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| Game title |
Version |
Latest Report |
Message |
| Prince of Persia The Forgotten Sands™ |
v1.20.3 |
2026-04-10 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09620974, 4, 00000000, 0) |
| Prince of Persia The Forgotten Sands™ |
v1.20.3 |
2026-04-10 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09620974, 4, 00000000, 0) |
| Need For Speed™ Underground Rivals |
v1.20.3 |
2026-04-10 |
PerformMemorySet with invalid range: 04000000, size 85642544 |
| eFootball PES By HAROUN TECH |
v1.7.4 |
2026-04-10 |
WriteToHardware: Invalid address 000048e3 near PC 0880b454 LR 0880a548 |
| eFootball PES By HAROUN TECH |
v1.7.4 |
2026-04-10 |
ReadFromHardware: Invalid address 00000008 near PC 0886a7e0 LR 0886a7e0 |
| NBA2K13 |
v1.11.2-917-g89e70c319 |
2026-04-10 |
Error in shader compilation: info: 0:51: S0027: Cannot modify an input variable
00000000:00000938 HWX C T Tex Cull
#version 320 es
// Mali-G51 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
vec4 depthRoundZVP(vec4 v) {
float z = v.z / v.w;
z = z * u_depthRange.x + u_depthRange.y;
z = floor(z);
z = (z - u_depthRange.z) * u_depthRange.w;
return vec4(v.x, v.y, z * v.w, v.w);
}
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w;
float rotAngle = 0.017453;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
viewPos.xy *= 1.635492;
vec4 outPos = depthRoundZVP(mul(u_proj, viewPos));
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
| NBA2K13 |
v1.11.2-917-g89e70c319 |
2026-04-10 |
Error in shader compilation: info: 0:50: S0027: Cannot modify an input variable
00000000:00000930 HWX T Tex Cull
#version 320 es
// Mali-G51 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
vec4 depthRoundZVP(vec4 v) {
float z = v.z / v.w;
z = z * u_depthRange.x + u_depthRange.y;
z = floor(z);
z = (z - u_depthRange.z) * u_depthRange.w;
return vec4(v.x, v.y, z * v.w, v.w);
}
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w;
float rotAngle = 0.017453;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
viewPos.xy *= 1.635492;
vec4 outPos = depthRoundZVP(mul(u_proj, viewPos));
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
| NBA2K13 |
v1.11.2-917-g89e70c319 |
2026-04-10 |
Error in shader compilation: info: 0:53: S0027: Cannot modify an input variable
01010000:00000928 HWX C T Light: MatUp:1 Cull
#version 320 es
// Mali-G51 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
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 vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
in float h_depth;
vec4 depthRoundZVP(vec4 v) {
float z = v.z / v.w;
z = z * u_depthRange.x + u_depthRange.y;
z = floor(z);
z = (z - u_depthRange.z) * u_depthRange.w;
return vec4(v.x, v.y, z * v.w, v.w);
}
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w;
float rotAngle = 0.017453;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
viewPos.xy *= 1.635492;
vec4 outPos = depthRoundZVP(mul(u_proj, viewPos));
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
| NBA2K13 |
v1.11.2-917-g89e70c319 |
2026-04-10 |
Error in shader compilation: info: 0:47: S0027: Cannot modify an input variable
00000000:00000128 HWX C Cull
#version 320 es
// Mali-G51 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
in float h_depth;
vec4 depthRoundZVP(vec4 v) {
float z = v.z / v.w;
z = z * u_depthRange.x + u_depthRange.y;
z = floor(z);
z = (z - u_depthRange.z) * u_depthRange.w;
return vec4(v.x, v.y, z * v.w, v.w);
}
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w;
