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  1. RetroArch 1.8.8 (Git 26e1b9d)
  2. [Overrides]: Redirecting save file to "/storage/emulated/0/RetroArch/saves/Hyper Duel (Japan).srm".
  3. [Overrides]: Redirecting save state to "/storage/emulated/0/RetroArch/states/Hyper Duel (Japan).state".
  4. === Build =======================================
  5. Capabilities: ASIMD
  6. [INFO] Built: Jun 9 2020
  7. [INFO] Version: 1.8.8
  8. [INFO] Git: 26e1b9d
  9. [INFO] =================================================
  10. [CORE]: Loading dynamic libretro core from: "/data/data/com.retroarch.aarch64/cores/yabasanshiro_libretro_android.so"
  11. [Overrides]: Core-specific overrides found at /storage/emulated/0/RetroArch/config/YabaSanshiro/YabaSanshiro.cfg.
  12. [Overrides]: No content-dir-specific overrides found at /storage/emulated/0/RetroArch/config/YabaSanshiro/Ëy‹øsãXHöù&.cfg.
  13. [Overrides]: Game-specific overrides found at /storage/emulated/0/RetroArch/config/YabaSanshiro/Hyper Duel (Japan).cfg.
  14. [Overrides]: game-specific overrides stacking on top of previous overrides
  15. Config: appending config "/storage/emulated/0/RetroArch/config/YabaSanshiro/YabaSanshiro.cfg"
  16. Config: appending config "/storage/emulated/0/RetroArch/config/YabaSanshiro/Hyper Duel (Japan).cfg"
  17. [Environ]: SET_VARIABLES.
  18. [Environ]: SET_CONTROLLER_INFO.
  19. [Remaps]: remap directory: /storage/emulated/0/RetroArch/config/remaps
  20. [Remaps]: game-specific remap found at /storage/emulated/0/RetroArch/config/remaps/YabaSanshiro/Hyper Duel (Japan).rmp.
  21. [Overrides]: Redirecting save file to "/storage/emulated/0/RetroArch/saves/Hyper Duel (Japan).srm".
  22. [Overrides]: Redirecting save state to "/storage/emulated/0/RetroArch/states/Hyper Duel (Japan).state".
  23. [Environ]: GET_LOG_INTERFACE.
  24. [Environ]: GET_PERF_INTERFACE.
  25. [Environ]: SYSTEM_DIRECTORY: "/storage/86B671FEB671EF55/NVIDIA_SHIELD/Retroarch/com.retroarch/files/system/bios".
  26. [Environ]: GET_SAVE_DIRECTORY.
  27. [Environ]: PERFORMANCE_LEVEL: 16.
  28. [Environ]: SET_SERIALIZATION_QUIRKS.
  29. [CONTENT LOAD]: Content loading skipped. Implementation will load it on its own.
  30. [Environ]: SET_INPUT_DESCRIPTORS:
  31. [Environ]: SET_PIXEL_FORMAT: XRGB8888.
  32. [Environ]: SET_HW_RENDER.
  33. Requesting OpenGLES3 context.
  34. [SRAM]: Skipping SRAM load..
  35. Version of libretro API: 1
  36. [INFO] Compiled against API: 1
  37. [Cheats]: Load game-specific cheatfile: /storage/emulated/0/RetroArch/cheats/YabaSanshiro/Hyper Duel (Japan).cht
  38. [Audio]: Set audio input rate to: 44101.76 Hz.
  39. [Video]: Video @ 960x720
  40. [Video]: Using HW render, OpenGL driver forced.
  41. [Video]: Using configured "gl" driver for GL HW render.
  42. Android EGL: GLES version = 3.
  43. [EGL] Falling back to eglGetDisplay
  44. [RCHEEVOS]: Could not locate primary executable
  45. [RCHEEVOS]: Not a PC Engine CD
  46. [RCHEEVOS]: Not a 3DO CD
  47. [RCHEEVOS]: checking 81eb938a232619f5bf929400298aafd9
  48. [EGL]: EGL version: 1.4
  49. [GL]: Found GL context: android
  50. [GL]: Detecting screen resolution 0x0.
  51. [EGL]: Current context: 0x26e00b27a0.
  52. [GL]: Vendor: NVIDIA Corporation, Renderer: NVIDIA Tegra.
  53. [GL]: Version: OpenGL ES 3.2 NVIDIA 418.00.
  54. [GL]: Using resolution 1920x1080
  55. [GL]: Default shader backend found: glsl.
  56. [Shaders]: Specific shader preset found at /storage/emulated/0/RetroArch/config/YabaSanshiro/YabaSanshiro.glslp.
  57. [Shader driver]: Using GLSL shader backend.
