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Game title |
Version |
Latest Report |
Message |
Resistance: Retribution™ |
v1.19.1 |
2025-06-30 |
Block transfer invalid: 00000000/0 -> 00000000/0, 1x1x2 (0,0)->(275,17) |
Resistance: Retribution™ |
v1.19.1 |
2025-06-30 |
Drawing region rate add non-zero: 0299, 0296 of 01df, 010f |
Resistance: Retribution™ |
v1.18.1 |
2025-06-20 |
Unknown GetPointerWrite 28d95d58 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.18.1 |
2025-06-17 |
WriteToHardware: Invalid address 3f800028 near PC 08b2663c LR 08b265a8 |
Resistance: Retribution™ |
v1.18.1 |
2025-06-14 |
Unknown GetPointerWrite 27ba21f8 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.19.1 |
2025-06-14 |
__KernelStopThread: thread 1150 does not exist (ApctlThread stopped) |
Resistance: Retribution™ |
v1.19.1 |
2025-06-14 |
__KernelStopThread: thread 1150 does not exist (ApctlThread deleted) |
Resistance: Retribution™ |
v1.11.3 |
2025-06-12 |
WriteToHardware: Invalid address 3f800028 near PC 08b04544 LR 08b04618 |
Resistance: Retribution™ |
v1.15.3 |
2025-06-12 |
Unknown GetPointerWrite 26568528 PC 08c926e0 LR 08cd6754 |
Resistance: Retribution™ |
v1.11.3 |
2025-06-12 |
Unknown GE command : 39fd0802 |
Resistance: Retribution™ |
v1.18.1 |
2025-06-12 |
Unknown GetPointer 0ea4487c PC 08d09c4c LR 08d0f28c |
Resistance: Retribution™ |
v1.18.1 |
2025-06-12 |
WriteToHardware: Invalid address 0ec122cc near PC 08c1cf78 LR 08c1cf78 |
Resistance: Retribution™ |
v1.11.3 |
2025-06-12 |
Bad bounding box data: efb4af |
Resistance: Retribution™ |
v1.11.3 |
2025-06-12 |
Unknown GE command : 0d0a396e |
Resistance: Retribution™ |
v1.11.3 |
2025-06-11 |
WriteToHardware: Invalid address 3f800028 near PC 08c7a448 LR 08c7a448 |
Resistance: Retribution™ |
v1.11.3 |
2025-06-11 |
Unknown GE command : 39600000 |
Resistance: Retribution™ |
v1.11.3 |
2025-06-11 |
Bad bounding box data: 3145fd |
Resistance: Retribution™ |
v1.18.1 |
2025-06-11 |
Vertices without position found: (04000003) [04000003] P: ? T: f (12b) |
Resistance: Retribution™ |
v1.18.1 |
2025-06-11 |
Vertices without position found: (04440011) [04440011] P: ? C: 565 T: u8 Morph: 2 (16b) |
Resistance: Retribution™ |
v1.18.1 |
2025-06-11 |
Vertices without position found: (0400001b) [0400001b] P: ? C: 4444 T: f (16b) |
Resistance: Retribution™ |
v1.18.1 |
2025-06-11 |
Vertices without position found: (12400064) [12400064] P: ? N: f C: ? (16b) |
Resistance: Retribution™ |
v1.18.1 |
2025-06-11 |
Vertices without position found: (0424004d) [0424004d] P: ? N: s16 C: ? T: u8 Morph: 2 (20b) |
Resistance: Retribution™ |
v1.18.1 |
2025-06-11 |
Vertices without position found: (04800018) [04800018] P: ? C: 4444 (through) (6b) |
Resistance: Retribution™ |
v1.18.1 |
2025-06-11 |
Vertices without position found: (04300007) [04300007] P: ? C: ? T: f Morph: 5 (20b) |
Resistance: Retribution™ |
v1.18.1 |
2025-06-11 |
Drawing region rate add non-zero: 04fa, 013f of 0051, 0000 |
Resistance: Retribution™ |
v1.18.1 |
2025-06-12 |
Unexpected mpeg first timestamp: 1000001446 / 68719481926 |
Resistance: Retribution™ |
v1.18.1 |
2025-06-10 |
WriteToHardware: Invalid address 12ff52bc near PC 08c1cf78 LR 08c1cf78 |
Resistance: Retribution™ |
v1.18.1 |
2025-06-10 |
Unknown GetPointer 12e2786c PC 08d09c4c LR 08d0f28c |
Resistance: Retribution™ |
v1.17.1 |
2025-06-09 |
WriteToHardware: Invalid address 0000027c near PC 08c7cd00 LR 08c7cd00 |
Resistance: Retribution™ |
v1.18.1 |
2025-06-11 |
Drawing region rate add non-zero: 03d8, 0235 of 01df, 010f |
Resistance: Retribution™ |
v1.18.1 |
2025-06-06 |
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 r8p0-00dev0 [Revision 96995].
