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Game title |
Version |
Latest Report |
Message |
eFootball 2024 By Bendezu |
v1.16.2 |
2024-04-25 |
Unknown GetPointer 00000020 PC 08815fc8 LR 08815fd4 |
Go! Puzzle™ |
v1.16.2 |
2024-04-16 |
UNIMPL sceUtilityGameSharingInitStart(089bd130) |
Go! Puzzle™ |
v1.16.2 |
2024-04-16 |
sceNetAdhocMatchingInit(32768) at 0889bd34 |
LocoRoco |
v1.16.2 |
2024-04-14 |
sceNetAdhocMatchingInit(32768) at 0893418c |
eFootball 2024 By Bendezu |
v1.17 |
2024-04-25 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
PES MY 2024 |
v1.9.4 |
2024-04-25 |
sceMp3Init: invalid data: not layer 3 |
PES MY 2024 |
v1.7.5 |
2024-04-28 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
PES MY 2024 |
v1.17.1 |
2024-04-21 |
Game install with no files / data |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.2 |
2024-03-24 |
sceDmacMemcpy(dest=0414e000, src=095d5830, size=158640): overlapping read |
eFootball 2024 By Bendezu |
v1.16.2 |
2024-03-23 |
Unknown GetPointerWrite 00000000 PC 0882bbf4 LR 088113dc |
PES MY 2024 |
v1.9.4 |
2024-04-28 |
Savedata version requested: 3 |
MONSTER HUNTER PORTABLE 3rd |
v1.16.2 |
2024-02-26 |
__KernelStopThread: thread 570 does not exist (ApctlThread deleted) |
LEGO® Batman™: The Videogame |
v1.16.2 |
2024-02-26 |
Unaligned icache invalidation of 086c3af8 (086c3af8 + 0) at PC=089741fc |
Grand Theft Auto: Vice City Stories |
v1.16.2 |
2024-02-25 |
WriteToHardware: Invalid address 000004e4 near PC 08a3da0c LR 08a3d724 |
Def Jam® Fight For NY™: The Takeover |
v1.16.2 |
2024-02-19 |
sceDmacMemcpy(dest=09637040, src=08400000, size=177600): overlapping read |
Twisted Metal: Head-On |
v1.16.2 |
2024-02-19 |
__KernelStopThread: thread 407 does not exist (helper deleted) |
Twisted Metal: Head-On |
v1.16.2 |
2024-02-19 |
__KernelStopThread: thread 462 does not exist (helper deleted) |
ASPHALT : URBAN GT 2 |
v1.16.2 |
2024-02-17 |
__KernelStopThread: thread 1486 does not exist (helper deleted) |
ASPHALT : URBAN GT 2 |
v1.16.2 |
2024-02-17 |
__KernelStopThread: thread 1401 does not exist (helper deleted) |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.2 |
2024-02-01 |
sceDmacMemcpy(dest=0414e000, src=094599e0, size=276864): overlapping read |
LEGO® Batman™: The Videogame |
v1.16.2 |
2024-02-01 |
Unaligned icache invalidation of 086d3f38 (086d3f38 + 0) at PC=089741fc |
SMASH COURT TENNIS 3 |
v1.16.6 |
2024-01-23 |
sceNetAdhocMatchingInit(32768) at 08959dac |
eFootball |
v1.17.1 |
2024-03-19 |
ReadFromHardware: Invalid address 00000000 near PC 08a063b4 LR 08a3fbe4 |
SBK-07 |
v1.16.2 |
2024-01-17 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09304ea0): duplicate handler |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.2 |
2024-01-15 |
sceDmacMemcpy(dest=0414e000, src=095231a0, size=198032): overlapping read |
Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.16.2 |
2024-01-10 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (087025ba), bad data |
SBK-07 |
v1.16.2 |
2024-01-08 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 092aaee0): duplicate handler |
eFootball |
v1.9.4 |
2024-04-28 |
Savedata version requested: 3 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.16.2 |
2024-01-06 |
ReadFromHardware: Invalid address 0c400400 near PC 0c400400 LR 0c400400 |
Syphon Filter™: Logan's Shadow |
v1.16.2 |
2023-12-31 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08d3bd64 |
Syphon Filter™: Logan's Shadow |
v1.16.2 |
2023-12-30 |
ReadFromHardware: Invalid address d48c8ae4 near PC d48c8ae4 LR 08bc2f38 |
SBK-07 |
v1.16.2 |
2023-12-28 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 090dd6a0): duplicate handler |
RIDGE RACER |
v1.16.2 |
2023-12-27 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=2, text=2 |
RIDGE RACER |
v1.16.2 |
2023-12-27 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=1, text=1 |
eFootball 2024 By Bendezu |
v1.16.6 |
2024-03-22 |
sceNetAdhocMatchingInit(32768) at 08a719b8 |
SBK-07 |
v1.16.2 |
2023-12-23 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09386de0): duplicate handler |
SBK-07 |
v1.16.2 |
2023-12-23 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 091f3dc0): duplicate handler |
SBK-07 |
v1.16.2 |
2023-12-23 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 093c26e0): duplicate handler |
RA-PATCH EDISI FIFA WORLD CUP 2022 |
v1.16.2 |
2023-12-22 |
ReadFromHardware: Invalid address 00000008 near PC 0886a804 LR 0886a7e0 |
SBK-07 |
v1.16.2 |
2023-12-21 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 092abb40): duplicate handler |
SBK-07 |
v1.16.2 |
2023-12-21 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 095ac8f0): duplicate handler |
SBK-07 |
v1.16.2 |
2023-12-23 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0946dee0): duplicate handler |
SBK-07 |
