1.5.3 2018-07-15 Error in shader program link during preload: info: L0007 Varying 'v_color1' not found in vertex shader fs: 01730000:00000b14 LM #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; gl_FragColor = v; } vs: 00000000:003e0022 THR UVEnv 3: c:0 t:0 #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
MONSTER HUNTER FREEDOM UNITE™ v1.5.3 2018-07-15 Error in shader program link during preload: info: L0007 Varying 'v_color1' not found in vertex shader fs: 01730000:00000b14 LM #version 100 precision lowp float; varying vec4 v_color0; varying vec3 v_color1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; gl_FragColor = v; } vs: 00000000:001fd022 THR UVUnk TessC TessRevN #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-15 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01730000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; 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; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.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; }
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-15 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:0021d002 Tex Fog TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01730000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; 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; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.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; }
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-14 sceDmacMemcpy(dest=041ce680, src=09599270, size=7920): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-14 sceDmacMemcpy(dest=0414e000, src=095e32f0, size=174016): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-14 sceDmacMemcpy(dest=0414e000, src=096f58f0, size=221072): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-14 sceDmacMemcpy(dest=0414e000, src=096f5a20, size=198576): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-14 sceDmacMemcpy(dest=0414e000, src=0958f130, size=239760): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-14 sceDmacMemcpy(dest=0414e000, src=094fb180, size=210944): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-14 sceDmacMemcpy(dest=0414e000, src=095b3a10, size=231056): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-14 sceDmacMemcpy(dest=0414e000, src=09539140, size=201504): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.5.4 2018-07-13 sceDmacMemcpy(dest=0414e000, src=0952f300, size=290336): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-13 sceDmacMemcpy(dest=0414e000, src=0951fc00, size=285296): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.5.4 2018-07-13 sceDmacMemcpy(dest=0414e000, src=094ee250, size=252128): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-13 sceDmacMemcpy(dest=0414e000, src=094afb50, size=240816): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-13 sceDmacMemcpy(dest=0414e000, src=095dd1f0, size=175072): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.5.2 2018-07-12 sceDmacMemcpy(dest=0414e000, src=095c7210, size=267424): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-12 sceDmacMemcpy(dest=0414e000, src=094f68f0, size=178752): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.5.4 2018-07-12 ReadFromHardware: Invalid address 0000000a near PC 09ae9f0c LR 09ae9f0c
MONSTER HUNTER FREEDOM UNITE™ v1.5.4 2018-07-12 ReadFromHardware: Invalid address 07088a43 near PC 0885eb08 LR 0885eaf4
MONSTER HUNTER FREEDOM UNITE™ v1.5.4 2018-07-12 sceDmacMemcpy(dest=040e4000, src=091bf680, size=15776): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-12 sceDmacMemcpy(dest=0414e000, src=093ba160, size=113168): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-11 sceDmacMemcpy(dest=0414e000, src=095d7270, size=226816): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-11 sceDmacMemcpy(dest=0414e000, src=095d4360, size=202336): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-11 sceDmacMemcpy(dest=0414e000, src=095d9a20, size=230976): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-11 sceDmacMemcpy(dest=040e4000, src=091bf680, size=13392): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-11 sceDmacMemcpy(dest=040e4000, src=091bf650, size=18192): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-11 sceDmacMemcpy(dest=040e4000, src=091bf680, size=16768): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-11 sceDmacMemcpy(dest=0414e000, src=09634150, size=252832): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-10 ReadFromHardware: Invalid address 00620062 near PC 00620062 LR 00620062
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-10 sceDmacMemcpy(dest=0414e000, src=0952ca00, size=261840): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-10 sceDmacMemcpy(dest=0414e000, src=0956f4a0, size=268000): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.5.2 2018-07-10 sceDmacMemcpy(dest=0414e000, src=094f19d0, size=172768): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.5.4 2018-07-09 sceDmacMemcpy(dest=0414e000, src=095d0200, size=231680): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-09 sceDmacMemcpy(dest=0414e000, src=094ef250, size=252128): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-08 sceDmacMemcpy(dest=0414e000, src=09595090, size=180208): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.5.2 2018-07-08 sceDmacMemcpy(dest=0414e000, src=09504b60, size=202336): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-07 __KernelStopThread: thread 442 does not exist
