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| Game title |
Version |
Latest Report |
Message |
| PES ASIA 2022 "Mod By TRMD" |
v1.17.3 |
2025-12-07 |
Unknown GetPointer 00000000 PC 08a029d8 LR 0884d7c4 |
| PES ASIA 2022 "Mod By TRMD" |
v1.17.3 |
2025-12-07 |
Unknown GetPointerWrite 00000000 PC 08a029d8 LR 08816144 |
| ナルティメットインパクト |
v1.18.1 |
2025-12-07 |
sceDmacMemcpy(dest=0415ec80, src=0924cca0, size=256): overlapping read |
| BETEGAMING12 |
v1.18.1 |
2025-12-07 |
Unknown GetPointerWrite 00000036 PC 08872bb4 LR 08872c1c |
| eFootball Pes Colombia By YUNIER PB |
v1.11.3 |
2025-12-07 |
Unknown GetPointer 00000000 PC 088287f0 LR 08828800 |
| Persona3 PORTABLE |
v1.19.3 |
2025-12-07 |
Branch in Jump delay slot at 08bece64 in block starting at 08bebcfc |
| Persona3 PORTABLE |
v1.19.3 |
2025-12-07 |
Branch in JumpReg delay slot at 08bece60 in block starting at 08bebcfc |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-12-07 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09af2124, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-12-07 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09af2124, 4, 00000000, 0) |
| STAR OCEAN: Second Evolution |
v1.19.3 |
2025-12-07 |
__KernelStopThread: thread 299 does not exist (helper deleted) |
| PES 2015 |
v1.17.3 |
2025-12-06 |
Unknown GetPointerWrite 00000000 PC 08a02a0c LR 0881615c |
| EA-Sports FC Lop-Play |
v1.11.3 |
2025-12-06 |
Unknown GetPointer 00000000 PC 08863d6c LR 08849a58 |
| WWE 2K17 by L.J. Nguyen |
v1.11.1 |
2025-12-06 |
80630007=sceAtracSetData(3, 08d4b180, 000032b0): atracID uses different codec type than data |
| WWE 2K17 by L.J. Nguyen |
v1.11.1 |
2025-12-06 |
80630007=sceAtracSetData(3, 08d4b180, 00004660): atracID uses different codec type than data |
| WWE 2K17 by L.J. Nguyen |
v1.11.1 |
2025-12-06 |
80630007=sceAtracSetData(2, 08d4b180, 00010200): atracID uses different codec type than data |
| WWE 2K17 by L.J. Nguyen |
v1.11.1 |
2025-12-06 |
80630007=sceAtracSetData(3, 08d4b180, 00019800): atracID uses different codec type than data |
| WWE 2K17 by L.J. Nguyen |
v1.11.1 |
2025-12-06 |
80630007=sceAtracSetData(2, 08d4b180, 00004548): atracID uses different codec type than data |
| WWE 2K17 by L.J. Nguyen |
v1.11.1 |
2025-12-06 |
BREAK instruction hit |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.19.3 |
2025-12-06 |
Error in shader compilation: info: 0:35: L0001: Expected token ';', found 'end of file'
05730000:41800b20 HWX T N Bones:7 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3 WScale 2 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))
// 05730000:41800b20 HWX T N Bones:7 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3 WScale 2 Cull
attribute mediump vec4 w1;
attribute mediump vec3 w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
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 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 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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 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 > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
| eFootball SAN JOE |
v1.11.3 |
2025-12-06 |
sceDmacMemcpy(dest=040cc000, src=086ce900, size=1251072): overlapping read |
| eFootball PES 2026 New Season Updated |
v1.19.3 |
2025-12-06 |
SCE_AVCODEC_ERROR_INVALID_DATA=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0000 |
| eFootball PES 2026 New Season Updated |
v1.19.3 |
2025-12-06 |
sceMp3Init: invalid data: not layer 3 |
| eFootball RB - V. |
v1.11.2 |
2025-12-07 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| eFootball Lop - Play |
v1.12.3 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 9d419d12 |
| eFootball Lop - Play |
v1.12.3 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 9d159d44 |
| eFootball Lop - Play |
v1.12.3 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 9d1f9d23 |
| eFootball Lop - Play |
v1.12.3 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 9daf9d26 |
| eFootball Lop - Play |
v1.12.3 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 9d2a9d06 |
| eFootball Lop - Play |
v1.12.3 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 9d039ceb |
| eFootball Lop - Play |
v1.12.3 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 9d089d09 |
| eFootball Lop - Play |
v1.12.3 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 9cf09cec |
| eFootball Lop - Play |
v1.12.3 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 9ce79c78 |
| eFootball Lop - Play |
v1.12.3 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 9c609c5a |
| eFootball Lop - Play |
v1.12.3 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 9c3e9c46 |