01710551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01710551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute 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 lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
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 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 = u_matambientalpha;
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_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * 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_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
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 * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
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_l |
Resistance: Retribution™ |
v1.18.1 |
2025-06-06 |
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 r8p0-00dev0 [Revision 96995].
01f05551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f05551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute 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 lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
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 = u_matambientalpha;
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_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * 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_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
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 * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
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(toLi |
Resistance: Retribution™ |
v1.18.1 |
2025-06-06 |
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 r8p0-00dev0 [Revision 96995].
01f15551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f15551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute 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 lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
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 = u_matambientalpha;
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_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * 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_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
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 * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
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 = do |
Resistance: Retribution™ |
v1.18.1 |
2025-06-06 |
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 r8p0-00dev0 [Revision 96995].
01700551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01700551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute 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 lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
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 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 = u_matambientalpha;
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_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * 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_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
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 * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
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 * |
Resistance: Retribution™ |
v1.18.1 |
2025-06-06 |
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 r8p0-00dev0 [Revision 96995].
01700551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01700551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t: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_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
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 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 = u_matambientalpha;
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_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * 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_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
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 * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
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)
|
Resistance: Retribution™ |
v1.18.1 |
2025-06-06 |
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 r8p0-00dev0 [Revision 96995].
01f05551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f05551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t: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_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
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 = u_matambientalpha;
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_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * 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_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
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 * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
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) { |
Resistance: Retribution™ |
v1.18.1 |
2025-06-05 |
Unknown GetPointerWrite 16374fd8 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.18.1 |
2025-06-05 |
Unknown GetPointerWrite 05b668e8 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.18.1 |
2025-06-05 |
Vertices without position found: (0560004e) [0560004e] P: ? N: s16 C: ? T: u16 (10b) |
Resistance: Retribution™ |
v1.18.1 |
2025-06-05 |
Vertices without position found: (0560004f) [0560004f] P: ? N: s16 C: ? T: f (12b) |
Resistance: Retribution™ |
v1.18.1 |
2025-06-05 |
Vertices without position found: (05000004) [05000004] P: ? C: ? (3b) |
Resistance: Retribution™ |
v1.18.1 |
2025-06-05 |
Vertices without position found: (05240014) [05240014] P: ? C: 5551 Morph: 2 (12b) |
Resistance: Retribution™ |
v1.18.1 |
2025-06-05 |
Vertices without position found: (05000003) [05000003] P: ? T: f (12b) |
Resistance: Retribution™ |
v1.18.1 |
2025-06-05 |
Vertices without position found: (0540003f) [0540003f] P: ? N: s8 C: 8888 T: f (20b) |
Resistance: Retribution™ |
v1.18.1 |
2025-06-05 |
Vertices without position found: (0560001e) [0560001e] P: ? C: 8888 T: u16 (12b) |
Resistance: Retribution™ |
v1.18.1 |
2025-06-05 |
Vertices without position found: (05600003) [05600003] P: ? T: f (12b) |
Resistance: Retribution™ |
v1.18.1 |
2025-06-05 |
Vertices without position found: (0520000a) [0520000a] P: ? C: ? T: u16 (4b) |
Resistance: Retribution™ |
v1.18.1 |
2025-06-05 |
Vertices without position found: (0540000b) [0540000b] P: ? C: ? T: f (4b) |
Resistance: Retribution™ |
v1.18.1 |
2025-06-05 |
Vertices without position found: (05c00003) [05c00003] P: ? T: f (through) (12b) |
Resistance: Retribution™ |
v1.18.1 |
2025-06-05 |
Block transfer invalid: 00000000/0 -> 00000000/0, 768x956x4 (0,0)->(80,0) |
Resistance: Retribution™ |
v1.18.1 |
2025-06-05 |
Bad bounding box data: 00dd0e |
Resistance: Retribution™ |
v1.18.1 |
2025-06-05 |
Block transfer invalid: ae2146d0/2e0 -> 7c000000/b0, 551x909x4 (995,956)->(964,844) |
Resistance: Retribution™ |
v1.18.1 |
2025-06-05 |
Vertices without position found: (07000003) [07000003] P: ? T: f (12b) |
Resistance: Retribution™ |
v1.18.1 |
2025-06-05 |
Bad vertex address 00dedede! |
Resistance: Retribution™ |
v1.18.1 |
2025-06-05 |
Drawing region rate add non-zero: 0250, 0326 of 01df, 010f |
Resistance: Retribution™ |
v1.18.1 |
2025-06-05 |
Vertices without position found: (12121212) [12121212] P: ? C: 565 T: u16 W: u8 (1x) I: u16 Morph: 5 (60b) |
Resistance: Retribution™ |
v1.18.1 |
2025-06-05 |
Unexpected mpeg first timestamp: 1000003434 / 68719490100 |
Resistance: Retribution™ |
v1.18.1 |
2025-06-03 |
Unusual bezier/spline vtype: 1296d699, morph: 5, bones: 4 |
Resistance: Retribution™ |
v1.18.1 |
2025-06-03 |
Block transfer invalid: 8b000000/2c8 -> 3b9a7cc0/0, 935x466x4 (956,805)->(378,609) |
Resistance: Retribution™ |
v1.18.1 |
2025-06-03 |
Drawing region rate add non-zero: 0188, 0262 of 02b8, 02af |
Resistance: Retribution™ |
v1.18.1 |
2025-06-03 |
VTYPE with morph used: THRU=1 TC=1 COL=6 POS=1 NRM=0 WT=3 NW=4 IDX=2 MC=6 |
Resistance: Retribution™ |
v1.18.1 |
2025-06-03 |
Unexpected mpeg first timestamp: 51b0a090000 / 5613690617856 |
Resistance: Retribution™ |
v1.18.1 |
2025-06-03 |