float rotAngle = 0.017453;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
viewPos.xy *= 1.635492;
vec4 outPos = depthRoundZVP(mul(u_proj, viewPos));
v_color0 = color0;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
| NBA2K13 |
v1.11.2-917-g89e70c319 |
2026-04-10 |
Error in shader compilation: info: 0:73: S0027: Cannot modify an input variable
01310000:00120b30 HWX T N Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 MatUp:1 Cull
#version 320 es
// Mali-G51 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
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 vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
vec4 depthRoundZVP(vec4 v) {
float z = v.z / v.w;
z = z * u_depthRange.x + u_depthRange.y;
z = floor(z);
z = (z - u_depthRange.z) * u_depthRange.w;
return vec4(v.x, v.y, z * v.w, v.w);
}
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w;
float rotAngle = 0.017453;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
viewPos.xy *= 1.635492;
vec4 outPos = depthRoundZVP(mul(u_proj, viewPos));
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
| NBA2K13 |
v1.11.2-917-g89e70c319 |
2026-04-10 |
Error in shader compilation: info: 0:87: S0027: Cannot modify an input variable
01f40000:00000b30 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:4 Cull
#version 320 es
// Mali-G51 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
vec4 depthRoundZVP(vec4 v) {
float z = v.z / v.w;
z = z * u_depthRange.x + u_depthRange.y;
z = floor(z);
z = (z - u_depthRange.z) * u_depthRange.w;
return vec4(v.x, v.y, z * v.w, v.w);
}
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w;
float rotAngle = 0.017453;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
viewPos.xy *= 1.635492;
vec4 outPos = depthRoundZVP(mul(u_proj, viewPos));
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
| NBA2K13 |
v1.11.2-917-g89e70c319 |
2026-04-10 |
Error in shader compilation: info: 0:52: S0027: Cannot modify an input variable
01010000:00000920 HWX T Light: MatUp:1 Cull
#version 320 es
// Mali-G51 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
in float h_depth;
vec4 depthRoundZVP(vec4 v) {
float z = v.z / v.w;
z = z * u_depthRange.x + u_depthRange.y;
z = floor(z);
z = (z - u_depthRange.z) * u_depthRange.w;
return vec4(v.x, v.y, z * v.w, v.w);
}
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w;
float rotAngle = 0.017453;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
viewPos.xy *= 1.635492;
vec4 outPos = depthRoundZVP(mul(u_proj, viewPos));
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
| NBA2K13 |
v1.11.2-917-g89e70c319 |
2026-04-10 |
Error in shader compilation: info: 0:56: S0027: Cannot modify an input variable
01010000:00000930 HWX T Tex Light: MatUp:1 Cull
#version 320 es
// Mali-G51 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
vec4 depthRoundZVP(vec4 v) {
float z = v.z / v.w;
z = z * u_depthRange.x + u_depthRange.y;
z = floor(z);
z = (z - u_depthRange.z) * u_depthRange.w;
return vec4(v.x, v.y, z * v.w, v.w);
}
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w;
float rotAngle = 0.017453;
viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle));
viewPos.xy *= 1.635492;
vec4 outPos = depthRoundZVP(mul(u_proj, viewPos));
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
| NBA2K13 |
v1.11.2-917-g89e70c319 |
2026-04-10 |
Error in shader compilation: info: 0:16: S0027: Cannot modify an input variable
00000000:0000000a THR C
#version 320 es
