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Game title Version Latest Report Message
E FOOTBALL PES 26 BY ARYZZ1 v1.10.2 2025-11-23 Unknown GetPointer 00000000 PC 088287f0 LR 08828800
Mortal Kombat: Unchained v1.17 2025-11-23 __KernelStopThread: thread 693 does not exist (helper deleted)
Mortal Kombat: Unchained v1.10.3 2025-11-23 Unknown syscall in known module 'sceNp': 0x1d60ae4b
Syphon Filter™: Logan's Shadow v1.19.3 2025-11-23 Unexpected mpeg first timestamp: a366bc1de4 / 701803273700
Ys SEVEN v1.10.3 2025-11-23 Ignoring possible render to texture at 09c963d0 +240x115 / 512x272
eFootball RB - V. v1.9.4 2025-11-23 ReadFromHardware: Invalid address e4878dec near PC e4878dec LR e4878dec
eFootball PES 2021 By GABRIEL v1.19.3 2025-11-23 SCE_AVCODEC_ERROR_INVALID_DATA=sceMp3Init(00000000): invalid bitrate v0 l2 rate 0000
eFootball RB - V. v1.6.3 2025-11-23 GL ran out of GPU memory; switching to low memory mode
Dragon Ball Z: Tenkaichi Tag Team v1.18 2025-11-23 ReadFromHardware: Invalid address 00c00780 near PC 00c00780 LR 08ae1828
Ever17 -the out of infinity- Premium Edition v1.11.3 2025-11-23 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2
Ever17 -the out of infinity- Premium Edition v1.11.3 2025-11-23 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1
Ever17 -the out of infinity- Premium Edition v1.11.3 2025-11-23 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=2, text=2
Ever17 -the out of infinity- Premium Edition v1.11.3 2025-11-23 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=1, text=1
eFootball RB - V. v1.11.3 2025-11-23 MIPSCompileOp: Invalid instruction 46800499
E FOOTBALL ASIA 2021 "By TRMD" v1.18.1 2025-11-23 ReadFromHardware: Invalid address 00000004 near PC 08863d5c LR 0884c9ec
eFootball RB - V. v1.18.1 2025-11-23 ReadFromHardware: Invalid address 1397dcd8 near PC 08849a4c LR 08849a58
Winning Eleven Pro Evolution Soccer 2007 v1.4.2-425-g7a7ccee5e 2025-11-23 Error in shader program link: info: The fragment shader uses varying v_texcoord, but previous shader does not write to it. / fs: #version 130 #define lowp #define mediump #define highp uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } / vs: #version 130 #define lowp #define mediump #define highp attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
eFootball Play-C v1.10.3 2025-11-23 80020001=sceKernelCreateSema(): invalid name
eFootball Play-C v1.10.3 2025-11-23 Unexpected mpeg first timestamp: d59a080000 / 917412249600
God of War: Chains of Olympus v1.19.3 2025-11-23 SCE_KERNEL_ERROR_SCE_SAS_ERROR_INVALID_PARAMETER=__sceSasCore(08b64640, 4e082600): invalid address
eFootball Lop - Play v1.14.2 2025-11-23 UI scissor out of bounds in GamePauseScreen: 433,26-267,1534 / 1560,720
eFootball Lop - Play v1.14.2 2025-11-23 UI scissor out of bounds in GamePauseScreen: 56,26-364,1534 / 1560,720
TEKKEN DARK RESURRECTION v1.15.3 2025-11-23 80630006=sceAtracSetHalfwayBufferAndGetID(08dda440, 00000800, 00040000): invalid RIFF header
EFOOTBALL NEW PATCH SEASON 2024 v1.11.3 2025-11-23 807f00fd=sceMp3Init(00000000): invalid bitrate v2 l3 rate 000f
MONSTER HUNTER FREEDOM UNITE™ v1.17.1-957-g52cf10274c 2025-11-23 sceDmacMemcpy(dest=0414e000, src=09593280, size=252128): overlapping read
eFootball Chelito 19 v1.6.3 2025-11-23 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; fragColor0 = v; } vs: 00000000:0000001a THR C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out highp vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
METAL SLUG Anthology v1.18.1 2025-11-23 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIe180, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4
Winning Eleven Pro Evolution Soccer 2007 v1.4.2-425-g7a7ccee5e 2025-11-23 Error in shader program link: info: The fragment shader uses varying v_texcoord, but previous shader does not write to it. / fs: #version 130 #define lowp #define mediump #define highp uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(p.rgb + t.rgb, p.a); fragColor0 = v; } / vs: #version 130 #define lowp #define mediump #define highp attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj * vec4(position.xyz, 1.0); }
Winning Eleven Pro Evolution Soccer 2007 v1.4.2-425-g7a7ccee5e 2025-11-23 Error in shader program link: info: The fragment shader uses varying v_texcoord, but previous shader does not write to it. / fs: #version 130 #define lowp #define mediump #define highp uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(p.rgb + t.rgb, p.a); fragColor0 = v; } / vs: #version 130 #define lowp #define mediump #define highp attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Winning Eleven Pro Evolution Soccer 2007 v1.4.2-425-g7a7ccee5e 2025-11-23 Error in shader program link: info: The fragment shader uses varying v_color1, but previous shader does not write to it. / fs: #version 130 #define lowp #define mediump #define highp varying vec4 v_color0; varying vec3 v_color1; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } / vs: #version 130 #define lowp #define mediump #define highp attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.15.4 2025-11-23 sceKernelLoadModule: unsupported options size=00000014, flags=08b60000, pos=0, access=1, data=2, text=2
