Recent logs - THE KING OF FIGHTERS '96

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Game title Version Latest Report Message
THE KING OF FIGHTERS '96 v1.19.3-787-g5aa0856280 2026-01-25 Error in shader program link: info: Link failed because of missing vertex shader. fs: 10180000:00000000 FragUber #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Mali-G52 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 10180000:00000000 FragUber in lowp vec4 v_color0; in mediump float v_fogdepth; out vec4 fragColor0; void main() { vec4 v = v_color0; fragColor0 = v; } vs: 00000000:00000028 C Cull
THE KING OF FIGHTERS '96 v1.19.3-787-g5aa0856280 2026-01-25 Error in shader program link: info: Link failed because of missing vertex shader. fs: 10180d82:00000002 Tex FragUber ReplaceBlend_2A:6_B:3_Eq:0 TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Mali-G52 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 10180d82:00000002 Tex FragUber ReplaceBlend_2A:6_B:3_Eq:0 TFuncMod uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); v.rgb = v.rgb * splat3(v.a * 2.0); fragColor0 = v; } vs: 00000000:00000028 C Cull
THE KING OF FIGHTERS '96 v1.19.3-787-g5aa0856280 2026-01-25 Error in shader program link: info: Link failed because of missing fragment shader. fs: 10180000:00000002 Tex FragUber TFuncMod vs: 00000000:00000008 C #version 320 es // Driver: Mali-G52 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000008 C in vec4 position; in highp float fog; in vec2 texcoord; in lowp vec4 color0; uniform lowp float u_rotation; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; 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; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 pos = position; vec4 outPos = pos; gl_Position = outPos; }
THE KING OF FIGHTERS '96 v1.17.1-334-g1786a4ddb 2026-04-11 Can't draw: No current render step. Step count: 0
THE KING OF FIGHTERS '96 v1.18 2025-06-08 DL PC = 00000000 WTF!!!!
THE KING OF FIGHTERS '96 v1.18 2025-06-08 00000000=sceDisplaySetHoldMode(00000001): unsupported
THE KING OF FIGHTERS '96 v1.13.1-458-g5d50d0222 2022-11-06 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 0408a000 offset: 0 (512x256 stride 512, 565): [DEPTH seq:0 C:04044000/512 Z:04088000/512 X:0 Y:8 reint: false] [COLOR seq:1 C:0408a000/512 Z:04088000/512 X:0 Y:0 reint: false] [DEPTH seq:0 C:0408a000/512 Z:04088000/512 X:0 Y:8 reint: false]
THE KING OF FIGHTERS '96 v1.13.1-458-g5d50d0222 2022-11-06 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 0408a000 offset: 0 (512x256 stride 512, 565): [DEPTH seq:0 C:04000000/512 Z:04088000/512 X:0 Y:8 reint: false] [DEPTH seq:0 C:04044000/512 Z:04088000/512 X:0 Y:8 reint: false] [COLOR seq:2175 C:0408a000/512 Z:04088000/512 X:0 Y:0 reint: false] [DEPTH seq:0 C:0408a000/512 Z:04088000/512 X:0 Y:8 reint: false]
THE KING OF FIGHTERS '96 v1.13.1-458-g5d50d0222 2022-11-06 Attempted set for logic op: f
THE KING OF FIGHTERS '96 v1.13.1-458-g5d50d0222 2022-11-06 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167508176
THE KING OF FIGHTERS '96 v1.13.1-458-g5d50d0222 2022-11-06 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
THE KING OF FIGHTERS '96 v1.13.1-458-g5d50d0222 2022-11-06 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 0408a000 offset: 0 (512x256 stride 512, 565): [DEPTH seq:0 C:04000000/512 Z:04088000/512 X:0 Y:8 reint: false] [DEPTH seq:0 C:04044000/512 Z:04088000/512 X:0 Y:8 reint: false] [COLOR seq:1452 C:0408a000/512 Z:04088000/512 X:0 Y:0 reint: false] [DEPTH seq:0 C:0408a000/512 Z:04088000/512 X:0 Y:8 reint: false]
THE KING OF FIGHTERS '96 v1.20.3 2026-03-23 sceNetAdhocMatchingInit(131072) at 08939e1c
THE KING OF FIGHTERS '96 v1.9.3 2022-02-13 Error in shader compilation: info: ERROR: 0:87: 'normal' : undeclared identifier ERROR: 0:87: 'z' : field selection requires structure, vector, or matrix on left hand side 80000000:00003918 HWX C T Tex Bezier TessC TessT #version 330 #define lowp #define mediump #define highp 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; _col[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[1] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; _col[1] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba; index_u = (2 + point_pos.x); index_v = (0 + point_pos.y); _pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[2] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; _col[2] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba; index_u = (3 + point_pos.x); index_v = (0 + point_pos.y); _pos[3] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[3] =
THE KING OF FIGHTERS '96 v1.9.3 2023-04-30 Render to texture with incompatible formats 0 != 3 at 04088000