v1.16.2 |
2023-12-21 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 094a9de0): duplicate handler |
SBK-07 |
v1.16.2 |
2023-12-21 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 092f83e0): duplicate handler |
eFootball Chelito 19 |
v1.16.2 |
2023-12-18 |
ReadFromHardware: Invalid address 3f400000 near PC 3f400000 LR 08824448 |
WARRIORS OROCHI 2 |
v1.16.2 |
2023-12-18 |
Unimplemented HLE function sceNetResolverTerm |
eFOOTBALL By YUNIER YUNIER & EDITOR ECUADOR PSP |
v1.9.4 |
2024-04-28 |
Savedata version requested: 3 |
eFOOTBALL By YUNIER YUNIER & EDITOR ECUADOR PSP |
v1.9.4 |
2024-04-28 |
UNIMPL sceUtilityLoadUsbModule(1) |
SBK® Superbike World Championship |
v1.16.2 |
2023-12-15 |
sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 08fdd060): duplicate handler |
SBK® Superbike World Championship |
v1.16.2 |
2023-12-15 |
sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 09945dd0): duplicate handler |
SBK® Superbike World Championship |
v1.17.1 |
2024-04-08 |
sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 09944ab0): duplicate handler |
Spider-Man 3 |
v1.16.2 |
2023-12-15 |
Unknown GetPointerWrite 00000000 PC 08a0f248 LR 08a0f258 |
SBK® Superbike World Championship |
v1.16.2 |
2023-12-14 |
sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 08fca2d0): duplicate handler |
SBK® Superbike World Championship |
v1.16.2 |
2023-12-13 |
sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 08fb3a90): duplicate handler |
SBK® Superbike World Championship |
v1.16.2 |
2023-12-13 |
sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 094dabf0): duplicate handler |
SBK® Superbike World Championship |
v1.16.2 |
2023-12-13 |
sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 09613e60): duplicate handler |
SBK® Superbike World Championship |
v1.16.2 |
2023-12-13 |
sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 0900b720): duplicate handler |
SBK® Superbike World Championship |
v1.16.2 |
2023-12-13 |
sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 09492ce0): duplicate handler |
SOCOM U.S. Navy SEALs: Tactical Strike |
v1.16.2 |
2023-12-12 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
SOCOM U.S. Navy SEALs: Tactical Strike |
v1.16.2 |
2023-12-12 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=ffffabcd, pos=0, access=1, data=2, text=2 |
eFootball PES 2021 T. Bendezu "C19" |
v1.16.2 |
2023-12-10 |
ReadFromHardware: Invalid address 44804458 near PC 0881da68 LR 0881da04 |
Tomb Raider: Anniversary™ |
v1.16.2 |
2023-12-07 |
sceDmacMemcpy(dest=041b9000, src=09340c00, size=9216): overlapping read |
SBK-07 |
v1.16.5 |
2023-12-23 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 090456e0): duplicate handler |
Tomb Raider: Anniversary™ |
v1.16.2 |
2023-12-06 |
sceDmacMemcpy(dest=041b7c00, src=09543720, size=5120): overlapping read |
Tomb Raider: Anniversary™ |
v1.16.2 |
2023-12-06 |
sceDmacMemcpy(dest=041f9c00, src=09543720, size=5120): overlapping read |
eFootball 2024 By Bendezu |
v1.16.2 |
2023-12-05 |
Game install with no files / data |
WWE SmackDown vs. RAW 2007 The Remastered Mod |
v1.17.1 |
2024-04-22 |
Rendering to framebuffer offset at 04000000 +480x0 (stride 512) |
WWE SmackDown vs. RAW 2007 The Remastered Mod |
v1.6.3 |
2024-04-22 |
sceGeBreak(mode=0, unknown=08b9cc8c): unknown ptr (valid) |
RA-PATCH EDISI FIFA WORLD CUP 2022 |
v1.17.1 |
2024-04-28 |
Texture cache ran out of GPU memory; switching to low memory mode |
Syphon Filter™: Logan's Shadow |
v1.16.2 |
2024-01-04 |
Unknown GetPointerWrite 00000000 PC 08be7de0 LR 08be7d38 |
実況パワフルプロ野球ポータブル4 |
v1.16.2 |
2023-12-01 |
sceGeBreak(mode=0, unknown=08ce04ac): unknown ptr (valid) |
WWE SmackDown! vs. RAW 2006. |
v1.16.2 |
2023-11-30 |
sceDmacMemcpy(dest=04154fd0, src=0915a250, size=262160): overlapping read |
eFootball PES 2020 "C19" |
v1.16.2 |
2023-11-29 |
Unknown GetPointer 00009b7d PC 0881c418 LR 0881c420 |
クロヒョウ2 龍が如く 阿修羅編 |
v1.16.2 |
2023-11-28 |
sceDmacMemcpy(dest=04156400, src=09a20a60, size=3040): overlapping read |
プロ野球スピリッツ2014 |
v1.16.2 |
2023-11-28 |
sceGeBreak(mode=0, unknown=08ce04ac): unknown ptr (valid) |
eFootball 2024 ISO ATGXGAMING PRO V1.0 |
v1.16.6 |
2023-11-28 |
ReadFromHardware: Invalid address 00000000 near PC 08a47880 LR 08a3fbb0 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.16.2 |
2023-11-26 |
Jump to invalid address: 06046620 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.16.2 |
2023-11-26 |
Jump to invalid address: 07b3a000 |
プロ野球スピリッツ2014 |
v1.16.2 |
2023-11-25 |
Unusual bezier/spline vtype: 12011383, morph: 0, bones: 5 |
プロ野球スピリッツ2014 |
v1.16.2 |
2023-11-25 |
Unusual bezier/spline vtype: 12005383, morph: 0, bones: 2 |
God of War™: Ghost of Sparta |
v1.16.2 |
2023-11-24 |
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 r10p0-00rel0 [Revision 96995].
