Recent logs - TRON EVOLUTION

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
TRON EVOLUTION v1.12.2 2021-10-15 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
TRON EVOLUTION v1.12.2 2021-10-15 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
TRON EVOLUTION v1.10.3 2021-08-30 Ignoring func export sceNetIfhandle/c80181a2, already implemented in HLE.
TRON EVOLUTION v1.10.3 2021-08-30 Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d
TRON EVOLUTION v1.10.3 2021-08-30 Unknown syscall in known module 'ThreadManForKernel': 0x39810265
TRON EVOLUTION v1.10.3 2021-08-30 sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006
TRON EVOLUTION v1.10.3 2021-08-30 Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE.
TRON EVOLUTION v1.10.3 2021-08-19 Unknown syscall in known module 'ThreadManForKernel': 0x4e3a1105
TRON EVOLUTION v1.10.3 2021-08-19 Unknown syscall in known module 'ThreadManForKernel': 0x3f53e640
TRON EVOLUTION v1.11.3 2021-06-28 Unknown GetPointer 00000000 PC 08975c0c LR 08975c0c
TRON EVOLUTION v1.11.2 2021-03-10 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
TRON EVOLUTION v1.11.2 2021-03-10 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
TRON EVOLUTION v1.10.3 2021-01-28 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167768912
TRON EVOLUTION v1.12.2 2021-10-18 Ignoring possible texturing from framebuffer at 04174000 +0x64 / 128x272
TRON EVOLUTION v1.10.3 2020-09-09 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
TRON EVOLUTION v1.10.3 2020-09-09 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
TRON EVOLUTION v1.10.3 2020-08-07 FBO using existing buffer as depthbuffer, 040d6000/04088000 and 04088000/04088000
TRON EVOLUTION v1.10.3 2020-08-07 FBO using existing buffer as depthbuffer, 040d4000/04088000 and 04088000/04088000
TRON EVOLUTION v1.7.4 2020-04-11 D3D error in shader compilation: info: (91): error X4004: program too complex; there are more active values than registers / code: #pragma warning( disable : 3571 ) float4x4 u_proj : register(c0); float4 u_matambientalpha : register(c20); float4x3 u_world : register(c11); float4x3 u_view : register(c8); float4 u_uvscaleoffset : register(c17); float3 u_lightpos0 : register(c24); float3 u_lightatt0 : register(c32); float3 u_lightambient0 : register(c48); float3 u_lightdiffuse0 : register(c40); float3 u_lightspecular0 : register(c44); float3 u_lightpos1 : register(c25); float3 u_lightatt1 : register(c33); float3 u_lightambient1 : register(c49); float3 u_lightdiffuse1 : register(c41); float3 u_lightspecular1 : register(c45); float3 u_lightpos2 : register(c26); float3 u_lightatt2 : register(c34); float3 u_lightambient2 : register(c50); float3 u_lightdiffuse2 : register(c42); float3 u_lightspecular2 : register(c46); float3 u_lightpos3 : register(c27); float3 u_lightatt3 : register(c35); float3 u_lightambient3 : register(c51); float3 u_lightdiffuse3 : register(c43); float3 u_lightspecular3 : register(c47); float4 u_ambient : register(c19); float4 u_matspecular : register(c22); float3 u_matemissive : register(c23); float4 u_cullRangeMin : register(c80); float4 u_cullRangeMax : register(c81); struct VS_IN { float2 texcoord : TEXCOORD0; float4 color0 : COLOR0; float3 normal : NORMAL; float3 position : POSITION; }; struct VS_OUT { float3 v_texcoord : TEXCOORD0; float4 v_color0 : COLOR0; float3 v_color1 : COLOR1; float4 gl_Position : POSITION; }; VS_OUT main(VS_IN In) { VS_OUT Out; float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world); float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world)); float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0); float4 outPos = mul(viewPos, u_proj); float4 lightSum0 = u_ambient * In.color0 + float4(u_matemissive, 0.0); float3 lightSum1 = 0; float3 toLight; float3 diffuse; float distance; float lightScale; float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, float3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * In.color0.rgb) * ldot; ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient0 * In.color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, float3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * In.color0.rgb) * ldot; ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient1 * In.color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, float3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * In.color0.rgb) * ldot; ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient2 * In.color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, float3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * In.color0.rgb) * ldot; ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnorma
TRON EVOLUTION v1.7.4 2020-04-11 D3D error in shader compilation: info: (91): error X4004: program too complex; there are more active values than registers / code: #pragma warning( disable : 3571 ) float4x4 u_proj : register(c0); float4 u_matambientalpha : register(c20); float4x3 u_world : register(c11); float4x3 u_view : register(c8); float4 u_uvscaleoffset : register(c17); float3 u_lightpos0 : register(c24); float3 u_lightatt0 : register(c32); float3 u_lightambient0 : register(c48); float3 u_lightdiffuse0 : register(c40); float3 u_lightspecular0 : register(c44); float3 u_lightpos1 : register(c25); float3 u_lightatt1 : register(c33); float3 u_lightambient1 : register(c49); float3 u_lightdiffuse1 : register(c41); float3 u_lightspecular1 : register(c45); float3 u_lightpos2 : register(c26); float3 u_lightatt2 : register(c34); float3 u_lightambient2 : register(c50); float3 u_lightdiffuse2 : register(c42); float3 u_lightspecular2 : register(c46); float3 u_lightpos3 : register(c27); float3 u_lightatt3 : register(c35); float3 u_lightambient3 : register(c51); float3 u_lightdiffuse3 : register(c43); float3 u_lightspecular3 : register(c47); float4 u_ambient : register(c19); float3 u_matdiffuse : register(c21); float4 u_matspecular : register(c22); float3 u_matemissive : register(c23); float4 u_cullRangeMin : register(c80); float4 u_cullRangeMax : register(c81); struct VS_IN { float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 position : POSITION; }; struct VS_OUT { float3 v_texcoord : TEXCOORD0; float4 v_color0 : COLOR0; float3 v_color1 : COLOR1; float4 gl_Position : POSITION; }; VS_OUT main(VS_IN In) { VS_OUT Out; float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world); float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world)); float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0); float4 outPos = mul(viewPos, u_proj); float4 lightSum0 = u_ambient * u_matambientalpha + float4(u_matemissive, 0.0); float3 lightSum1 = 0; float3 toLight; float3 diffuse; float distance; float lightScale; float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, float3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, float3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, float3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, float3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; ldot = dot(normalize(toLig
TRON EVOLUTION v1.8.0 2021-09-22 80630006=sceAtracSetDataAndGetID(08bccc80, 00020000): invalid RIFF header
TRON EVOLUTION v1.9.3-80-g73bf6098e 2021-08-02 Unknown GetPointer 00000000 PC 08975eb8 LR 08000020
TRON EVOLUTION v1.6.3 2019-05-29 GL ran out of GPU memory; switching to low memory mode
TRON EVOLUTION v1.7.4 2019-03-24 sceDmacMemcpy(dest=04000000, src=09922cf0, size=557056): overlapping read
TRON EVOLUTION v1.9.4 2021-10-14 Ignoring possible render to texture at 04174000 +0x64 / 128x272
TRON EVOLUTION v1.6 2019-03-06 sceDmacMemcpy(dest=04000000, src=09923a00, size=557056): overlapping read
TRON EVOLUTION v1.9.4 2020-11-16 Ignoring possible render to texture at 04174000 +0x128 / 128x272
TRON EVOLUTION v1.9.4 2021-10-15 Unknown syscall in known module 'sceNp': 0x7e0864df
TRON EVOLUTION v1.7.5 2021-08-01 Ignoring possible render to texture at 00174000 +0x64 / 128x272
TRON EVOLUTION v1.4.2 2020-12-12 Loading module scePsmf_library with version 0101, devkit 06030010