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Game title Version Latest Report Message
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-09-02 sceDmacMemcpy(dest=09a30cc0, src=08400000, size=72384): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2025-09-02 Error in shader compilation: info: 0:37: S0027: Cannot modify an input variable 00000000:00000930 HWX T Tex Cull #version 320 es // Mali-G57 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; in vec3 h_normal; 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xy *= 0.631295; vec4 outPos = mul(u_proj, viewPos); v_color0 = u_matambientalpha; 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_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; h_normal = vec3(-1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2025-09-02 Error in shader compilation: info: 0:19: S0027: Cannot modify an input variable 00000000:00000012 THR Tex #version 320 es // Mali-G57 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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; in vec3 h_normal; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; h_normal = vec3(-1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2025-09-02 Error in shader compilation: info: 0:16: S0027: Cannot modify an input variable 00000000:00000002 THR #version 320 es // Mali-G57 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; in vec3 h_normal; void main() { v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; h_normal = vec3(-1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2025-09-02 Error in shader compilation: info: 0:41: S0027: Cannot modify an input variable 00000000:0000093c HWX C T Fog Tex Cull #version 320 es // Mali-G57 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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 mediump vec3 v_texcoord; out mediump float v_fogdepth; in vec3 h_normal; 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xy *= 0.631295; vec4 outPos = mul(u_proj, viewPos); v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); 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; h_normal = vec3(-1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2025-09-02 Error in shader compilation: info: 0:36: S0027: Cannot modify an input variable 00000000:00000124 HWX Fog Cull #version 320 es // Mali-G57 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 mediump float v_fogdepth; in vec3 h_normal; 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xy *= 0.631295; vec4 outPos = mul(u_proj, viewPos); v_color0 = u_matambientalpha; 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; h_normal = vec3(-1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2025-09-02 Error in shader compilation: info: 0:40: S0027: Cannot modify an input variable 00000000:00000934 HWX T Fog Tex Cull #version 320 es // Mali-G57 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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 mediump vec3 v_texcoord; out mediump float v_fogdepth; in vec3 h_normal; 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xy *= 0.631295; vec4 outPos = mul(u_proj, viewPos); v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); 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; h_normal = vec3(-1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2025-09-02 Error in shader compilation: info: 0:88: S0027: Cannot modify an input variable 01f30001:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:3 Cull #version 320 es // Mali-G57 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; in vec3 h_normal; 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); viewPos.xy *= 0.631295; 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); 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 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); 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(texcoord.xy * u_uvscaleoffset.xy, 0.0); 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; h_normal = worldnormal*0.5+0.5; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.2-917-g89e70c319 2025-09-02 Error in shader compilation: info: 0:16: S0027: Cannot modify an input variable 00000000:0000000a THR C #version 320 es // Mali-G57 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; in vec3 h_normal; void main() { v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; h_normal = vec3(-1.0); }
無双OROCHI2 Special v1.18.1 2025-09-02 sceDmacMemcpy(dest=09a5ba80, src=09bed300, size=22720): overlapping read
無双OROCHI2 Special v1.18.1 2025-09-02 sceDmacMemcpy(dest=094cd980, src=09bed300, size=32768): overlapping read
Def Jam® Fight For NY™: The Takeover v1.17.3 2025-09-02 sceDmacMemcpy(dest=099fd300, src=08400000, size=641344): overlapping read
eFootball Play-C v1.11.3 2025-09-02 Unknown GetPointer 2c662402 PC 0884d5b0 LR 0884d7d4
無双OROCHI2 Special v1.18.1 2025-09-02 sceDmacMemcpy(dest=09341760, src=09bed300, size=5152): overlapping read
eFooTBall Play Cesar Patch v1.18.1 2025-09-02
Tomb Raider: Anniversary™ v1.15.4 2025-09-02 sceDmacMemcpy(dest=041f4000, src=09b0e260, size=9216): overlapping read
ASPHALT : URBAN GT 2 v1.12.3 2025-09-02 __KernelStopThread: thread 433 does not exist
eFootball 2025 BRI Liga1 & Eropa v1.18.1 2025-09-02 Jump to invalid address: 07337f80
eFootball 2025 BRI Liga1 & Eropa v1.18.1 2025-09-02 Jump to invalid address: 073378c0
eFootball 2025 BRI Liga1 & Eropa v1.18.1 2025-09-02 Jump to invalid address: 07338640
eFootball 2025 BRI Liga1 & Eropa v1.18.1 2025-09-02 Jump to invalid address: 07333f80
Pursuit Force™: Extreme Justice v1.17.1 2025-09-02 __KernelStopThread: thread 434 does not exist (helper deleted)
Ben 10 Ultimate Alien Cosmic Destruction v1.19.3 2025-09-02 Branch in Jump delay slot at 08020400 in block starting at 0801cb90
真・三國無雙5 Special v1.18 2025-09-02 An uneaten prefix at end of block for 0896a150
Tom Clancy's Ghost Recon® Predator v1.4.2-425-g7a7ccee5e 2025-09-02 Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier / code: #version 130 #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; 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); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; }
Dante's Inferno™ v1.17.1-334-g1786a4ddb 2025-09-02 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 r8p0-01rel0 [Revision 96995]. 01e15510:00000b29 HWX C T N LM Light: 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01e15510:00000b29 HWX C T N LM Light: 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; 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_depthRange; 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; varying 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); vec4 ambientColor = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular2 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0)