  58. [Shaders]: Found #pragma parameter LUT Colors (TNTC) 0.000000 0.000000 3.000000 1.000000 in pass 1
  59. [Shaders]: Found #pragma parameter CRT Color Profile (CP) 0.000000 -1.000000 5.000000 1.000000 in pass 2
  60. [Shaders]: Found #pragma parameter Color Space: sRGB, DCI, Adobe, Rec.2020 (CS) 0.000000 0.000000 3.000000 1.000000 in pass 2
  61. [Shaders]: Found #pragma parameter Color Temperature % (WP) 0.000000 -100.000000 100.000000 5.000000 in pass 3
  62. [Shaders]: Found #pragma parameter Saturation Adjustment (wp_saturation) 1.000000 0.000000 2.000000 0.050000 in pass 3
  63. [Shaders]: Found #pragma parameter Gamma Input (GAMMA_INPUT) 2.400000 0.100000 5.000000 0.050000 in pass 7
  64. [Shaders]: Found #pragma parameter H. Glow Radius (TAPSH) 4.000000 1.000000 10.000000 1.000000 in pass 8
  65. [Shaders]: Found #pragma parameter Horizontal Glow Grade (GLOW_FALLOFF_H) 0.300000 0.000000 1.000000 0.010000 in pass 8
  66. [Shaders]: Found #pragma parameter V. Glow Radius (TAPSV) 4.000000 1.000000 10.000000 1.000000 in pass 9
  67. [Shaders]: Found #pragma parameter Vertical Glow Grade (GLOW_FALLOFF_V) 0.300000 0.000000 1.000000 0.010000 in pass 9
  68. [Shaders]: Found #pragma parameter TATE Mode (TATE) 0.000000 0.000000 1.000000 1.000000 in pass 11
  69. [Shaders]: Found #pragma parameter Smart Integer Scaling: 1.0:Y, 2.0:'X'+Y (IOS) 0.000000 0.000000 2.000000 1.000000 in pass 11
  70. [Shaders]: Found #pragma parameter R. Bloom Overscan Mode (OS) 1.000000 0.000000 2.000000 1.000000 in pass 11
  71. [Shaders]: Found #pragma parameter Raster bloom % (BLOOM) 0.000000 0.000000 20.000000 1.000000 in pass 11
  72. [Shaders]: Found #pragma parameter Bright Boost Dark Pixels (brightboost) 1.400000 0.500000 4.000000 0.050000 in pass 11
  73. [Shaders]: Found #pragma parameter Bright Boost Bright Pixels (brightboost1) 1.100000 0.500000 3.000000 0.050000 in pass 11
  74. [Shaders]: Found #pragma parameter Scanline Type (gsl) 0.000000 0.000000 2.000000 1.000000 in pass 11
  75. [Shaders]: Found #pragma parameter Scanline beam shape low (scanline1) 6.000000 1.000000 15.000000 1.000000 in pass 11
  76. [Shaders]: Found #pragma parameter Scanline beam shape high (scanline2) 8.000000 5.000000 23.000000 1.000000 in pass 11
  77. [Shaders]: Found #pragma parameter Scanline dark (beam_min) 1.350000 0.500000 2.500000 0.050000 in pass 11
  78. [Shaders]: Found #pragma parameter Scanline bright (beam_max) 1.050000 0.500000 2.000000 0.050000 in pass 11
  79. [Shaders]: Found #pragma parameter Increased bright scanline beam (beam_size) 0.700000 0.000000 1.000000 0.050000 in pass 11
  80. [Shaders]: Found #pragma parameter Scanline Spike Removal (spike) 1.100000 0.000000 2.000000 0.100000 in pass 11
  81. [Shaders]: Found #pragma parameter Horizontal sharpness (h_sharp) 5.250000 1.000000 15.000000 0.250000 in pass 11
  82. [Shaders]: Found #pragma parameter Substractive sharpness (s_sharp) 0.400000 0.000000 1.000000 0.100000 in pass 11
  83. [Shaders]: Found #pragma parameter Corner size (csize) 0.000000 0.000000 0.070000 0.010000 in pass 11
  84. [Shaders]: Found #pragma parameter Border smoothness (bsize) 600.000000 100.000000 600.000000 25.000000 in pass 11
  85. [Shaders]: Found #pragma parameter CurvatureX (default 0.03) (warpX) 0.000000 0.000000 0.125000 0.010000 in pass 11
  86. [Shaders]: Found #pragma parameter CurvatureY (default 0.04) (warpY) 0.000000 0.000000 0.125000 0.010000 in pass 11
  87. [Shaders]: Found #pragma parameter Glow Strength (glow) 0.020000 0.000000 0.500000 0.010000 in pass 11
  88. [Shaders]: Found #pragma parameter CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:'Trinitron' (shadowMask) 0.000000 -1.000000 7.000000 1.000000 in pass 11
  89. [Shaders]: Found #pragma parameter CRT Mask Size (2.0 is nice in 4k) (masksize) 1.000000 1.000000 2.000000 1.000000 in pass 11
  90. [Shaders]: Found #pragma parameter PVM Like Colors (vertmask) 0.000000 0.000000 0.250000 0.010000 in pass 11
  91. [Shaders]: Found #pragma parameter Slot Mask Strength (slotmask) 0.000000 0.000000 1.000000 0.050000 in pass 11
  92. [Shaders]: Found #pragma parameter Slot Mask Width (slotwidth) 2.000000 1.000000 6.000000 0.500000 in pass 11
  93. [Shaders]: Found #pragma parameter Slot Mask Height: 2x1 or 4x1 (double_slot) 1.000000 1.000000 2.000000 1.000000 in pass 11
  94. [Shaders]: Found #pragma parameter Slot Mask Size (slotms) 1.000000 1.000000 2.000000 1.000000 in pass 11
  95. [Shaders]: Found #pragma parameter Mask 5-7 cutoff (mcut) 0.200000 0.000000 0.500000 0.050000 in pass 11
  96. [Shaders]: Found #pragma parameter Lottes&Trinitron maskDark (maskDark) 0.500000 0.000000 2.000000 0.050000 in pass 11
  97. [Shaders]: Found #pragma parameter Lottes&Trinitron maskLight (maskLight) 1.500000 0.000000 2.000000 0.050000 in pass 11
  98. [Shaders]: Found #pragma parameter Mask 0&7 Mask Str. (CGWG) 0.300000 0.000000 1.000000 0.050000 in pass 11
  99. [Shaders]: Found #pragma parameter Gamma out (gamma_out) 2.400000 1.000000 3.500000 0.050000 in pass 11
