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Game title |
Version |
Latest Report |
Message |
Marvel Super Hero Squad |
v1.12.3 |
2024-09-29 |
80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data |
Marvel Super Hero Squad |
v1.12.3 |
2024-09-29 |
80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data |
Marvel Super Hero Squad |
v1.12.3 |
2024-09-29 |
80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data |
Marvel Super Hero Squad |
v1.12.3 |
2024-09-29 |
80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data |
Marvel Super Hero Squad |
v1.12.3 |
2024-09-29 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
Marvel Super Hero Squad |
v1.12.3 |
2024-09-29 |
Rendering to framebuffer offset: 040cc000 +65x0 |
Marvel Super Hero Squad |
v1.12.3 |
2024-09-29 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00010000:0000f022 Tex TexAlpha TFuncMod AlphaTest >=
#version 330
#extension GL_EXT_gpu_shader4 : enable
// GeForce 210/PCI/SSE2 - GLSL 330
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform sampler2D testtex;
in lowp 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;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
fragColor0 = v;
}
vs: 00000000:00320b38 HWX C T N Tex UVEnv 0: c:0 t:0 3: c:0 t:0 Cull
#version 330
#extension GL_EXT_gpu_shader4 : enable
// GeForce 210/PCI/SSE2 - GLSL 330
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform vec3 u_lightpos3;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal))) * 0.5, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
Marvel Super Hero Squad |
v1.12.3 |
2024-09-29 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00000000:00200802 Tex LM Fog TFuncMod
#version 330
#extension GL_EXT_gpu_shader4 : enable
// GeForce 210/PCI/SSE2 - GLSL 330
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01170000:00320b3d HWX C T N LM Fog Tex UVEnv Light: 0: c:0 t:0 3: c:0 t:0 MatUp:7 Cull
#version 330
#extension GL_EXT_gpu_shader4 : enable
// GeForce 210/PCI/SSE2 - GLSL 330
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
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_lightpos3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
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() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal))) * 0.5, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
Marvel Super Hero Squad |
v1.12.3 |
2024-09-29 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00000000:0020f802 Tex LM Fog TFuncMod AlphaTest >=
#version 330
#extension GL_EXT_gpu_shader4 : enable
// GeForce 210/PCI/SSE2 - GLSL 330
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform sampler2D testtex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) DISCARD;
fragColor0 = v;
}
vs: 01971000:00320b35 HWX T N LM Fog Tex UVEnv Light: 0: c:0 t:0 3: c:1 t:0 MatUp:7 Cull
#version 330
#extension GL_EXT_gpu_shader4 : enable
// GeForce 210/PCI/SSE2 - GLSL 330
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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_lightpos3;
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_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() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular3 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal))) * 0.5, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
Marvel Super Hero Squad |
v1.12.3 |
2024-10-26 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00000000:00200802 Tex LM Fog TFuncMod
#version 330
#extension GL_EXT_gpu_shader4 : enable
// GeForce 210/PCI/SSE2 - GLSL 330
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01170000:00320b35 HWX T N LM Fog Tex UVEnv Light: 0: c:0 t:0 3: c:0 t:0 MatUp:7 Cull
#version 330
#extension GL_EXT_gpu_shader4 : enable
// GeForce 210/PCI/SSE2 - GLSL 330
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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_lightpos3;
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_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() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(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 = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal))) * 0.5, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
Marvel Super Hero Squad |
v1.12.3 |
2024-10-26 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00000000:00200802 Tex LM Fog TFuncMod
#version 330
#extension GL_EXT_gpu_shader4 : enable
// GeForce 210/PCI/SSE2 - GLSL 330
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01971000:00320b35 HWX T N LM Fog Tex UVEnv Light: 0: c:0 t:0 3: c:1 t:0 MatUp:7 Cull
#version 330
#extension GL_EXT_gpu_shader4 : enable
// GeForce 210/PCI/SSE2 - GLSL 330
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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_lightpos3;
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_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() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular3 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal))) * 0.5, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