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2025-09-02 ReadFromHardware: Invalid address 11eff1c8 near PC 11eff1c8 LR 0883c84c
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2025-09-02 MIPSCompileOp: Invalid instruction 716cdb20
Syphon Filter™ Dark Mirror v1.4.2-425-g7a7ccee5e 2025-09-02 Error in shader compilation: info: ERROR: 0:16: 'u_proj' : undeclared identifier / code: #version 130 #define lowp #define mediump #define highp attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; 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); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; }
BEN 10: Protector of Earth v1.6.3 2025-09-02 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:00000822 Tex TexAlpha LM TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; in highp vec3 v_texcoord; inout 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; fragColor0 = v; } vs: 01970000:00000b11 HWX T N LM Tex Light: 0: c:0 t:0 3: c:0 t:0 MatUp:7 #version 300 es precision highp float; 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 vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp 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); gl_Position = 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 = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
テイルズ オブ ファンタジア なりきりダンジョンX v1.17.1 2025-09-02 sceDmacMemcpy(dest=099b7500, src=041bbc30, size=1024): overlapping read
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2025-09-02 Unknown GE command : 59534f50
eFootball 2026 By Komo Valeri v1.11.3 2025-09-02 Game install with no files / data
eFootball 2026 By Komo Valeri v1.11.3 2025-09-02 Unknown GetPointer 00000000 PC 08871374 LR 0887138c
eFootball Edicion Mundial de Clubes By T. Bendezu v1.18.1 2025-09-02 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
MONSTER HUNTER FREEDOM UNITE™ v1.11.3 2025-09-02 sceDmacMemcpy(dest=0414e000, src=095ac8b0, size=257472): overlapping read
Yu-Gi-Oh! GX Tag Force v1.18.1 2025-09-02 __KernelStopThread: thread 3093 does not exist (helper deleted)
Prince of Persia: The Forgotten Sands™ v1.17.1-334-g1786a4ddb 2025-09-02 80630006=sceAtracSetData(0, 094711c0, 00000762): multiple fmt definitions
Yu-Gi-Oh! GX Tag Force v1.18.1 2025-09-01 ReadFromHardware: Invalid address 1ead5888 near PC 09e5e56c LR 09e5e56c
eFootball Chelito 19 v1.18.1 2025-09-01 Unknown GetPointer 00683e27 PC 0884a918 LR 0884a938
CRISIS CORE -FINAL FANTASY VII- v1.18.1 2025-09-01 sceDmacMemcpy(dest=08648180, src=09282700, size=233472): overlapping read
Sega Genesis Collection™ v1.17.1-334-g1786a4ddb 2025-09-01 MIPSCompileOp: Invalid instruction 70c06827
eFootball Chelito 19 v1.12 2025-09-01 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
EAFC 26 By Komo Valeri v1.19.3 2025-09-01 sceNetAdhocMatchingInit(32768) at 08a719b8
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 00610079
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 01310079
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 Branch in RSZeroComp delay slot at 08ac5c68 in block starting at 08ac59fc
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 0435041d
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 00730069
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 00e3004e
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 0069004e
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction b4f1bbf8
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 767b672a
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 006e0069
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 006e0055
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 0061007a
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 006c0041
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 006f004e
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 0000ff9f
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9f9c9f95
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9f769f72
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9f779f6a
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9f6c9f67
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9f669f61
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9f609f5f
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9f639f54
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9f529f4a
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9f3e9f2c
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9f219f15
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 76b79f08
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9f079efd
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9efc9efb
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9ef99ef7
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9ef69ef4
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9ee89ee5
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9ee09edd
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9ede9edc
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9ed49ed0
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9ecf9ece
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9ecc9761
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9ead9eaa
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9eb89ea9
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9ea59e9d
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9e919e95
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9e929e8c
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9e8b9e88
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9e819e7d
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9e799e75
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9e1e9e1b
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9e1a9dfd
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9def9ded
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9de69df8
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9dd39dd9
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9dc29dcf
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9dc69dba
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9db89dbb
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9dc19dc4
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9db29da9
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9da49d9a
eFootball Edicion Mundial de Clubes By T. Bendezu v1.11.3 2025-09-01 MIPSCompileOp: Invalid instruction 9d7a9d6f