  100. [Shaders]: Found #pragma parameter Interlace Trigger Resolution : (inter) 400.000000 0.000000 800.000000 25.000000 in pass 11
  101. [Shaders]: Found #pragma parameter Interlace Mode (0.0 = OFF): (interm) 1.000000 0.000000 3.000000 1.000000 in pass 11
  102. [Shaders]: Found #pragma parameter Bloom Strength (bloom) 0.000000 0.000000 2.000000 0.100000 in pass 11
  103. [Shaders]: Found #pragma parameter Scanline 1&2 Saturation (scans) 0.500000 0.000000 1.000000 0.100000 in pass 11
  104. [Shaders]: Found #pragma parameter Target Gamma (ia_target_gamma) 2.200000 0.100000 5.000000 0.100000 in pass 12
  105. [Shaders]: Found #pragma parameter Monitor Gamma (ia_monitor_gamma) 2.200000 0.100000 5.000000 0.100000 in pass 12
  106. [Shaders]: Found #pragma parameter Horizontal Overscan % (ia_overscan_percent_x) 0.000000 -25.000000 25.000000 1.000000 in pass 12
  107. [Shaders]: Found #pragma parameter Vertical Overscan % (ia_overscan_percent_y) 0.000000 -25.000000 25.000000 1.000000 in pass 12
  108. [Shaders]: Found #pragma parameter Saturation (ia_saturation) 1.000000 0.000000 5.000000 0.100000 in pass 12
  109. [Shaders]: Found #pragma parameter Contrast (ia_contrast) 1.000000 0.000000 10.000000 0.050000 in pass 12
  110. [Shaders]: Found #pragma parameter Luminance (ia_luminance) 1.000000 0.000000 2.000000 0.100000 in pass 12
  111. [Shaders]: Found #pragma parameter Black Level (ia_black_level) 0.000000 -0.300000 0.300000 0.010000 in pass 12
  112. [Shaders]: Found #pragma parameter Brightness Boost (ia_bright_boost) 0.000000 -1.000000 1.000000 0.050000 in pass 12
  113. [Shaders]: Found #pragma parameter Red Channel (ia_R) 1.000000 0.000000 2.000000 0.050000 in pass 12
  114. [Shaders]: Found #pragma parameter Green Channel (ia_G) 1.000000 0.000000 2.000000 0.050000 in pass 12
  115. [Shaders]: Found #pragma parameter Blue Channel (ia_B) 1.000000 0.000000 2.000000 0.050000 in pass 12
  116. [Shaders]: Found #pragma parameter Zoom Factor (ia_ZOOM) 1.000000 0.000000 4.000000 0.010000 in pass 12
  117. [Shaders]: Found #pragma parameter X Modifier (ia_XPOS) 0.000000 -2.000000 2.000000 0.005000 in pass 12
  118. [Shaders]: Found #pragma parameter Y Modifier (ia_YPOS) 0.000000 -2.000000 2.000000 0.005000 in pass 12
  119. [Shaders]: Found #pragma parameter Overscan Mask Top (ia_TOPMASK) 0.000000 0.000000 1.000000 0.002500 in pass 12
  120. [Shaders]: Found #pragma parameter Overscan Mask Bottom (ia_BOTMASK) 0.000000 0.000000 1.000000 0.002500 in pass 12
  121. [Shaders]: Found #pragma parameter Overscan Mask Left (ia_LMASK) 0.000000 0.000000 1.000000 0.002500 in pass 12
  122. [Shaders]: Found #pragma parameter Overscan Mask Right (ia_RMASK) 0.000000 0.000000 1.000000 0.002500 in pass 12
  123. [Shaders]: Found #pragma parameter Film Grain (ia_GRAIN_STR) 0.000000 0.000000 72.000000 6.000000 in pass 12
  124. [Shaders]: Found #pragma parameter Sharpen (ia_SHARPEN) 0.000000 0.000000 1.000000 0.050000 in pass 12
  125. [Shaders]: Found #pragma parameter Flip Horiz Axis (ia_FLIP_HORZ) 0.000000 0.000000 1.000000 1.000000 in pass 12
  126. [Shaders]: Found #pragma parameter Flip Vert Axis (ia_FLIP_VERT) 0.000000 0.000000 1.000000 1.000000 in pass 12
  127. [GLSL]: Found GLSL vertex shader.
  128. [GLSL]: Found GLSL fragment shader.
  129. [GLSL]: Linking GLSL program.
  130. [GLSL]: Found GLSL vertex shader.
  131. [GLSL]: Found GLSL fragment shader.
  132. [GLSL]: Linking GLSL program.
  133. [GLSL]: Found GLSL vertex shader.
  134. [GLSL]: Found GLSL fragment shader.
  135. [GLSL]: Linking GLSL program.
  136. Linker log: Fragment info
  137. -------------
  138. 0(125) : warning C7050: "res.xyz" might be used before being initialized
  139.  
  140. [GLSL]: Found GLSL vertex shader.
  141. [GLSL]: Found GLSL fragment shader.
  142. [GLSL]: Linking GLSL program.
  143. [GLSL]: Found GLSL vertex shader.
  144. [GLSL]: Found GLSL fragment shader.
  145. [GLSL]: Linking GLSL program.
  146. [GLSL]: Found GLSL vertex shader.
  147. [GLSL]: Found GLSL fragment shader.
  148. [GLSL]: Linking GLSL program.
  149. [GLSL]: Found GLSL vertex shader.
  150. [GLSL]: Found GLSL fragment shader.
  151. [GLSL]: Linking GLSL program.
  152. [GLSL]: Found GLSL vertex shader.
  153. [GLSL]: Found GLSL fragment shader.
  154. [GLSL]: Linking GLSL program.
  155. [GLSL]: Found GLSL vertex shader.
  156. [GLSL]: Found GLSL fragment shader.
  157. [GLSL]: Linking GLSL program.
  158. [GLSL]: Found GLSL vertex shader.
  159. [GLSL]: Found GLSL fragment shader.
  160. [GLSL]: Linking GLSL program.
  161. [GLSL]: Found GLSL vertex shader.
  162. [GLSL]: Found GLSL fragment shader.
  163. [GLSL]: Linking GLSL program.
  164. [GLSL]: Found GLSL vertex shader.
  165. [GLSL]: Found GLSL fragment shader.
  166. [GLSL]: Linking GLSL program.
  167. [GLSL]: Found GLSL vertex shader.
  168. [GLSL]: Found GLSL fragment shader.
  169. [GLSL]: Linking GLSL program.
  170. Linker log: Fragment info
  171. -------------
  172. 0(601) : warning C7050: "w1" might be used before being initialized
  173.  