// Mali-G51 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
in float h_depth;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
| FIFA 14 |
v1.17.1-1002-g5fd8fae8b5 |
2026-04-10 |
MIPSCompileOp: Invalid instruction d1167f95 |
| FIFA 14 |
v1.17.1-1002-g5fd8fae8b5 |
2026-04-10 |
MIPSCompileOp: Invalid instruction d02f7fe0 |
| FIFA 14 |
v1.17.1-1002-g5fd8fae8b5 |
2026-04-10 |
MIPSCompileOp: Invalid instruction cf3a7ffe |
| FIFA 14 |
v1.17.1-1002-g5fd8fae8b5 |
2026-04-10 |
MIPSCompileOp: Invalid instruction ce127fe5 |
| FIFA 14 |
v1.17.1-1002-g5fd8fae8b5 |
2026-04-10 |
MIPSCompileOp: Invalid instruction cc897f7c |
| FIFA 14 |
v1.17.1-1002-g5fd8fae8b5 |
2026-04-10 |
Branch in Jump delay slot at 09d16234 in block starting at 09d16230 |
| eFootball Lop - Play |
v1.20.3 |
2026-04-10 |
An uneaten prefix at end of block: 08f39c68 |
| GTA: Sindacco Chronicles |
v1.18.1 |
2026-04-10 |
Imm vertex used clip value, flags=00d800 |
| Test Drive Unlimited |
v1.19.1 |
2026-04-10 |
INVALID_MODE=sceDisplaySetFrameBuf(00000000, 512, 1, 0): must change latched framebuf first |
| Hexyz Force™ |
v1.9.0 |
2026-04-09 |
sceDmacMemcpy(dest=09f03880, src=08468d00, size=46887): overlapping read |
| PES eFOOTBALL 2026 JRplay |
v1.9.4 |
2026-04-09 |
Jump to invalid address: 0497cd80 |
| PES eFOOTBALL 2026 JRplay |
v1.9.4 |
2026-04-09 |
Jump to invalid address: 03b7e000 |
| PES eFOOTBALL 2026 JRplay |
v1.9.4 |
2026-04-09 |
Jump to invalid address: 0497cd90 |
| SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.11.3-1679-g195662497 |
2026-04-09 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147002140 |
| SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.11.3-1679-g195662497 |
2026-04-09 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146993220 |
| SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.11.3-1679-g195662497 |
2026-04-09 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 166232480 |
| EA-Sports FC PC-V |
v1.20.3 |
2026-04-09 |
SCE_AVCODEC_ERROR_INVALID_DATA=sceMp3Init(00000000): invalid bitrate v3 l0 rate 000f |
| EA FC 2024 BY SPARTAN JR 11 |
v1.15.4 |
2026-04-09 |
Unknown GetPointer 00000000 PC 0884a930 LR 0884a938 |
| WWE'12 |
v1.14.4 |
2026-04-09 |
Unknown GetPointer 7ccb223d PC 08bfbde0 LR 08bfbe04 |
| WWE'12 |
v1.14.4 |
2026-04-09 |
Unknown GetPointerWrite 7ccb0925 PC 08bfbde0 LR 08bfbe04 |
| PES 2014 |
v1.20.3 |
2026-04-09 |
bogus thread stack size 00000000 |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2026-04-09 |
sceDmacMemcpy(dest=095d2900, src=08400000, size=17792): overlapping read |
| BETEGAMING12 |
v1.11.3 |
2026-04-09 |
Unknown GetPointer 00000000 PC 088d17a4 LR 088d17ec |
| eFootball 2025 by MP |
v1.17.1 |
2026-04-09 |
Failed to truncate file. |
| EA-Sports FC Lop-Play |
v1.19.3 |
2026-04-09 |
Branch in Jump delay slot at 0804ddd4 in block starting at 0804dda8 |
| EA-Sports FC Lop-Play |
v1.19.3 |
2026-04-09 |
Branch in Jump delay slot at 0804ddd4 in block starting at 08040020 |
| BETEGAMING12 |
v1.7.4 |
2026-04-09 |
Unknown GetPointer 7df1426f PC 0881c428 LR 0881c438 |
| Avatar: The Last Airbender |
v1.5.4 |
2026-04-09 |
sceDmacMemcpy(dest=041c0600, src=09bb9eb0, size=1024): overlapping read |
| Lego Star Wars II: The Original Trilogy |
v1.17.1-592-g1754fd150 |
2026-04-09 |
Unaligned icache invalidation of 08707838 (08707838 + 0) at PC=08845668 |
| WWE'12 |
v1.10.3 |
2026-04-09 |
80630006=sceAtracSetData(2, 08d6b1c0, 00001a00): invalid RIFF header |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.19.3 |
