Recent logs - Iron Man™ 2

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Game title Version Latest Report Message
Iron Man™ 2 v1.9.4 2020-07-02 Savedata version requested: 3
Iron Man™ 2 v1.9.4 2020-05-19 sceDmacMemcpy(dest=041ba880, src=08e18e80, size=4096): overlapping read
Iron Man™ 2 v1.9.4 2020-05-19 Unknown GE command : 4faeb045
Iron Man™ 2 v1.9.4 2020-05-19 BJUMP to illegal address 0c5879e4 - ignoring! data=1f42e5
Iron Man™ 2 v1.9.3 2020-05-13 WriteToHardware: Invalid address 00000010 near PC 0884a128 LR 0884aba8
Iron Man™ 2 v1.9.3 2020-05-13 WriteToHardware: Invalid address 00000000 near PC 0881aed8 LR 0884a938
Iron Man™ 2 v1.9.3 2020-05-13 ReadFromHardware: Invalid address 00000000 near PC 0881aed8 LR 0884a938
Iron Man™ 2 v1.6.3-492-g9fddfff66 2020-05-09 Error in shader program link: info: (unknown reason) fs: 00000000:00000000 #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; inout vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; } vs: 00000000:0000000a THR C #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
Iron Man™ 2 v1.9.4 2020-04-29 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r2p1_05rel0 [Revision 96995]. 01f71111:00000b11 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:7 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(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); 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_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * 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_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * 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_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * 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(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRa
Iron Man™ 2 v1.9.3-80-g73bf6098e 2020-04-29 __KernelStopThread: thread 333 does not exist
Iron Man™ 2 v1.9.3-80-g73bf6098e 2020-04-29 __KernelStopThread: thread 323 does not exist
Iron Man™ 2 v1.9.4 2020-04-12 Video out requested, not supported: mode=0 size=0,0
Iron Man™ 2 v1.9.4 2020-04-11 Unknown GetPointer 293f44a0 PC 0889a0d0 LR 0889a0ec
Iron Man™ 2 v1.9.4 2020-04-12 Unknown GetPointer d005a56a PC 0889a068 LR 0889a0ec
Iron Man™ 2 v1.9.4 2020-06-29 sceDmacMemcpy(dest=041ba880, src=08e3c9e0, size=32768): overlapping read
Iron Man™ 2 v1.9.4 2020-02-20 80630011=sceAtracSetDataAndGetID(08b40240, 00000000): buffer too small
Iron Man™ 2 v1.4-200-gf9b2272 2020-02-02 Unsupported texture lod slope: 0.020000 + 0.000000
Iron Man™ 2 v1.6.3-492-g9fddfff66 2020-01-10 Error in shader compilation: info: (unknown reason) 00000000:0000000e Tex TFuncRepl #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb, p.a); fragColor0 = v; }
Iron Man™ 2 v1.6.3-492-g9fddfff66 2020-01-09 Error in shader compilation: info: (unknown reason) draw2d #ifdef GL_ES precision mediump float; #endif #if __VERSION__ >= 130 #define varying in #define texture2D texture #define gl_FragColor fragColor0 out vec4 fragColor0; #endif #ifdef GL_ES precision mediump float; #endif uniform sampler2D sampler0; varying vec2 v_texcoord0; void main() { gl_FragColor = texture2D(sampler0, v_texcoord0); }
Iron Man™ 2 v1.6.3-492-g9fddfff66 2020-01-09 Error in shader compilation: info: (unknown reason) 00000000:00000012 THR Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
Iron Man™ 2 v1.6.3-492-g9fddfff66 2020-01-09 Error in shader compilation: info: (unknown reason) draw2d #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
Iron Man™ 2 v1.8.0 2019-10-29 WriteToHardware: Invalid address 000a9c3c near PC 08000000 LR 08000000
Iron Man™ 2 v1.8.0 2019-09-07 Branch in RSRTComp delay slot at 089582a4 in block starting at 089582a0
Iron Man™ 2 v1.8.0 2019-09-07 WriteToHardware: Invalid address 24840076 near PC 08000000 LR 08000000
Iron Man™ 2 v1.9.4 2020-02-29 WriteToHardware: Invalid address 03e01038 near PC 08000000 LR 08000000
Iron Man™ 2 v1.8.0 2019-08-29 80630011=sceAtracSetDataAndGetID(08b78300, 00020000): no data chunk
Iron Man™ 2 v1.8.0 2020-05-25 80630011=sceAtracSetDataAndGetID(08b40240, 00020000): no data chunk
Iron Man™ 2 v1.7.1 2019-07-24 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
Iron Man™ 2 v1.8.0 2019-06-30 Unimplemented HLE function sceUtilityHtmlViewerGetStatus
Iron Man™ 2 v1.8.0 2019-06-30 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2
Iron Man™ 2 v1.8.0 2019-06-30 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=1
Iron Man™ 2 v1.9.4 2020-06-16 Rendering to framebuffer offset: 04162000 +256x0
Iron Man™ 2 v1.9.4 2020-06-16 Render to area containing texture at 04162000 +256x0
Iron Man™ 2 v1.8.0 2019-05-31 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=2, text=2
Iron Man™ 2 v1.8.0 2019-05-31 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1
Iron Man™ 2 v1.8.0 2019-05-31 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=2, text=2
Iron Man™ 2 v1.8.0 2019-05-31 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=1, text=1
Iron Man™ 2 v1.9.4 2020-05-05 Unknown GetPointer 00000000 PC 089fee9c LR 089fee9c
Iron Man™ 2 v1.9.4 2020-06-24 sceDmacMemcpy(dest=04198000, src=08e024a0, size=512): overlapping read
Iron Man™ 2 v1.9.4 2020-06-26 Unknown GetPointer 00000000 PC 088bf118 LR 08000030
Iron Man™ 2 v1.9.4 2020-07-04 Unknown GetPointer 00000000 PC 088a0590 LR 08000020
Iron Man™ 2 v1.7.5 2019-04-03 Failed decrypting the PRX (ret = -1, size = 4046305, psp_size = 4046656)!