  174. [GLSL]: Found GLSL vertex shader.
  175. [GLSL]: Found GLSL fragment shader.
  176. [GLSL]: Linking GLSL program.
  177. [GL]: Loaded texture image from: "/data/data/com.retroarch.aarch64/shaders/shaders_glsl/crt/shaders/guest/lut/sony_trinitron1.png" ...
  178. [GL]: Loaded texture image from: "/data/data/com.retroarch.aarch64/shaders/shaders_glsl/crt/shaders/guest/lut/sony_trinitron2.png" ...
  179. [GL]: Loaded texture image from: "/data/data/com.retroarch.aarch64/shaders/shaders_glsl/crt/shaders/guest/lut/other1.png" ...
  180. [GLSL]: Found GLSL vertex shader.
  181. [GLSL]: Found GLSL fragment shader.
  182. [GLSL]: Linking GLSL program.
  183. Setting up menu pipeline shaders for XMB ...
  184. [GLSL]: Compiling ribbon shader..
  185. [GLSL]: Found GLSL vertex shader.
  186. [GLSL]: Found GLSL fragment shader.
  187. [GLSL]: Linking GLSL program.
  188. [GLSL]: Compiling simple ribbon shader..
  189. [GLSL]: Found GLSL vertex shader.
  190. [GLSL]: Found GLSL fragment shader.
  191. [GLSL]: Linking GLSL program.
  192. [GLSL]: Compiling snow shader..
  193. [GLSL]: Found GLSL vertex shader.
  194. [GLSL]: Found GLSL fragment shader.
  195. [GLSL]: Linking GLSL program.
  196. [GLSL]: Compiling modern snow shader..
  197. [GLSL]: Found GLSL vertex shader.
  198. [GLSL]: Found GLSL fragment shader.
  199. [GLSL]: Linking GLSL program.
  200. [GLSL]: Compiling bokeh shader..
  201. [GLSL]: Found GLSL vertex shader.
  202. [GLSL]: Found GLSL fragment shader.
  203. [GLSL]: Linking GLSL program.
  204. [GLSL]: Compiling snowflake shader..
  205. [GLSL]: Found GLSL vertex shader.
  206. [GLSL]: Found GLSL fragment shader.
  207. [GLSL]: Linking GLSL program.
  208. [GL]: Using 1 textures.
  209. [GL]: Loaded 13 program(s).
  210. [GL]: Creating FBO 0 @ 1024x1024
  211. [GL]: Creating FBO 1 @ 1024x1024
  212. [GL]: Creating FBO 2 @ 1024x1024
  213. [GL]: Creating FBO 3 @ 1024x1024
  214. [GL]: Creating FBO 4 @ 1024x1024
  215. [GL]: Creating FBO 5 @ 1024x1024
  216. [GL]: Creating FBO 6 @ 1024x1024
  217. [GL]: Creating FBO 7 @ 1024x1024
  218. [GL]: Creating FBO 8 @ 1024x1024
  219. [GL]: Creating FBO 9 @ 1024x1024
  220. [GL]: Creating FBO 10 @ 1024x1024
  221. [GL]: Creating FBO 11 @ 2048x2048
  222. [GL]: Floating-point FBO was requested, but is not supported. Falling back to UNORM. Result may band/clip/etc.!
  223. [GL]: Floating-point FBO was requested, but is not supported. Falling back to UNORM. Result may band/clip/etc.!
  224. [GL]: Floating-point FBO was requested, but is not supported. Falling back to UNORM. Result may band/clip/etc.!
  225. [GL]: Floating-point FBO was requested, but is not supported. Falling back to UNORM. Result may band/clip/etc.!
  226. [GL]: Initializing HW render (1024 x 1024).
  227. [GL]: Max texture size: 16384 px, renderbuffer size: 16384 px.
  228. [GL]: Supports FBO (render-to-texture).
  229. [Joypad]: Found joypad driver: "android".
  230. sdk version: 28
  231. Set engine_handle_dpad to 'Get Axis Value' (for reading extra analog sticks)[Video]: Found display server: android
  232. [Shaders]: Found shader "/data/data/com.retroarch.aarch64/shaders/crt-easymode-halation 4k.glslp"
  233. [Shaders]: Found shader "/data/data/com.retroarch.aarch64/shaders/crt-guest-dr-venom 2.glslp"
  234. [Shaders]: Found shader "/data/data/com.retroarch.aarch64/shaders/crt-guest-dr-venom 4k.glslp"
  235. [Shaders]: Found shader "/data/data/com.retroarch.aarch64/shaders/crt-guest-dr-venom slot mask.glslp"
  236. [Shaders]: Found shader "/data/data/com.retroarch.aarch64/shaders/crt-guest-dr-venom.glslp"
  237. [Shaders]: Found shader "/data/data/com.retroarch.aarch64/shaders/retroarch.glslp"
  238. [RCHEEVOS]: got game id 0
  239. [RCHEEVOS]: this game doesn't feature achievements
  240. [RCHEEVOS]: Load task finished
  241. [Environ]: SET_GEOMETRY.
  242. [OpenSL]: Requested audio latency: 128 ms.[OpenSL]: Setting audio latency: Block size = 1024, Blocks = 24, Total = 24576 ...
  243. [Display]: Found display driver: "gl".
  244. [Font]: Using font rendering backend: stb-unicode.
  245. [Font]: Using font rendering backend: stb-unicode.
  246. [Font]: Using font rendering backend: stb-unicode.
  247. [Display]: Found display driver: "gl".