01f34444:00010b29 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 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))
// 01f34444:00010b29 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 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 mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
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 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 = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
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);
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);
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);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogd |
God of War™: Ghost of Sparta |
v1.16.2 |
2023-11-24 |
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 r10p0-00rel0 [Revision 96995].
01f34151:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 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))
// 01f34151:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 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 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 vec4 u_ambient;
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 = color0.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;
ldot = dot(toLight, worldnormal);
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 ;
}
lightSum0.rg |
God of War™: Ghost of Sparta |
v1.16.2 |
2023-11-24 |
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 r10p0-00rel0 [Revision 96995].
01f34154:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 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))
// 01f34154:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 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 mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
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 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 vec4 u_ambient;
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 = color0.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 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
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;
ldot = dot(toLight, worldnormal);
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 ;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight |
God of War™: Ghost of Sparta |
v1.16.2 |
2023-11-24 |
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 r10p0-00rel0 [Revision 96995].
01f34151:00000f29 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 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))
// 01f34151:00000f29 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 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 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 vec4 u_ambient;
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 = color0.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;
ldot = dot(toLight, worldnormal);
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 ;
}
l |
God of War™: Ghost of Sparta |
v1.16.2 |
2023-11-24 |
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 r10p0-00rel0 [Revision 96995].
01730544:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:1 MatUp:3 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))
// 01730544:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:1 MatUp:3 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 mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
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 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 = color0.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 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
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);
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 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
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);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -out |
クロヒョウ 龍が如く新章 |
v1.16.2 |
2023-11-24 |
sceDmacMemcpy(dest=04176400, src=09afa7e0, size=1376): overlapping read |
クロヒョウ2 龍が如く 阿修羅編 |
v1.16.2 |
2023-11-24 |
sceDmacMemcpy(dest=04176400, src=09b9d9a0, size=1568): overlapping read |
GOD EATER 2 |
v1.16.2 |
2023-11-23 |
ReadFromHardware: Invalid address 0000000f near PC 08840110 LR 088710e0 |
Prince of Persia - Revelations |
v1.16.2 |
2023-11-23 |
80630006=sceAtracSetDataAndGetID(0993fa00, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.16.2 |
2023-11-23 |
80630006=sceAtracSetDataAndGetID(0985a440, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.16.2 |
2023-11-23 |
80630006=sceAtracSetDataAndGetID(09a20a80, 00000800): invalid RIFF header |
Lego Star Wars II: The Original Trilogy |
v1.16.2 |
2023-11-17 |
Unaligned icache invalidation of 08602138 (08602138 + 0) at PC=088454a0 |
EFOOTBALL 2023 PSP FINAL UPDATE |
v1.16.2 |
2023-11-16 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.16.2 |
2023-11-14 |
MIPSCompileOp: Invalid instruction 7b9f48de |
Dragon Ball Z: Tenkaichi Tag Team |
v1.16.2 |
2023-11-14 |
MIPSCompileOp: Invalid instruction b619bdf7 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.16.2 |
2023-11-14 |
MIPSCompileOp: Invalid instruction eccb8cd2 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.16.2 |
2023-11-14 |
Jump to invalid address: 0194a3ec |
Dragon Ball Z: Tenkaichi Tag Team |
v1.16.2 |
2023-11-14 |
MIPSCompileOp: Invalid instruction 7bfdeb97 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.16.2 |
2023-11-10 |
ReadFromHardware: Invalid address 3f800000 near PC 089ba5f8 LR 08886df4 |
ナルティメットアクセル3 |
v1.16.5 |
2023-11-14 |
00000400=sceGeEdramSetAddrTranslation(00000800) |