Marvel Super Hero Squad |
v1.12.3 |
2024-10-26 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00000000:00200802 Tex LM Fog TFuncMod
#version 330
#extension GL_EXT_gpu_shader4 : enable
// GeForce 210/PCI/SSE2 - GLSL 330
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01971000:00320b3d HWX C T N LM Fog Tex UVEnv Light: 0: c:0 t:0 3: c:1 t:0 MatUp:7 Cull
#version 330
#extension GL_EXT_gpu_shader4 : enable
// GeForce 210/PCI/SSE2 - GLSL 330
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
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_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
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() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular3 * color0.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal))) * 0.5, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
Marvel Super Hero Squad |
v1.12.3 |
2024-10-26 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00010000:0020f822 Tex TexAlpha LM Fog TFuncMod AlphaTest >=
#version 330
#extension GL_EXT_gpu_shader4 : enable
// GeForce 210/PCI/SSE2 - GLSL 330
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform sampler2D testtex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
fragColor0 = v;
}
vs: 01971000:00320b35 HWX T N LM Fog Tex UVEnv Light: 0: c:0 t:0 3: c:1 t:0 MatUp:7 Cull
#version 330
#extension GL_EXT_gpu_shader4 : enable
// GeForce 210/PCI/SSE2 - GLSL 330
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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_lightpos3;
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_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() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular3 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal))) * 0.5, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
Marvel Super Hero Squad |
v1.17.1 |
2024-04-25 |
Branch in Jump delay slot at 09cb8b68 in block starting at 09cb8b58 |
Marvel Super Hero Squad |
v1.17.1 |
2024-04-25 |
Branch in Jump delay slot at 09cb8b64 in block starting at 09cb8b58 |
Marvel Super Hero Squad |
v1.17.1 |
2024-04-25 |
Branch in Jump delay slot at 09cb8b60 in block starting at 09cb8b58 |
Marvel Super Hero Squad |
v1.17.1 |
2024-04-25 |
Branch in Jump delay slot at 09cb8b5c in block starting at 09cb8b58 |
Marvel Super Hero Squad |
v1.17.1 |
2024-04-25 |
Branch in Jump delay slot at 09cb8b58 in block starting at 09cb8b58 |
Marvel Super Hero Squad |
v1.17.1 |
2024-04-25 |
Jump to invalid address: 072e2d60 |
Marvel Super Hero Squad |
v1.17.1 |
2024-04-20 |
Branch in Jump delay slot at 09cb867c in block starting at 09cb866c |
Marvel Super Hero Squad |
v1.17.1 |
2024-04-20 |
Branch in Jump delay slot at 09cb8678 in block starting at 09cb866c |
Marvel Super Hero Squad |
v1.17.1 |
2024-04-20 |
Branch in Jump delay slot at 09cb8674 in block starting at 09cb866c |
Marvel Super Hero Squad |
v1.17.1 |
2024-04-20 |
Branch in Jump delay slot at 09cb8670 in block starting at 09cb866c |
Marvel Super Hero Squad |
v1.17.1 |
2024-04-20 |
Branch in Jump delay slot at 09cb866c in block starting at 09cb866c |
Marvel Super Hero Squad |
v1.17.1 |
2024-04-20 |
Jump to invalid address: 072e19b0 |
Marvel Super Hero Squad |
v1.17.1 |
2024-04-07 |
Unknown GetPointer ffffffff PC 08b5e3dc LR 08b57a3c |
Marvel Super Hero Squad |
v1.17.1 |
2024-10-13 |
Can't draw: No current render step. Step count: 0 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 592,194-0,35 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 592,155-0,38 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 592,116-0,38 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 592,77-0,38 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 592,37-0,38 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 641,194-0,35 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 641,155-0,38 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 641,116-0,38 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 641,77-0,38 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 641,37-0,38 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 645,194-0,35 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 645,155-0,38 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 645,116-0,38 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 645,77-0,38 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 645,37-0,38 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 599,194-0,35 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 599,155-0,38 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 599,116-0,38 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 599,77-0,38 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 599,37-0,38 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 639,194-0,35 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 639,155-0,38 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 639,116-0,38 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 639,77-0,38 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 639,37-0,38 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 658,194-0,35 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 658,155-0,38 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 658,116-0,38 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 658,77-0,38 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-02-27 |