| eFootball Lop - Play |
v1.12.3 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 9c329c47 |
| eFootball Lop - Play |
v1.12.3 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 9c309c21 |
| eFootball Lop - Play |
v1.12.3 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 9c249c25 |
| eFootball Lop - Play |
v1.12.3 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 9c1b9c2e |
| eFootball Lop - Play |
v1.12.3 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 9c049c0a |
| eFootball Lop - Play |
v1.12.3 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 9c129c08 |
| eFootball Lop - Play |
v1.12.3 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 9c069c0c |
| eFootball Lop - Play |
v1.12.3 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 9c139c09 |
| eFootball Lop - Play |
v1.12.3 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 9c149c15 |
| eFootball Lop - Play |
v1.12.3 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 7adf97f2 |
| eFootball Lop - Play |
v1.12.3 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 9f4f97ed |
| eFootball PC - V. |
v1.9.4 |
2025-12-06 |
Jump to invalid address: 0bbba970 |
| eFootball PC - V. |
v1.9.4 |
2025-12-06 |
Jump to invalid address: 070ba560 |
| eFootball PC - V. |
v1.9.4 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 71e92720 |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2025-12-06 |
sceDmacMemcpy(dest=09872e80, src=08400000, size=641344): overlapping read |
| eFootball PC - V. |
v1.9.4 |
2025-12-06 |
Jump to invalid address: 0bbc0d70 |
| eFootball PC - V. |
v1.9.4 |
2025-12-06 |
Jump to invalid address: 0bbc0c70 |
| eFootball PC - V. |
v1.9.4 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 71eb4b58 |
| eFootball PC - V. |
v1.9.4 |
2025-12-06 |
Jump to invalid address: 0bbc0b70 |
| eFootball PC - V. |
v1.9.4 |
2025-12-06 |
Jump to invalid address: 070c0960 |
| eFootball Chelito 19 |
v1.11.3 |
2025-12-06 |
Unknown GetPointer 00000000 PC 08a3fbe4 LR 08a3fbe4 |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.11.3 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 46800499 |
| eFootball PC - V. |
v1.9.4 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 71e8a538 |
| eFootball PC - V. |
v1.9.4 |
2025-12-06 |
Jump to invalid address: 0bbbe570 |
| eFootball PC - V. |
v1.9.4 |
2025-12-06 |
Jump to invalid address: 0bbbe670 |
| eFootball PC - V. |
v1.9.4 |
2025-12-06 |
Jump to invalid address: 0bbbe470 |
| eFootball PC - V. |
v1.9.4 |
2025-12-06 |
Jump to invalid address: 070be260 |
| eFootball Lop - Play |
v1.9.2 |
2025-12-06 |
__KernelStopThread: thread 366 does not exist |
| SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.15.3 |
2025-12-06 |
sceDmacMemcpy(dest=09d81c60, src=09902480, size=249760): overlapping read |
| Toy Story 3 |
v1.19.3 |
2025-12-06 |
__KernelStopThread: thread 1300 does not exist (helper deleted) |
| eFootball Chelito 19 * BETEGAMING |
v1.8.0 |
2025-12-06 |
Savedata version requested on save: 3 |
| Silent Hill: Shattered Memories |
v1.19.3 |
2025-12-06 |
__KernelStopThread: thread 2825 does not exist (helper deleted) |
| Silent Hill: Shattered Memories |
v1.19.3 |
2025-12-06 |
__KernelStopThread: thread 629 does not exist (helper deleted) |
| eFootball Lop - Play |
v1.19.3 |
2025-12-06 |
MIPSCompileOp 694748cc failed |
| eFootball Lop - Play |
v1.19.3 |
2025-12-06 |
Branch in Jump delay slot at 08edf818 in block starting at 08ed7678 |
| eFootball Lop - Play |
v1.19.3 |
2025-12-06 |
Branch in branch delay slot at 08eb7414 with different target |
| FIFA 22 By Tutoriales Bendezu |
v1.6.3 |
2025-12-06 |
ReadFromHardware: Invalid address 7c3f5cf8 near PC 7c3f5cf8 LR 08000018 |
| Resistance: Retribution™ |
v1.19.3 |
2025-12-06 |
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 r7p0-00rel1 [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-450 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™ |
v1.19.3 |
2025-12-06 |
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 r7p0-00rel1 [Revision 96995].
01710551:00000b29 HWX C 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-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01710551:00000b29 HWX C 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;
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 = 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_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)
|
| METAL SLUG Anthology |
v1.17.1 |
2025-12-06 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIba5e, 1, 2, 09ffe9d0, 20000000, 0) at 088e4450 |
| Resistance: Retribution™ |
v1.19.3 |
2025-12-06 |
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 r7p0-00rel1 [Revision 96995].