  248. [Shaders]: Found #pragma parameter LUT Colors (TNTC) 0.000000 0.000000 3.000000 1.000000 in pass 1
  249. [Shaders]: Found #pragma parameter CRT Color Profile (CP) 0.000000 -1.000000 5.000000 1.000000 in pass 2
  250. [Shaders]: Found #pragma parameter Color Space: sRGB, DCI, Adobe, Rec.2020 (CS) 0.000000 0.000000 3.000000 1.000000 in pass 2
  251. [Shaders]: Found #pragma parameter Color Temperature % (WP) 0.000000 -100.000000 100.000000 5.000000 in pass 3
  252. [Shaders]: Found #pragma parameter Saturation Adjustment (wp_saturation) 1.000000 0.000000 2.000000 0.050000 in pass 3
  253. [Shaders]: Found #pragma parameter Gamma Input (GAMMA_INPUT) 2.400000 0.100000 5.000000 0.050000 in pass 7
  254. [Shaders]: Found #pragma parameter H. Glow Radius (TAPSH) 4.000000 1.000000 10.000000 1.000000 in pass 8
  255. [Shaders]: Found #pragma parameter Horizontal Glow Grade (GLOW_FALLOFF_H) 0.300000 0.000000 1.000000 0.010000 in pass 8
  256. [Shaders]: Found #pragma parameter V. Glow Radius (TAPSV) 4.000000 1.000000 10.000000 1.000000 in pass 9
  257. [Shaders]: Found #pragma parameter Vertical Glow Grade (GLOW_FALLOFF_V) 0.300000 0.000000 1.000000 0.010000 in pass 9
  258. [Shaders]: Found #pragma parameter TATE Mode (TATE) 0.000000 0.000000 1.000000 1.000000 in pass 11
  259. [Shaders]: Found #pragma parameter Smart Integer Scaling: 1.0:Y, 2.0:'X'+Y (IOS) 0.000000 0.000000 2.000000 1.000000 in pass 11
  260. [Shaders]: Found #pragma parameter R. Bloom Overscan Mode (OS) 1.000000 0.000000 2.000000 1.000000 in pass 11
  261. [Shaders]: Found #pragma parameter Raster bloom % (BLOOM) 0.000000 0.000000 20.000000 1.000000 in pass 11
  262. [Shaders]: Found #pragma parameter Bright Boost Dark Pixels (brightboost) 1.400000 0.500000 4.000000 0.050000 in pass 11
  263. [Shaders]: Found #pragma parameter Bright Boost Bright Pixels (brightboost1) 1.100000 0.500000 3.000000 0.050000 in pass 11
  264. [Shaders]: Found #pragma parameter Scanline Type (gsl) 0.000000 0.000000 2.000000 1.000000 in pass 11
  265. [Shaders]: Found #pragma parameter Scanline beam shape low (scanline1) 6.000000 1.000000 15.000000 1.000000 in pass 11
  266. [Shaders]: Found #pragma parameter Scanline beam shape high (scanline2) 8.000000 5.000000 23.000000 1.000000 in pass 11
  267. [Shaders]: Found #pragma parameter Scanline dark (beam_min) 1.350000 0.500000 2.500000 0.050000 in pass 11
  268. [Shaders]: Found #pragma parameter Scanline bright (beam_max) 1.050000 0.500000 2.000000 0.050000 in pass 11
  269. [Shaders]: Found #pragma parameter Increased bright scanline beam (beam_size) 0.700000 0.000000 1.000000 0.050000 in pass 11
  270. [Shaders]: Found #pragma parameter Scanline Spike Removal (spike) 1.100000 0.000000 2.000000 0.100000 in pass 11
  271. [Shaders]: Found #pragma parameter Horizontal sharpness (h_sharp) 5.250000 1.000000 15.000000 0.250000 in pass 11
  272. [Shaders]: Found #pragma parameter Substractive sharpness (s_sharp) 0.400000 0.000000 1.000000 0.100000 in pass 11
  273. [Shaders]: Found #pragma parameter Corner size (csize) 0.000000 0.000000 0.070000 0.010000 in pass 11
  274. [Shaders]: Found #pragma parameter Border smoothness (bsize) 600.000000 100.000000 600.000000 25.000000 in pass 11
  275. [Shaders]: Found #pragma parameter CurvatureX (default 0.03) (warpX) 0.000000 0.000000 0.125000 0.010000 in pass 11
  276. [Shaders]: Found #pragma parameter CurvatureY (default 0.04) (warpY) 0.000000 0.000000 0.125000 0.010000 in pass 11
  277. [Shaders]: Found #pragma parameter Glow Strength (glow) 0.020000 0.000000 0.500000 0.010000 in pass 11
  278. [Shaders]: Found #pragma parameter CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:'Trinitron' (shadowMask) 0.000000 -1.000000 7.000000 1.000000 in pass 11
  279. [Shaders]: Found #pragma parameter CRT Mask Size (2.0 is nice in 4k) (masksize) 1.000000 1.000000 2.000000 1.000000 in pass 11
  280. [Shaders]: Found #pragma parameter PVM Like Colors (vertmask) 0.000000 0.000000 0.250000 0.010000 in pass 11
  281. [Shaders]: Found #pragma parameter Slot Mask Strength (slotmask) 0.000000 0.000000 1.000000 0.050000 in pass 11
  282. [Shaders]: Found #pragma parameter Slot Mask Width (slotwidth) 2.000000 1.000000 6.000000 0.500000 in pass 11