Iron Man™ 2 v1.9.4 2020-06-27 Unknown GetPointer 00000000 PC 08000000 LR 08000000
Iron Man™ 2 v1.9.4 2020-07-04 Render to area containing texture at 04000000 +0x136
Iron Man™ 2 v1.5.4 2018-12-30 80020190=sceKernelCreateThread(Bink thread, 0890c114, 00000012, 32768, 00004000, 00000000): out of memory, 00008000 stack requested
Iron Man™ 2 v1.9.4 2020-07-04 Render to area containing texture at 04088000 +0x136
Iron Man™ 2 v1.9.4 2020-06-21 GL ran out of GPU memory; switching to low memory mode
Iron Man™ 2 v1.9.4 2020-06-30 sceDmacMemcpy(dest=041ba880, src=08e54a30, size=32768): overlapping read
Iron Man™ 2 v1.6.3 2018-06-28 sceDmacMemcpy(dest=041fe580, src=08f77c40, size=256): overlapping read
Iron Man™ 2 v1.7.4 2020-03-21 Attempting to texture from target (src=00154000 / target=00154000 / flags=7)
Iron Man™ 2 v1.9.4 2020-06-30 sceDmacMemcpy(dest=041ba880, src=08e30ed0, size=4096): overlapping read
Iron Man™ 2 v1.0.1 2017-11-15 Atrac buffer invalid RIFF header: 08b78300
Iron Man™ 2 v1.0.1 2017-11-15 sceAtracSetDataAndGetID(08b78300, 00020000): bad data
Iron Man™ 2 v1.9.4 2020-06-21 80630006=sceAtracSetDataAndGetID(08b78300, 00020000): invalid RIFF header
Iron Man™ 2 v1.4 2017-05-03 DrawActiveTexture() failed: 8876086c
Iron Man™ 2 v1.4 2017-05-03 Direct3D9: Failed to get the device caps!
Iron Man™ 2 v1.1.1 2017-04-27 sceDmacMemcpy(dest=041ba880, src=08e28ed0, size=4096): overlapping read
Iron Man™ 2 v1.4.2 2017-10-28 sceDmacMemcpy(dest=04198000, src=08e024a0, size=512): overlapping read
Iron Man™ 2 v1.6.3 2019-02-22 80420023=__sceSasRevEVOL(08bd8b80, fffff000, fffff000): invalid volume
Iron Man™ 2 v1.8.0 2019-08-29 80630006=sceAtracSetDataAndGetID(08b40240, 00020000): invalid RIFF header
Iron Man™ 2 v1.9.4 2020-04-09 Reader: Unsupported W0 Format 0
Iron Man™ 2 v1.9.4 2020-06-27 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Iron Man™ 2 v1.9.4 2020-06-03 WriteToHardware: Invalid address 00000494 near PC 08000000 LR 08000000
Iron Man™ 2 v1.4.2 2018-12-10 sceDmacMemcpy(dest=041ba880, src=08e30ed0, size=4096): overlapping read
Iron Man™ 2 v1.4.2 2020-05-26 sceDmacMemcpy(dest=041ba880, src=08e54a30, size=32768): overlapping read
Iron Man™ 2 v1.7.5 2020-06-25 Render to area containing texture at 00000000 +0x136
Iron Man™ 2 v1.7.5 2020-06-23 Render to area containing texture at 00088000 +0x136
Iron Man™ 2 v1.9.4 2020-07-03 Render to texture with different strides 256 != 128
Iron Man™ 2 v1.9.4 2020-07-05 Render to texture with different strides 128 != 256
Iron Man™ 2 v1.1.1-66-g5ebd7bf 2017-11-21 sceSasRevEVOL(08bd8b80, -4096, -4096): invalid volume