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-07 sceDmacMemcpy(dest=040fe800, src=091e8690, size=16400): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.5.2 2018-07-07 sceDmacMemcpy(dest=0414e000, src=094f1a00, size=222080): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-07 sceDmacMemcpy(dest=0414e000, src=095a90d0, size=193808): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-07 sceDmacMemcpy(dest=0414e000, src=09531b10, size=198032): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.5.2 2018-07-08 sceDmacMemcpy(dest=0414e000, src=095049f0, size=175072): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.5.2 2018-07-07 sceDmacMemcpy(dest=0414e000, src=09504950, size=210944): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-06 sceDmacMemcpy(dest=0414e000, src=095dc9a0, size=162400): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-06 sceDmacMemcpy(dest=0414e000, src=095d5a30, size=267824): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.5.4 2018-07-06 sceDmacMemcpy(dest=0414e000, src=094f5250, size=252128): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-05 sceDmacMemcpy(dest=0414e000, src=094082a0, size=229296): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.5.4 2018-07-05 sceDmacMemcpy(dest=0414e000, src=0951a970, size=201504): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-05 sceDmacMemcpy(dest=0414e000, src=0952a9d0, size=172768): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.5.4 2018-07-05 sceDmacMemcpy(dest=0414e000, src=09512150, size=210944): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.5.4 2018-07-04 sceDmacMemcpy(dest=040e4000, src=091bf6c0, size=13552): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-04 sceDmacMemcpy(dest=0414e000, src=0960b8f0, size=221072): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.5.4 2018-07-04 sceDmacMemcpy(dest=0414e000, src=0950d210, size=231056): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-04 sceDmacMemcpy(dest=0414e000, src=095d30d0, size=282208): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6 2018-07-16 sceDmacMemcpy(dest=040e4000, src=091bf700, size=19008): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.5.4 2018-07-04 sceDmacMemcpy(dest=0414e000, src=094079a0, size=237168): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-04 __KernelStopThread: thread 681 does not exist
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-04 sceDmacMemcpy(dest=0414e000, src=0963a980, size=210944): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-07 sceDmacMemcpy(dest=040e4000, src=091bf7a0, size=15424): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-03 sceDmacMemcpy(dest=0414e000, src=0953edc0, size=266768): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-03 sceDmacMemcpy(dest=0414e000, src=095af190, size=227984): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-03 sceDmacMemcpy(dest=040e4000, src=091bf700, size=18560): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-03 sceDmacMemcpy(dest=0414e000, src=095381b0, size=251632): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-02 sceDmacMemcpy(dest=0414e000, src=096aa9c0, size=159504): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-02 sceDmacMemcpy(dest=0414e000, src=094dafa0, size=235392): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6 2018-07-02 sceDmacMemcpy(dest=0414e000, src=09531900, size=240448): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6 2018-07-01 sceDmacMemcpy(dest=040e4000, src=091bf6d0, size=17360): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.5.4-993-gab65c52 2018-07-01 sceDmacMemcpy(dest=0414e000, src=095d7300, size=256144): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.5.4-993-gab65c52 2018-07-01 sceDmacMemcpy(dest=0414e000, src=09514930, size=204944): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.4.2 2018-07-01 sceDmacMemcpy(dest=0414e000, src=0952e1e0, size=267424): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-01 sceDmacMemcpy(dest=0414e000, src=095f0240, size=174576): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.5.4 2018-07-01 sceDmacMemcpy(dest=0414e000, src=094731f0, size=230976): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-01 sceDmacMemcpy(dest=0414e000, src=095dc200, size=201840): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-07-01 Error in shader compilation: info: Fragment shader compilation failed. ERROR: 0:348: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:348: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:348: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:348: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:351: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right op postshader // PPSSPP: Grabbed from Processing and slightly modified. // 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 //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //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 MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 4 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //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 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ #define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red
MONSTER HUNTER FREEDOM UNITE™ v1.5.4 2018-07-01 sceDmacMemcpy(dest=0414e000, src=0945d1c0, size=175072): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.5.4 2018-06-30 sceDmacMemcpy(dest=0414e000, src=0945d120, size=210944): overlapping read