2026-04-09 |
Branch in Jump delay slot at 09d9e314 in block starting at 09d90000 |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.19.3 |
2026-04-09 |
Branch in Jump delay slot at 09d9e2d4 in block starting at 09d90000 |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.19.3 |
2026-04-09 |
Branch in Jump delay slot at 09d9e4c0 in block starting at 09d90000 |
| GOGOSZ |
v1.20.3 |
2026-04-09 |
Branch in Jump delay slot at 08000028 in block starting at 08000020 |
| GOGOSZ |
v1.20.3 |
2026-04-09 |
Branch in Jump delay slot at 08000024 in block starting at 08000020 |
| GOGOSZ |
v1.20.3 |
2026-04-09 |
Branch in Jump delay slot at 0800002c in block starting at 08000020 |
| GOGOSZ |
v1.20.3 |
2026-04-09 |
Branch in RSZeroComp delay slot at 08000100 in block starting at 08000020 |
| GOGOSZ |
v1.20.3 |
2026-04-09 |
Branch in Jump delay slot at 08000030 in block starting at 08000020 |
| eFootball |
v1.11.3 |
2026-04-09 |
Savedata version requested on save: 3 |
| EFOOTBALL PES FL 2026 |
v1.11.3 |
2026-04-09 |
Unknown GetPointer 00000000 PC 08815ef4 LR 08000020 |
| eFootball RB - V. |
v1.9.4 |
2026-04-09 |
Jump to invalid address: 073474c0 |
| eFootball RB - V. |
v1.9.4 |
2026-04-09 |
Jump to invalid address: 0ba7b008 |
| eFootball RB - V. |
v1.9.4 |
2026-04-09 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08000018 |
| WWE'12 |
v1.6.3 |
2026-04-09 |
sceDmacMemcpy(dest=0412f040, src=09651bb0, size=65552): overlapping read |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2026-04-09 |
sceDmacMemcpy(dest=0418c9c0, src=0924c2c0, size=128): overlapping read |
| Pro Evolution Soccer 2010 |
v1.10.3 |
2026-04-09 |
MIPSCompileOp: Invalid instruction 46800499 |
| Killzone™: Liberation |
v1.17.1 |
2026-04-09 |
sceDmacMemcpy(dest=041fcf00, src=09005f00, size=4160): overlapping read |
| Pro Evolution Soccer 2014 |
v1.20.3 |
2026-04-10 |
Savedata version requested: 3 |
| Def Jam® Fight For NY™: The Takeover |
v1.10.3 |
2026-04-09 |
sceDmacMemcpy(dest=0974b340, src=08400000, size=72384): overlapping read |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.19.3 |
2026-04-09 |
__KernelStopThread: thread 2504 does not exist (ApctlThread deleted) |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.19.3 |
2026-04-09 |
__KernelStopThread: thread 2504 does not exist (ApctlThread stopped) |
| WWE SmackDown vs. RAW 2025 |
v1.8.0 |
2026-04-09 |
80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data |
| Syphon Filter®: Logan's Shadow |
v1.19.3 |
2026-04-09 |
Unexpected mpeg first timestamp: be35cbc87f6 / 13071141341174 |
| WWE SmackDown vs. RAW 2025 |
v1.8.0 |
2026-04-09 |
80630007=sceAtracSetData(2, 08d13140, 00006ed8): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2025 |
v1.8.0 |
2026-04-09 |
80630007=sceAtracSetData(2, 08d4b180, 00012008): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2025 |
v1.8.0 |
2026-04-09 |
80630007=sceAtracSetData(2, 08d4b180, 000034e0): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2025 |
v1.8.0 |
2026-04-09 |
80630007=sceAtracSetData(2, 08d4b180, 00008c60): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2025 |
v1.8.0 |
2026-04-09 |
80630007=sceAtracSetData(2, 08d4b180, 00003fd0): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2025 |
v1.8.0 |
2026-04-09 |
80630007=sceAtracSetData(2, 08d4b180, 00007bf8): atracID uses different codec type than data |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.1 |
2026-04-09 |
MIPSCompileOp: Invalid instruction 00d07368 |