  283. [Shaders]: Found #pragma parameter Slot Mask Height: 2x1 or 4x1 (double_slot) 1.000000 1.000000 2.000000 1.000000 in pass 11
  284. [Shaders]: Found #pragma parameter Slot Mask Size (slotms) 1.000000 1.000000 2.000000 1.000000 in pass 11
  285. [Shaders]: Found #pragma parameter Mask 5-7 cutoff (mcut) 0.200000 0.000000 0.500000 0.050000 in pass 11
  286. [Shaders]: Found #pragma parameter Lottes&Trinitron maskDark (maskDark) 0.500000 0.000000 2.000000 0.050000 in pass 11
  287. [Shaders]: Found #pragma parameter Lottes&Trinitron maskLight (maskLight) 1.500000 0.000000 2.000000 0.050000 in pass 11
  288. [Shaders]: Found #pragma parameter Mask 0&7 Mask Str. (CGWG) 0.300000 0.000000 1.000000 0.050000 in pass 11
  289. [Shaders]: Found #pragma parameter Gamma out (gamma_out) 2.400000 1.000000 3.500000 0.050000 in pass 11
  290. [Shaders]: Found #pragma parameter Interlace Trigger Resolution : (inter) 400.000000 0.000000 800.000000 25.000000 in pass 11
  291. [Shaders]: Found #pragma parameter Interlace Mode (0.0 = OFF): (interm) 1.000000 0.000000 3.000000 1.000000 in pass 11
  292. [Shaders]: Found #pragma parameter Bloom Strength (bloom) 0.000000 0.000000 2.000000 0.100000 in pass 11
  293. [Shaders]: Found #pragma parameter Scanline 1&2 Saturation (scans) 0.500000 0.000000 1.000000 0.100000 in pass 11
  294. [Shaders]: Found #pragma parameter Target Gamma (ia_target_gamma) 2.200000 0.100000 5.000000 0.100000 in pass 12
  295. [Shaders]: Found #pragma parameter Monitor Gamma (ia_monitor_gamma) 2.200000 0.100000 5.000000 0.100000 in pass 12
  296. [Shaders]: Found #pragma parameter Horizontal Overscan % (ia_overscan_percent_x) 0.000000 -25.000000 25.000000 1.000000 in pass 12
  297. [Shaders]: Found #pragma parameter Vertical Overscan % (ia_overscan_percent_y) 0.000000 -25.000000 25.000000 1.000000 in pass 12
  298. [Shaders]: Found #pragma parameter Saturation (ia_saturation) 1.000000 0.000000 5.000000 0.100000 in pass 12
  299. [Shaders]: Found #pragma parameter Contrast (ia_contrast) 1.000000 0.000000 10.000000 0.050000 in pass 12
  300. [Shaders]: Found #pragma parameter Luminance (ia_luminance) 1.000000 0.000000 2.000000 0.100000 in pass 12
  301. [Shaders]: Found #pragma parameter Black Level (ia_black_level) 0.000000 -0.300000 0.300000 0.010000 in pass 12
  302. [Shaders]: Found #pragma parameter Brightness Boost (ia_bright_boost) 0.000000 -1.000000 1.000000 0.050000 in pass 12
  303. [Shaders]: Found #pragma parameter Red Channel (ia_R) 1.000000 0.000000 2.000000 0.050000 in pass 12
  304. [Shaders]: Found #pragma parameter Green Channel (ia_G) 1.000000 0.000000 2.000000 0.050000 in pass 12
  305. [Shaders]: Found #pragma parameter Blue Channel (ia_B) 1.000000 0.000000 2.000000 0.050000 in pass 12
  306. [Shaders]: Found #pragma parameter Zoom Factor (ia_ZOOM) 1.000000 0.000000 4.000000 0.010000 in pass 12
  307. [Shaders]: Found #pragma parameter X Modifier (ia_XPOS) 0.000000 -2.000000 2.000000 0.005000 in pass 12
  308. [Shaders]: Found #pragma parameter Y Modifier (ia_YPOS) 0.000000 -2.000000 2.000000 0.005000 in pass 12
  309. [Shaders]: Found #pragma parameter Overscan Mask Top (ia_TOPMASK) 0.000000 0.000000 1.000000 0.002500 in pass 12
  310. [Shaders]: Found #pragma parameter Overscan Mask Bottom (ia_BOTMASK) 0.000000 0.000000 1.000000 0.002500 in pass 12
  311. [Shaders]: Found #pragma parameter Overscan Mask Left (ia_LMASK) 0.000000 0.000000 1.000000 0.002500 in pass 12
  312. [Shaders]: Found #pragma parameter Overscan Mask Right (ia_RMASK) 0.000000 0.000000 1.000000 0.002500 in pass 12
  313. [Shaders]: Found #pragma parameter Film Grain (ia_GRAIN_STR) 0.000000 0.000000 72.000000 6.000000 in pass 12
  314. [Shaders]: Found #pragma parameter Sharpen (ia_SHARPEN) 0.000000 0.000000 1.000000 0.050000 in pass 12
  315. [Shaders]: Found #pragma parameter Flip Horiz Axis (ia_FLIP_HORZ) 0.000000 0.000000 1.000000 1.000000 in pass 12
  316. [Shaders]: Found #pragma parameter Flip Vert Axis (ia_FLIP_VERT) 0.000000 0.000000 1.000000 1.000000 in pass 12
  317. [Font]: Using font rendering backend: stb-unicode.
  318. [Font]: Using font rendering backend: stb-unicode.
  319. [LED]: LED driver = 'null' 0x26f9e8bfd0
  320. [MIDI]: Input disabled.
  321. [MIDI]: Output disabled.
  322. [MIDI]: Initialized "null" driver.