UI scissor out of bounds in SavedataScreen: 658,37-0,38 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-01-16 |
UI scissor out of bounds in GamePauseScreen: 910,4-324,123 / 583,272 |
Marvel Super Hero Squad |
v1.14.1 |
2024-01-16 |
UI scissor out of bounds in GamePauseScreen: 42,4-857,123 / 583,272 |
Marvel Super Hero Squad |
v1.16.6 |
2024-01-01 |
Unknown GE command : 4ff60000 |
Marvel Super Hero Squad |
v1.16.6 |
2023-12-10 |
Video out requested, not supported: mode=0 size=0,0 |
Marvel Super Hero Squad |
v1.16.6 |
2023-10-22 |
Unknown GetPointerWrite 00000030 PC 08000020 LR 08000020 |
Marvel Super Hero Squad |
v1.16.6 |
2023-10-22 |
Unknown GetPointer 00000000 PC 08000020 LR 08000020 |
Marvel Super Hero Squad |
v1.16.6 |
2023-10-22 |
Unknown GE command : 0d827cc4 |
Marvel Super Hero Squad |
v1.11.3 |
2023-05-28 |
ReadFromHardware: Invalid address 3f800000 near PC 3f800000 LR 3f800000 |
Marvel Super Hero Squad |
v1.14.4 |
2023-03-11 |
sceGeBreak(mode=0, unknown=08dfeba8): unknown ptr (valid) |
Marvel Super Hero Squad |
v1.14.4 |
2023-03-11 |
GE Interrupt: newState might be 1 |
Marvel Super Hero Squad |
v1.14.4 |
2023-01-16 |
Decoding texture from VRAM mirror at 0421d680 swizzle=0 |
Marvel Super Hero Squad |
v1.12.3 |
2022-07-20 |
Traditional relocations unsupported. |
Marvel Super Hero Squad |
v1.12.3 |
2022-07-20 |
sectionToModify = -1 - ignoring relocation sector 51 |
Marvel Super Hero Squad |
v1.12.3 |
2022-07-20 |
sceKernelLoadModule: unsupported options size=00000014, flags=08bf68e0, pos=0, access=1, data=1, text=1 |
Marvel Super Hero Squad |
v1.12.3 |
2022-07-20 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
Marvel Super Hero Squad |
v1.12.3 |
2022-05-28 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
Marvel Super Hero Squad |
v1.12.3 |
2022-04-16 |
Decoding texture from VRAM mirror at 0424c000 swizzle=0 |
Marvel Super Hero Squad |
v1.12.3 |
2022-04-11 |
80630006=sceAtracSetDataAndGetID(08a87000, 80020323): invalid RIFF header |
Marvel Super Hero Squad |
v1.13.1 |
2022-12-21 |
VTYPE with morph used: THRU=0 TC=0 COL=0 POS=0 NRM=0 WT=0 NW=1 IDX=0 MC=5 |
Marvel Super Hero Squad |
v1.16.6 |
2024-01-01 |
Unknown GE command : fb30004d |
Marvel Super Hero Squad |
v1.12.3 |
2022-03-08 |
80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header |
Marvel Super Hero Squad |
v1.12.3 |
2022-03-01 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=2, text=2 |
Marvel Super Hero Squad |
v1.12.3 |
2022-01-06 |
Jump to invalid address: 031e5750 |
Marvel Super Hero Squad |
v1.11.3 |
2021-12-24 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145269936 |
Marvel Super Hero Squad |
v1.11.3 |
2021-12-24 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145257684 |
Marvel Super Hero Squad |
v1.12.3 |
2022-09-03 |
Jump to invalid address: 07f36a30 |
Marvel Super Hero Squad |
v1.12.3 |
2022-09-03 |
Jump to invalid address: 07f36a00 |
Marvel Super Hero Squad |
v1.12.3 |
2022-01-06 |
Jump to invalid address: 03282370 |
Marvel Super Hero Squad |
v1.14.4 |
2023-01-09 |
Jump to invalid address: 031e5800 |
Marvel Super Hero Squad |
v1.14.4 |
2023-01-09 |
Branch in Jump delay slot at 09b9ab2c in block starting at 09b9ab10 |
Marvel Super Hero Squad |
v1.14.4 |
2023-01-09 |
Branch in Jump delay slot at 09b9ab28 in block starting at 09b9ab10 |
Marvel Super Hero Squad |
v1.14.4 |
2023-01-09 |
Jump to invalid address: 06efe4c0 |
Marvel Super Hero Squad |
v1.14.4 |
2023-01-09 |
Jump to invalid address: 02e246e0 |
Marvel Super Hero Squad |
v1.11.3 |
2021-06-24 |
Jump to invalid address: 031aee40 |
Marvel Super Hero Squad |
v1.10.3 |
2021-06-09 |
Render to area containing texture at 04230000 +0x112 |
Marvel Super Hero Squad |
v1.11.3 |
2021-06-03 |
sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006 |
Marvel Super Hero Squad |
v1.11.3 |
2021-06-03 |
sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006 |
Marvel Super Hero Squad |
v1.11.3 |
2021-06-03 |
sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006 |
Marvel Super Hero Squad |
v1.11.3 |
2021-06-03 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144940664 |
Marvel Super Hero Squad |
v1.11.3 |
2021-06-03 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146133816 |
Marvel Super Hero Squad |
v1.11.3 |
2021-12-24 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1082130432 |
Marvel Super Hero Squad |
v1.11.3 |
2021-12-24 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 13070 |
Marvel Super Hero Squad |
v1.11.3 |
2021-12-24 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142623468 |