| WWE SmackDown vs. RAW 2025 |
v1.8.0 |
2026-04-09 |
Rendering to framebuffer offset: 040cc000 +65x0 |
| WWE SmackDown vs. RAW 2025 |
v1.8.0 |
2026-04-09 |
Unknown GetPointer 00000000 PC 08bf6830 LR 08bf6840 |
| WWE SmackDown vs. RAW 2025 |
v1.8.0 |
2026-04-09 |
sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid) |
| God of War: Chains of Olympus |
v1.14.2 |
2026-04-09 |
UI scissor out of bounds in MainScreen: 68,0-1220,721 / 1650,720 |
| ブレイブ ストーリー 新たなる旅人 |
v1.9.0 |
2026-04-09 |
sceDmacMemcpy(dest=09a61eb0, src=098c8250, size=3072): overlapping read |
| EA SPORTS FC26 BY Charly |
v1.12.3 |
2026-04-09 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: thin3d
vs: thin3d
#version 320 es
#if __VERSION__ >= 130
#define attribute in
#define varying out
#endif
attribute vec3 Position;
attribute vec4 Color0;
attribute vec2 TexCoord0;
varying vec4 oColor0;
varying vec2 oTexCoord0;
uniform mat4 WorldViewProj;
void main() {
gl_Position = WorldViewProj * vec4(Position, 1.0);
oColor0 = Color0;
oTexCoord0 = TexCoord0;
}
|
| WipEout™ Pure |
v1.20.3 |
2026-04-09 |
__KernelStopThread: thread 293 does not exist (ApctlThread stopped) |
| WipEout™ Pure |
v1.20.3 |
2026-04-09 |
__KernelStopThread: thread 293 does not exist (ApctlThread deleted) |
| WipEout™ Pure |
v1.20.3 |
2026-04-09 |
UNTESTED sceHttpCreateTemplate((null), 1, 1) |
| The Sims™ 2 Castaway |
v1.10.3 |
2026-04-09 |
80630011=sceAtracSetHalfwayBufferAndGetID(08bff040, 00000000, 00040000): buffer too small |
| MLB 11 The Show™ |
v1.11.3 |
2026-04-09 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (28472b66), bad data |
| 不思議のダンジョン 風来のシレン4 plus 神の眼と悪魔のヘソ |
v1.20.3 |
2026-04-09 |
__KernelStopThread: thread 396 does not exist (ApctlThread stopped) |
| EA-Sports FC Lop-Play |
v1.15.4 |
2026-04-09 |
__KernelStopThread: thread 380 does not exist (helper deleted) |
| 不思議のダンジョン 風来のシレン4 plus 神の眼と悪魔のヘソ |
v1.20.3 |
2026-04-09 |
__KernelStopThread: thread 396 does not exist (ApctlThread deleted) |
| EA-Sports FC Lop-Play |
v1.10 |
2026-04-09 |
ReadFromHardware: Invalid address e8240354 near PC e8240354 LR 08000018 |
| Disney•Pixar Cars 2 |
v1.11.3-1679-g195662497 |
2026-04-09 |
sceDmacMemcpy(dest=08400000, src=0979c8a0, size=32768): overlapping read |
| Mortal Kombat: Unchained |
v1.20.3-144-g37824b894a |
2026-04-09 |
__KernelStopThread: thread 1289 does not exist (helper deleted) |
| eFootball Chelito 19 |
v1.16.6 |
2026-04-09 |
Bad SAS Mix output address: 08b26d80, grain=164360976 |
| Midnight Club: L.A. Remix® |
v1.14.2 |
2026-04-09 |
UI scissor out of bounds in SavedataScreen: 2586,774-0,138 / 2340,1080 |
| Midnight Club: L.A. Remix® |
v1.14.2 |
2026-04-09 |
UI scissor out of bounds in SavedataScreen: 2586,618-0,148 / 2340,1080 |
| Midnight Club: L.A. Remix® |
v1.14.2 |
2026-04-09 |
UI scissor out of bounds in SavedataScreen: 2586,462-0,148 / 2340,1080 |
| Midnight Club: L.A. Remix® |
v1.14.2 |
2026-04-09 |
UI scissor out of bounds in SavedataScreen: 2586,306-0,148 / 2340,1080 |
| Midnight Club: L.A. Remix® |
v1.14.2 |
2026-04-09 |
UI scissor out of bounds in SavedataScreen: 2586,150-0,148 / 2340,1080 |
| The 3rd Birthday® |
v1.18.1 |
2026-04-09 |
sceDmacMemcpy(dest=09043c40, src=091b0f00, size=1451584): overlapping read |
| Killzone™: Liberation |
v1.17.1 |
2026-04-09 |
sceDmacMemcpy(dest=04112600, src=098ce120, size=576): overlapping read |
| Midnight Club: L.A. Remix® |
v1.14.2 |
2026-04-09 |
UI scissor out of bounds in SavedataScreen: 2595,462-0,148 / 2340,1080 |