  323. [Shaders]: Found #pragma parameter LUT Colors (TNTC) 0.000000 0.000000 3.000000 1.000000 in pass 1
  324. [Shaders]: Found #pragma parameter CRT Color Profile (CP) 0.000000 -1.000000 5.000000 1.000000 in pass 2
  325. [Shaders]: Found #pragma parameter Color Space: sRGB, DCI, Adobe, Rec.2020 (CS) 0.000000 0.000000 3.000000 1.000000 in pass 2
  326. [Shaders]: Found #pragma parameter Color Temperature % (WP) 0.000000 -100.000000 100.000000 5.000000 in pass 3
  327. [Shaders]: Found #pragma parameter Saturation Adjustment (wp_saturation) 1.000000 0.000000 2.000000 0.050000 in pass 3
  328. [Shaders]: Found #pragma parameter Gamma Input (GAMMA_INPUT) 2.400000 0.100000 5.000000 0.050000 in pass 7
  329. [Shaders]: Found #pragma parameter H. Glow Radius (TAPSH) 4.000000 1.000000 10.000000 1.000000 in pass 8
  330. [Shaders]: Found #pragma parameter Horizontal Glow Grade (GLOW_FALLOFF_H) 0.300000 0.000000 1.000000 0.010000 in pass 8
  331. [Shaders]: Found #pragma parameter V. Glow Radius (TAPSV) 4.000000 1.000000 10.000000 1.000000 in pass 9
  332. [Shaders]: Found #pragma parameter Vertical Glow Grade (GLOW_FALLOFF_V) 0.300000 0.000000 1.000000 0.010000 in pass 9
  333. [Shaders]: Found #pragma parameter TATE Mode (TATE) 0.000000 0.000000 1.000000 1.000000 in pass 11
  334. [Shaders]: Found #pragma parameter Smart Integer Scaling: 1.0:Y, 2.0:'X'+Y (IOS) 0.000000 0.000000 2.000000 1.000000 in pass 11
  335. [Shaders]: Found #pragma parameter R. Bloom Overscan Mode (OS) 1.000000 0.000000 2.000000 1.000000 in pass 11
  336. [Shaders]: Found #pragma parameter Raster bloom % (BLOOM) 0.000000 0.000000 20.000000 1.000000 in pass 11
  337. [Shaders]: Found #pragma parameter Bright Boost Dark Pixels (brightboost) 1.400000 0.500000 4.000000 0.050000 in pass 11
  338. [Shaders]: Found #pragma parameter Bright Boost Bright Pixels (brightboost1) 1.100000 0.500000 3.000000 0.050000 in pass 11
  339. [Shaders]: Found #pragma parameter Scanline Type (gsl) 0.000000 0.000000 2.000000 1.000000 in pass 11
  340. [Shaders]: Found #pragma parameter Scanline beam shape low (scanline1) 6.000000 1.000000 15.000000 1.000000 in pass 11
  341. [Shaders]: Found #pragma parameter Scanline beam shape high (scanline2) 8.000000 5.000000 23.000000 1.000000 in pass 11
  342. [Shaders]: Found #pragma parameter Scanline dark (beam_min) 1.350000 0.500000 2.500000 0.050000 in pass 11
  343. [Shaders]: Found #pragma parameter Scanline bright (beam_max) 1.050000 0.500000 2.000000 0.050000 in pass 11
  344. [Shaders]: Found #pragma parameter Increased bright scanline beam (beam_size) 0.700000 0.000000 1.000000 0.050000 in pass 11
  345. [Shaders]: Found #pragma parameter Scanline Spike Removal (spike) 1.100000 0.000000 2.000000 0.100000 in pass 11
  346. [Shaders]: Found #pragma parameter Horizontal sharpness (h_sharp) 5.250000 1.000000 15.000000 0.250000 in pass 11
  347. [Shaders]: Found #pragma parameter Substractive sharpness (s_sharp) 0.400000 0.000000 1.000000 0.100000 in pass 11
  348. [Shaders]: Found #pragma parameter Corner size (csize) 0.000000 0.000000 0.070000 0.010000 in pass 11
  349. [Shaders]: Found #pragma parameter Border smoothness (bsize) 600.000000 100.000000 600.000000 25.000000 in pass 11
  350. [Shaders]: Found #pragma parameter CurvatureX (default 0.03) (warpX) 0.000000 0.000000 0.125000 0.010000 in pass 11
  351. [Shaders]: Found #pragma parameter CurvatureY (default 0.04) (warpY) 0.000000 0.000000 0.125000 0.010000 in pass 11
  352. [Shaders]: Found #pragma parameter Glow Strength (glow) 0.020000 0.000000 0.500000 0.010000 in pass 11
  353. [Shaders]: Found #pragma parameter CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:'Trinitron' (shadowMask) 0.000000 -1.000000 7.000000 1.000000 in pass 11
  354. [Shaders]: Found #pragma parameter CRT Mask Size (2.0 is nice in 4k) (masksize) 1.000000 1.000000 2.000000 1.000000 in pass 11
  355. [Shaders]: Found #pragma parameter PVM Like Colors (vertmask) 0.000000 0.000000 0.250000 0.010000 in pass 11
  356. [Shaders]: Found #pragma parameter Slot Mask Strength (slotmask) 0.000000 0.000000 1.000000 0.050000 in pass 11
  357. [Shaders]: Found #pragma parameter Slot Mask Width (slotwidth) 2.000000 1.000000 6.000000 0.500000 in pass 11
  358. [Shaders]: Found #pragma parameter Slot Mask Height: 2x1 or 4x1 (double_slot) 1.000000 1.000000 2.000000 1.000000 in pass 11
  359. [Shaders]: Found #pragma parameter Slot Mask Size (slotms) 1.000000 1.000000 2.000000 1.000000 in pass 11
  360. [Shaders]: Found #pragma parameter Mask 5-7 cutoff (mcut) 0.200000 0.000000 0.500000 0.050000 in pass 11
  361. [Shaders]: Found #pragma parameter Lottes&Trinitron maskDark (maskDark) 0.500000 0.000000 2.000000 0.050000 in pass 11
  362. [Shaders]: Found #pragma parameter Lottes&Trinitron maskLight (maskLight) 1.500000 0.000000 2.000000 0.050000 in pass 11
  363. [Shaders]: Found #pragma parameter Mask 0&7 Mask Str. (CGWG) 0.300000 0.000000 1.000000 0.050000 in pass 11
  364. [Shaders]: Found #pragma parameter Gamma out (gamma_out) 2.400000 1.000000 3.500000 0.050000 in pass 11
  365. [Shaders]: Found #pragma parameter Interlace Trigger Resolution : (inter) 400.000000 0.000000 800.000000 25.000000 in pass 11
