Recent logs - v1.6.1

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Game title Version Latest Report Message
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-11-03 MIPSCompileOp: Invalid instruction 7171c270
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-11-03 MFIC instruction hit (717152a4) at 08000000
Avatar: The Legend of Aang v1.6.1 2019-10-26 sceDmacMemcpy(dest=041bec00, src=09bf8380, size=1024): overlapping read
MTX Mototrax v1.6.1 2019-10-15 MIPSCompileOp: Invalid instruction 003c3c3d
Yu-Gi-Oh! GX Tag Force 2 v1.6.1 2019-10-06 MIPSCompileOp: Invalid instruction ec780000
Yu-Gi-Oh! GX Tag Force 2 v1.6.1 2019-10-06 MIPSCompileOp: Invalid instruction ecc0e7a0
Yu-Gi-Oh! GX Tag Force 2 v1.6.1 2019-10-06 MIPSCompileOp: Invalid instruction 756c0000
Yu-Gi-Oh! GX Tag Force 2 v1.6.1 2019-10-06 MIPSCompileOp: Invalid instruction 75b4e7a0
BLEACH ヒート・ザ・ソウル5 v1.6.1 2019-10-06 Nonsense glyph bitmap direction flag
BLEACH ヒート・ザ・ソウル3 v1.6.1 2019-10-06 Nonsense glyph bitmap direction flag
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-10-05 Unknown GE command : 11001100
Pro Evolution Soccer 2013 v1.6.1 2019-09-07 ReadFromHardware: Invalid address 13974698 near PC 08849a34 LR 08849a40
PES 2020 MIX MAX EVOLUTION TEXTURE v1.6.1 2019-10-25 Savedata version requested: 3
CRISIS CORE -FINAL FANTASY VII- v1.6.1 2019-08-20 sceDmacMemcpy(dest=08400020, src=09571980, size=157696): overlapping read
SONIC RIVALS 2 v1.6.1 2019-08-12 Error in shader program link: info: Attached fragment shader is not compiled. fs: depal #version 300 es precision mediump float; in vec2 v_texcoord0; out vec4 fragColor0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 color = texture(tex, v_texcoord0); int r = 0; int g = int(color.g * 255.99); int b = 0; int a = 0; int index = (a << 24) | (b << 16) | (g << 8) | (r); index = (int(uint(index) >> 8) & 0xff); fragColor0 = texture(pal, vec2((float(index) + 0.5) * (1.0 / 256.000000), 0.0)); } vs: depal #version 300 es precision highp float; in vec4 a_position; in vec2 a_texcoord0; out vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
SONIC RIVALS 2 v1.6.1 2019-08-12 Error in shader program link: info: Attached fragment shader is not compiled. fs: depal #version 300 es precision mediump float; in vec2 v_texcoord0; out vec4 fragColor0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 color = texture(tex, v_texcoord0); int r = 0; int g = 0; int b = int(color.b * 255.99); int a = 0; int index = (a << 24) | (b << 16) | (g << 8) | (r); index = (int(uint(index) >> 16) & 0xff); fragColor0 = texture(pal, vec2((float(index) + 0.5) * (1.0 / 256.000000), 0.0)); } vs: depal #version 300 es precision highp float; in vec4 a_position; in vec2 a_texcoord0; out vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
eFootball PES 2020 "C19" v1.6.1 2019-10-31 Savedata version requested: 3
MONSTER HUNTER PORTABLE 2nd G v1.6.1 2019-07-27 sceDmacMemcpy(dest=09d5df80, src=0847f000, size=1408): overlapping read
MONSTER HUNTER PORTABLE 2nd G v1.6.1 2019-07-25 sceDmacMemcpy(dest=09d5df80, src=08497000, size=1024): overlapping read
MONSTER HUNTER PORTABLE 2nd G v1.6.1 2019-07-24 sceDmacMemcpy(dest=09d5df80, src=08472000, size=1536): overlapping read
MONSTER HUNTER PORTABLE 2nd G v1.6.1 2019-07-23 sceDmacMemcpy(dest=08c74880, src=08531af0, size=362496): overlapping read