01f15555:00000b29 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 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))
// 01f15555:00000b29 HWX C T N LM Light: 0: c:1 t:1 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;
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 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 = 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_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);
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 * lightScale;
}
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 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, w |
| Mortal Kombat: Unchained |
v1.18.1 |
2025-12-06 |
__KernelStopThread: thread 2384 does not exist (helper deleted) |
| FIFA 09 |
v1.19.3-787-g5aa0856280 |
2025-12-06 |
__KernelStopThread: thread 534 does not exist (ApctlThread stopped) |
| FIFA 09 |
v1.19.3-787-g5aa0856280 |
2025-12-06 |
__KernelStopThread: thread 534 does not exist (ApctlThread deleted) |
| eFootball 26 BY DIWAX GAMING |
v1.19.3 |
2025-12-06 |
Branch in branch delay slot at 08076de4 with different target |
| eFootball 26 BY DIWAX GAMING |
v1.19.3 |
2025-12-06 |
Branch in branch delay slot at 080619e0 with different target |
| eFootball 26 BY DIWAX GAMING |
v1.19.3 |
2025-12-06 |
Invalid VFPU swizzle: 000000d2: 2 / 1 at PC = 0805454c (vcrs ERROR) |
| eFootball 26 BY DIWAX GAMING |
v1.19.3 |
2025-12-06 |
Invalid VFPU swizzle: 000000c9: 1 / 1 at PC = 0805454c (vcrs ERROR) |
| Dragon Ball Z Shin Budokai |
v1.19.3 |
2025-12-06 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 10184000:0001d002 Tex Flat FragUber TFuncMod AlphaTest0 >
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Driver: PowerVR Rogue GE8100 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 10184000:0001d002 Tex Flat FragUber TFuncMod AlphaTest0 >
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform uint u_alphacolorref;
flat in lowp vec4 v_color0;
in highp float v_fogdepth;
in highp 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 *= u_texNoAlphaMul.y;
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
vs: 40000000:00000928 HWX C T Flat Cull
|
| Dragon Ball Z Shin Budokai |
v1.19.3 |
2025-12-06 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 10184000:00000002 Tex Flat FragUber TFuncMod
#version 320 es
#extension GL_EXT_shader_framebuffer_fetch : require
// Driver: PowerVR Rogue GE8100 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 10184000:00000002 Tex Flat FragUber TFuncMod
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
flat in lowp vec4 v_color0;
in highp float v_fogdepth;
in highp 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 *= u_texNoAlphaMul.y;
fragColor0 = v;
}
vs: 40000000:00000928 HWX C T Flat Cull
|
| eFootball Chelito 19 * BETEGAMING |
v1.18.1 |
2025-12-06 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
| EA-Sports FC Lop-Play |
v1.14.2 |
2025-12-06 |
UI scissor out of bounds in GameSettingsScreen: 29,96-692,1392 / 1600,720 |
| EA-Sports FC Lop-Play |
v1.14.2 |
2025-12-06 |
UI scissor out of bounds in GameSettingsScreen: 0,135-720,1480 / 720,1600 |
| EA-Sports FC Lop-Play |
v1.14.2 |
2025-12-06 |
UI scissor out of bounds in GameSettingsScreen: 315,29-1269,692 / 720,1600 |
| eFootball Chelito 19 * BETEGAMING |
v1.18.1 |
2025-12-06 |
ReadFromHardware: Invalid address 00000004 near PC 08863d6c LR 0884c9fc |
| eFootball Chelito 19 * BETEGAMING |
v1.18.1 |
2025-12-06 |
Unknown GetPointer 00000000 PC 08a02a0c LR 0884d7d4 |
| eFootball Chelito 19 * BETEGAMING |
v1.18.1 |
2025-12-06 |
WriteToHardware: Invalid address 00000004 near PC 08863d74 LR 0884c9fc |
| eFootball Chelito 19 * BETEGAMING |
v1.18.1 |
2025-12-06 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| eFootball Lop - Play |
v1.11.3 |
2025-12-06 |
Unknown GetPointer 7070632e PC 0884d5b0 LR 0884d7d4 |
| 実況パワフルプロ野球ポータブル4 |
v1.6.3 |
2025-12-06 |
sceDmacMemcpy(dest=04183600, src=08fc8ab0, size=128): overlapping read |
| V1 |
v1.17.1 |
2025-12-06 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| V1 |
v1.17.1 |
2025-12-06 |
Unknown GetPointer 00000000 PC 0881c2d8 LR 0881c2e8 |
| eFootball Lop - Play |
v1.10.3 |
2025-12-06 |
FBO created from existing depthbuffer as color, 04000000/04128000 and 04178000/04000000 |
| 三國志Ⅵ |
v1.9.0 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 43a40000 |
| 三國志Ⅵ |
v1.9.0 |
2025-12-06 |
MIPSCompileOp: Invalid instruction 41000000 |
| 三國志Ⅵ |
v1.9.0 |
2025-12-06 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 089f5e24 |