  366. [Shaders]: Found #pragma parameter Interlace Mode (0.0 = OFF): (interm) 1.000000 0.000000 3.000000 1.000000 in pass 11
  367. [Shaders]: Found #pragma parameter Bloom Strength (bloom) 0.000000 0.000000 2.000000 0.100000 in pass 11
  368. [Shaders]: Found #pragma parameter Scanline 1&2 Saturation (scans) 0.500000 0.000000 1.000000 0.100000 in pass 11
  369. [Shaders]: Found #pragma parameter Target Gamma (ia_target_gamma) 2.200000 0.100000 5.000000 0.100000 in pass 12
  370. [Shaders]: Found #pragma parameter Monitor Gamma (ia_monitor_gamma) 2.200000 0.100000 5.000000 0.100000 in pass 12
  371. [Shaders]: Found #pragma parameter Horizontal Overscan % (ia_overscan_percent_x) 0.000000 -25.000000 25.000000 1.000000 in pass 12
  372. [Shaders]: Found #pragma parameter Vertical Overscan % (ia_overscan_percent_y) 0.000000 -25.000000 25.000000 1.000000 in pass 12
  373. [Shaders]: Found #pragma parameter Saturation (ia_saturation) 1.000000 0.000000 5.000000 0.100000 in pass 12
  374. [Shaders]: Found #pragma parameter Contrast (ia_contrast) 1.000000 0.000000 10.000000 0.050000 in pass 12
  375. [Shaders]: Found #pragma parameter Luminance (ia_luminance) 1.000000 0.000000 2.000000 0.100000 in pass 12
  376. [Shaders]: Found #pragma parameter Black Level (ia_black_level) 0.000000 -0.300000 0.300000 0.010000 in pass 12
  377. [Shaders]: Found #pragma parameter Brightness Boost (ia_bright_boost) 0.000000 -1.000000 1.000000 0.050000 in pass 12
  378. [Shaders]: Found #pragma parameter Red Channel (ia_R) 1.000000 0.000000 2.000000 0.050000 in pass 12
  379. [Shaders]: Found #pragma parameter Green Channel (ia_G) 1.000000 0.000000 2.000000 0.050000 in pass 12
  380. [Shaders]: Found #pragma parameter Blue Channel (ia_B) 1.000000 0.000000 2.000000 0.050000 in pass 12
  381. [Shaders]: Found #pragma parameter Zoom Factor (ia_ZOOM) 1.000000 0.000000 4.000000 0.010000 in pass 12
  382. [Shaders]: Found #pragma parameter X Modifier (ia_XPOS) 0.000000 -2.000000 2.000000 0.005000 in pass 12
  383. [Shaders]: Found #pragma parameter Y Modifier (ia_YPOS) 0.000000 -2.000000 2.000000 0.005000 in pass 12
  384. [Shaders]: Found #pragma parameter Overscan Mask Top (ia_TOPMASK) 0.000000 0.000000 1.000000 0.002500 in pass 12
  385. [Shaders]: Found #pragma parameter Overscan Mask Bottom (ia_BOTMASK) 0.000000 0.000000 1.000000 0.002500 in pass 12
  386. [Shaders]: Found #pragma parameter Overscan Mask Left (ia_LMASK) 0.000000 0.000000 1.000000 0.002500 in pass 12
  387. [Shaders]: Found #pragma parameter Overscan Mask Right (ia_RMASK) 0.000000 0.000000 1.000000 0.002500 in pass 12
  388. [Shaders]: Found #pragma parameter Film Grain (ia_GRAIN_STR) 0.000000 0.000000 72.000000 6.000000 in pass 12
  389. [Shaders]: Found #pragma parameter Sharpen (ia_SHARPEN) 0.000000 0.000000 1.000000 0.050000 in pass 12
  390. [Shaders]: Found #pragma parameter Flip Horiz Axis (ia_FLIP_HORZ) 0.000000 0.000000 1.000000 1.000000 in pass 12
  391. [Shaders]: Found #pragma parameter Flip Vert Axis (ia_FLIP_VERT) 0.000000 0.000000 1.000000 1.000000 in pass 12
  392. [Playlist]: Loading history file: [/data/user/0/com.retroarch/content_history.lpl].
  393. [Playlist]: Loading history file: [/data/user/0/com.retroarch/content_music_history.lpl].
  394. [Playlist]: Loading history file: [/data/user/0/com.retroarch/content_image_history.lpl].
  395. [Playlist]: Loading favorites file: [/data/user/0/com.retroarch/content_favorites.lpl].
  396. [GL]: VSync => on
  397. [EGL]: eglSwapInterval(1)
  398. Failed to write to playlist file: /data/user/0/com.retroarch/content_history.lpl
  399. [Font]: Using font rendering backend: stb-unicode.
  400. [Font]: Using font rendering backend: stb-unicode.
  401. [Font]: Using font rendering backend: stb-unicode.
  402. Device model: (SHIELD Android TV
  403. ).
  404. Using new lookupdevice name: NVIDIA Corporation NVIDIA Controller v01.04
  405. device vendor id: 2389
  406. device product id: 29204
  407. Special Device Detected: SHIELD Android TV
  408.  
  409. SET_GEOMETRY: 320x224, aspect: 1.333.
  410. [GL]: VSync => on
  411. [EGL]: eglSwapInterval(1)
  412. [Overrides]: Configuration overrides unloaded, original configuration restored.
  413. [config] Saved new config to "/storage/emulated/0/Android/data/com.retroarch/files//retroarch.cfg".
  414. [Cheats]: Save game-specific cheatfile: /storage/emulated/0/RetroArch/cheats/YabaSanshiro/Hyper Duel (Japan).cht
  415. Content ran for a total of: 00 hours, 00 minutes, 08 seconds.
  416. [CORE]: Unloading game..
  417. [CORE]: Unloading core..
  418. [CORE]: Unloading core symbols..
  419. [Core Options]: Saved core options file to "/storage/emulated/0/Android/data/com.retroarch/files/retroarch-core-options.cfg"
  420. Failed to write to playlist file: /data/user/0/com.retroarch/content_history.lpl
  421. Failed to write to playlist file: /data/user/0/com.retroarch/content_music_history.lpl
  422. Failed to write to playlist file: /data/user/0/com.retroarch/content_image_history.lpl
  423. Pause: 0x26e01359c0
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