Could not setup streams, unexpected stream count: 42572 |
Resistance: Retribution™ |
v1.18.1 |
2025-06-03 |
Unexpected mpeg first timestamp: 1000002402 / 68719485954 |
Resistance: Retribution™ |
v1.18.1 |
2025-06-02 |
80631003=sceAtracSetAA3DataAndGetID(0915fe80, 00000d7c, 00000000, 09fd49b8[ffffffff]): invalid ea3 magic bytes |
Resistance: Retribution™ |
v1.8.0 |
2025-06-02 |
Unexpected mpeg first timestamp: f2511094b49 / 16651874028361 |
Resistance: Retribution™ |
v1.18.1 |
2025-06-01 |
Unexpected mpeg first timestamp: dfb10090000 / 15371956977664 |
Resistance: Retribution™ |
v1.12.3 |
2025-05-30 |
FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000 |
Resistance: Retribution™ |
v1.18.1 |
2025-05-30 |
ReadFromHardware: Invalid address 002e3788 near PC 08a6acd4 LR 08a6acd4 |
Resistance: Retribution™ |
v1.16.6 |
2025-05-30 |
Unknown GE command : 5a02050c |
Resistance: Retribution™ |
v1.18.1 |
2025-05-30 |
Branch in Jump delay slot at 08fcb2f0 in block starting at 08fcb2b0 |
Resistance: Retribution™ |
v1.18.1 |
2025-05-30 |
Jump to invalid address: 03f2c840 |
Resistance: Retribution™ |
v1.18.1 |
2025-05-30 |
Jump to invalid address: 03f2c6c0 |
Resistance: Retribution™ |
v1.18.1 |
2025-05-30 |
Branch in JumpReg delay slot at 08fcb2ec in block starting at 08fcb2b0 |
Resistance: Retribution™ |
v1.16.6 |
2025-05-30 |
Unexpected mpeg first timestamp: d210a090000 / 14435553443840 |
Resistance: Retribution™ |
v1.16.6 |
2025-05-28 |
Unexpected mpeg first timestamp: b2f09090000 / 12296642953216 |
Resistance: Retribution™ |
v1.17.1 |
2025-05-28 |
Branch in branch delay slot at 04682248 with different target |
Resistance: Retribution™ |
v1.17.1 |
2025-05-28 |
Branch in branch delay slot at 04680e50 with different target |
Resistance: Retribution™ |
v1.17.1 |
2025-05-28 |
MIPSCompileOp: Invalid instruction 00210001 |
Resistance: Retribution™ |
v1.16.6 |
2025-05-27 |
Drawing region rate add non-zero: 010a, 02c0 of 01df, 010f |
Resistance: Retribution™ |
v1.16.6 |
2025-05-27 |
Unknown GE command : fa3d3d3d |
Resistance: Retribution™ |
v1.18.1 |
2025-05-27 |
Unexpected mpeg first timestamp: d1610090000 / 14388409466880 |
Resistance: Retribution™ |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 02bf3780 PC 09fd4a70 LR 09fd4a70 |
Resistance: Retribution™ |
v1.18.1 |
2025-05-26 |
Branch in Jump delay slot at 09fd4a70 in block starting at 09fd4a70 |
Resistance: Retribution™ |
v1.18.1 |
2025-05-26 |
Jump to invalid address: 02bf3780 PC 09fd4a74 LR 09fd4a70 |
Resistance: Retribution™ |
v1.18.1 |
2025-05-26 |
Unexpected mpeg first timestamp: 100000448e / 68719494286 |
Resistance: Retribution™ |
v1.16.6 |
2025-05-25 |
ReadFromHardware: Invalid address 3f46cfac near PC 3f46cfac LR 3f46cfac |
Resistance: Retribution™ |
v1.18.1 |
2025-05-25 |
Unknown GetPointerWrite 27859d18 PC 08d09d20 LR 08cd6754 |
Resistance: Retribution™ |
v1.16.6 |
2025-05-27 |
Could not setup streams, unexpected stream count: 49605 |
Resistance: Retribution™ |
v1.18.1 |
2025-05-24 |
Unexpected mpeg first timestamp: 100000848a / 68719510666 |
Resistance: Retribution™ |
v1.18.1 |
2025-05-24 |
Unexpected mpeg first timestamp: 1000000437 / 68719477815 |
Resistance: Retribution™ |
v1.18.1 |
2025-05-24 |
Could not setup streams, unexpected stream count: 1668 |
Resistance: Retribution™ |
v1.18.1 |
2025-05-24 |
Unexpected mpeg first timestamp: 1000002456 / 68719486038 |
Resistance: Retribution™ |
v1.18.1 |
2025-05-24 |
Unexpected mpeg first timestamp: 10000004c9 / 68719477961 |
Resistance: Retribution™ |
v1.18.1 |
2025-05-24 |
Unexpected mpeg first timestamp: 100000a4fd / 68719518973 |
Resistance: Retribution™ |
v1.18.1 |
2025-05-24 |
Unexpected mpeg first timestamp: 100000f4df / 68719539423 |
Resistance: Retribution™ |
v1.18.1 |
2025-05-24 |
Unexpected mpeg first timestamp: 100000a4eb / 68719518955 |
Resistance: Retribution™ |
v1.16.6 |
2025-05-24 |
Could not setup streams, unexpected stream count: 41221 |
Resistance: Retribution™ |
v1.18.1 |
2025-05-23 |
Unexpected mpeg first timestamp: 100000b4ee / 68719523054 |
Resistance: Retribution™ |
v1.18.1 |
2025-05-21 |
Unexpected mpeg first timestamp: 10000054e9 / 68719498473 |