MONSTER HUNTER PORTABLE 2nd G v1.6.1 2019-07-23 sceDmacMemcpy(dest=08c74880, src=08481d00, size=667648): overlapping read
MONSTER HUNTER PORTABLE 2nd G v1.6.1 2019-07-21 sceDmacMemcpy(dest=08c74880, src=0848e500, size=634880): overlapping read
MONSTER HUNTER PORTABLE 2nd G v1.6.1 2019-07-26 sceDmacMemcpy(dest=09d5df80, src=08465800, size=1408): overlapping read
MONSTER HUNTER PORTABLE 2nd G v1.6.1 2019-07-21 sceDmacMemcpy(dest=09d5df80, src=0848f800, size=2688): overlapping read
MONSTER HUNTER PORTABLE 2nd G v1.6.1 2019-07-19 sceDmacMemcpy(dest=09d5df80, src=0847f000, size=1792): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.6.1 2019-10-27 Nonsense glyph bitmap direction flag
PES 2019 BY CHELITO 19 v1.6.1 2019-08-28 sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read
Def Jam® Fight For NY™: The Takeover v1.6.1 2019-06-06 sceDmacMemcpy(dest=0957ab40, src=08400000, size=203968): overlapping read
FINAL FANTASY 零式 ディスク1 v1.6.1 2019-05-22 sceDmacMemcpy(dest=086c1000, src=092427c0, size=516176): overlapping read
MONSTER HUNTER PORTABLE 2nd G v1.6.1 2019-07-25 sceDmacMemcpy(dest=09d5df80, src=084bd000, size=2432): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.1 2019-05-09 sceDmacMemcpy(dest=0414e000, src=095fea10, size=250224): overlapping read
MONSTER HUNTER PORTABLE 2nd G v1.6.1 2019-07-20 sceDmacMemcpy(dest=09d5df80, src=08474000, size=1408): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.1 2019-05-01 sceDmacMemcpy(dest=0414e000, src=09627980, size=211232): overlapping read
MTX Mototrax v1.6.1 2019-10-14 ReadFromHardware: Invalid address 40000060 near PC 40000060 LR 40000060
ドラゴンボール タッグバーサス v1.6.1 2019-03-28 ReadFromHardware: Invalid address 26f1bb80 near PC 08902348 LR 08902358
ドラゴンボール タッグバーサス v1.6.1 2019-03-28 ReadFromHardware: Invalid address 01f2ba9c near PC 0887e63c LR 089a96b0
DISSIDIA 012[duodecim] FINAL FANTASY v1.6.1 2019-03-22 Render to area containing texture at 041a0000 +0x32
Tomb Raider : Legend v1.6.1 2019-03-22 sceDmacMemcpy(dest=041a8400, src=09727d80, size=8192): overlapping read
Tomb Raider : Legend v1.6.1 2019-03-21 sceDmacMemcpy(dest=041b9400, src=09a28fd0, size=5120): overlapping read
Tomb Raider : Legend v1.6.1 2019-03-17 sceDmacMemcpy(dest=041ab400, src=095a06c0, size=5120): overlapping read
LittleBigPlanet™ v1.6.1 2019-03-12 Trying to write block exit to illegal destination 00020000: pc = 00010000
PES 2019 BY CHELITO 19 v1.6.1 2019-10-05 Savedata version requested: 3
NARUTO Shippuden: Legends: Akatsuki Rising v1.6.1 2019-03-08 sceDmacMemcpy(dest=041b9d80, src=08f58e50, size=256): overlapping read
ドラゴンボール タッグバーサス v1.6.1 2019-03-12 ReadFromHardware: Invalid address 257cd593 near PC 08a5d9b4 LR 08a5ece4
DISSIDIA 012[duodecim] FINAL FANTASY v1.6.1 2019-08-24 Ignoring possible render to texture at 04182000 +128x49 / 256x128
遊☆戯☆王 アーク□ファイブ タッグフォース スペシャル v1.6.1 2019-02-26 ReadFromHardware: Invalid address 1525edf8 near PC 0883ccdc LR 0883cd44
遊☆戯☆王 アーク□ファイブ タッグフォース スペシャル v1.6.1 2019-02-26 Unknown GetPointer 00000000 PC 00000000 LR 00000000
FIFA 10 v1.6.1 2019-02-24 Error in shader compilation: info: 0:384: L0002: No matching function for call to 'mul' 0:388: L0001: else statement not preceded by if 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 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SLcolor 2.8 //Default: 2.8 /brightens scree
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-02-22 ReadFromHardware: Invalid address 17b4bad0 near PC 0881a994 LR 0881a994
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-02-22 ReadFromHardware: Invalid address 17b4bac3 near PC 08a5e9f4 LR 08a5fd24
Megamind v1.6.1 2019-02-21 Render to texture with different formats 1 != 2
Megamind v1.6.1 2019-02-21 Ignoring possible render to texture at 04196000 +0x46 / 64x64
DISSIDIA 012[duodecim] FINAL FANTASY v1.6.1 2019-02-20 Ignoring possible render to texture at 0414c000 +0x64 / 256x128
PES 2019 VANDAMMEEDITION v1.6.1 2019-08-13 Savedata version requested: 3
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-02-17 ReadFromHardware: Invalid address 18a93ef4 near PC 0880ddd0 LR 0880e07c
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-02-17 WriteToHardware: Invalid address 58a93f14 near PC 0880dcc8 LR 0880dcc8
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-02-17 WriteToHardware: Invalid address 18a93ef4 near PC 0880ddfc LR 0880e07c
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-02-16 ReadFromHardware: Invalid address 2e90237c near PC 0881a994 LR 0881a994
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-02-16 ReadFromHardware: Invalid address 2e90236f near PC 08a5e9f4 LR 08a5fd24
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-02-16 ReadFromHardware: Invalid address 00000081 near PC 0889b58c LR 0889b58c
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-02-22 ReadFromHardware: Invalid address 00000040 near PC 0889b58c LR 0889b58c
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-02-16 ReadFromHardware: Invalid address 07ecbe00 near PC 0881a994 LR 0881a994
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-02-16 WriteToHardware: Invalid address 1319e4ac near PC 0880e074 LR 0880e07c
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-02-16 ReadFromHardware: Invalid address 1319e4ac near PC 0880e074 LR 0880e07c
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-02-16 WriteToHardware: Invalid address 1319e4cc near PC 0880dcc8 LR 0880dcc8
ドラゴンボール タッグバーサス v1.6.1 2019-03-12 ReadFromHardware: Invalid address 00000002 near PC 0896f04c LR 0896f04c
Megamind v1.6.1 2019-02-16 Ignoring possible render to texture at 04146000 +0x34 / 64x64
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-02-14 ReadFromHardware: Invalid address 2efe1d0c near PC 0885eaf0 LR 089a6f00
ドラゴンボール タッグバーサス v1.6.1 2019-03-12 ReadFromHardware: Invalid address 3881f400 near PC 0881a994 LR 0881a994
ドラゴンボール タッグバーサス v1.6.1 2019-03-12 ReadFromHardware: Invalid address 3881f3f3 near PC 08a5d9b4 LR 08a5ece4
FIFA 09 v1.6.1 2019-02-13 Error in shader compilation: info: 0:384: L0002: No matching function for call to 'mul' 0:388: L0001: else statement not preceded by if 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 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SLcolor 2.8 //Default: 2.8 /brightens scree
FIFA 09 v1.6.1 2019-02-13 Error in shader compilation: info: 0:384: L0002: No matching function for call to 'mul' 0:388: L0001: else statement not preceded by if 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 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SLcolor 2.8 //Default: 2.8 /brightens scree
Megamind v1.6.1 2019-02-12 Ignoring possible render to texture at 0015a000 +32x53 / 64x64
Megamind v1.6.1 2019-02-12 Render to texture with incompatible formats 5 != 2 at 041c8000
Megamind v1.6.1 2019-02-11 Ignoring possible render to texture at 00192000 +0x54 / 64x64
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-02-16 ReadFromHardware: Invalid address 04f1fabf near PC 0881a994 LR 0881a994
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-02-16 ReadFromHardware: Invalid address 2d2041f0 near PC 0881a994 LR 0881a994
MONSTER HUNTER PORTABLE 2nd G v1.6.1 2019-07-26 sceDmacMemcpy(dest=08c74880, src=0852d670, size=362496): overlapping read
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-02-08 ReadFromHardware: Invalid address 16331330 near PC 0889bbe0 LR 0889bbe0
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-02-08 ReadFromHardware: Invalid address 27442480 near PC 08902b8c LR 08902b9c
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-02-08 WriteToHardware: Invalid address 27442490 near PC 08902b8c LR 08902b9c
ドラゴンボール タッグバーサス v1.6.1 2019-03-28 ReadFromHardware: Invalid address 00000002 near PC 0896f014 LR 0896f014
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-02-05 ReadFromHardware: Invalid address 1ba0d2ec near PC 088ac2e8 LR 088ac2e8
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-02-05 ReadFromHardware: Invalid address 07a95c4c near PC 0889bbe0 LR 0889bbe0
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-02-05 ReadFromHardware: Invalid address 2a8eb603 near PC 08a5e9f4 LR 08a5fd24
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2019-02-05 ReadFromHardware: Invalid address 2a8eb610 near PC 0881a994 LR 0881a994
Tomb Raider : Legend v1.6.1 2019-02-05 sceDmacMemcpy(dest=041a3c00, src=096316c0, size=5120): overlapping read
Tomb Raider : Legend v1.6.1 2019-01-29 sceDmacMemcpy(dest=041fa400, src=08f516a0, size=9216): overlapping read
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.6.1 2019-03-23 Bad vertex address 00000000!
Megamind v1.6.1 2019-01-27 Ignoring possible render to texture at 041e2000 +0x36 / 64x64
Megamind v1.6.1 2019-01-27 Ignoring possible render to texture at 0018a000 +0x39 / 64x64
Tomb Raider : Legend v1.6.1 2019-01-27 sceDmacMemcpy(dest=041a6400, src=096c4450, size=5120): overlapping read
FIFA 14 v1.6.1 2019-02-12 Error in shader compilation: info: 0:384: L0002: No matching function for call to 'mul' 0:388: L0001: else statement not preceded by if 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 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SLcolor 2.8 //Default: 2.8 /brightens scree
Tomb Raider : Legend v1.6.1 2019-01-27 sceDmacMemcpy(dest=041a3000, src=08e363e0, size=5120): overlapping read
Tomb Raider : Legend v1.6.1 2019-01-26 sceDmacMemcpy(dest=041a5400, src=096e5820, size=5120): overlapping read
Tomb Raider : Legend v1.6.1 2019-01-25 sceDmacMemcpy(dest=041f6800, src=08f8f060, size=5120): overlapping read
Tomb Raider : Legend v1.6.1 2019-01-24 sceDmacMemcpy(dest=041a8c00, src=094a77d0, size=5120): overlapping read
Tomb Raider : Legend v1.6.1 2019-01-22 sceDmacMemcpy(dest=041bb000, src=092568f0, size=8192): overlapping read
Tomb Raider : Legend v1.6.1 2019-01-22 sceDmacMemcpy(dest=041b9c00, src=0971ff90, size=5120): overlapping read