Grand Theft Auto: Liberty City Stories v1.19.3-1105-g636e5b33b6 2025-11-23 sceKernelCreateThread(name=sceMpeg_library): unsupported attributes 00000006, ignoring
Grand Theft Auto: Liberty City Stories v1.19.3-1105-g636e5b33b6 2025-11-23 sceKernelCreateThread(name=sceATRAC3plus_Library): unsupported attributes 00000006, ignoring
GTA: Liberty City Stories v1.19.3-1105-g636e5b33b6 2025-11-23 sceKernelCreateThread(name=sceMpeg_library): unsupported attributes 00000006, ignoring
GTA: Liberty City Stories v1.19.3-1105-g636e5b33b6 2025-11-23 sceKernelCreateThread(name=sceATRAC3plus_Library): unsupported attributes 00000006, ignoring
eFootball RB - V. v1.16.6 2025-11-23 Vulkan error in shader compilation: info: ERROR: 0:83: 'dot' : no matching overloaded function found ERROR: 0:83: '' : compilation terminated ERROR: 2 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 01000000:80000b20 HWX T N Light: LightUberShader Cull layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (std140, set = 0, binding = 4) uniform lightVars { vec4 u_ambient; vec3 u_matdiffuse; vec4 u_matspecular; vec3 u_matemissive; uint u_lightControl; // light ubershader control bits vec3 u_lightpos[4]; vec3 u_lightdir[4]; vec3 u_lightatt[4]; vec4 u_lightangle_spotCoef[4]; vec3 u_lightambient[4]; vec3 u_lightdiffuse[4]; vec3 u_lightspecular[4]; }; layout (location = 0) in vec3 position; layout (location = 2) in vec3 normal; layout (location = 1) in vec2 texcoord; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; 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; lowp float angle; uint comp; uint type; float attenuation; for (uint i = 0; i < 4; i++) { if ((u_lightControl & (0x1u << i)) != 0x0u) { comp = (u_lightControl >> uint(0x4u + 0x4u * i)) & 0x3u; type = (u_lightControl >> uint(0x4u + 0x4u * i + 0x2u)) & 0x3u; toLight = u_lightpos[i]; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt[i], vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir[i], toLight); if (angle >= u_lightangle_spotCoef[i].x) { lightScale = attenuation * (u_lightangle_spotCoef[i].y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef[i].y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0; } diffuse = (u_lightdiffuse[i] * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { 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; } lightSum1 += u_lightspecular[i] * specularColor * ldot * lightScale; } } lightSum0.rgb += (u_lightambient[i] * ambientColor.rgb + diffuse) * lightScale; } } v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + v
eFootball RB - V. v1.16.6 2025-11-23 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:40: 'clamp' : no matching overloaded function found ERROR: 0:40: '' : compilation terminated ERROR: 2 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 10180000:00200000 Fog FragUber layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (location = 1) in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 v = v_color0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; }
eFootball RB - V. v1.16.6 2025-11-23 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:45: 'clamp' : no matching overloaded function found ERROR: 0:45: 'assign' : cannot convert from ' const float' to ' temp lowp 3-component vector of float' ERROR: 0:45: '' : compilation terminated ERROR: 3 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 10184000:00200002 Tex Fog Flat FragUber TFuncMod layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (set = 0, binding = 0) uniform sampler2D tex; layout (location = 1) flat in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; }
eFootball RB - V. v1.16.6 2025-11-23 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:45: 'clamp' : no matching overloaded function found ERROR: 0:45: 'assign' : cannot convert from ' const float' to ' temp lowp 3-component vector of float' ERROR: 0:45: '' : compilation terminated ERROR: 3 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 10184000:0021d002 Tex Fog Flat FragUber TFuncMod AlphaTest0 > layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (set = 0, binding = 0) uniform sampler2D tex; layout (location = 1) flat in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) DISCARD; fragColor0 = v; }
eFootball RB - V. v1.16.6 2025-11-23 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:45: 'clamp' : no matching overloaded function found ERROR: 0:45: 'assign' : cannot convert from ' const float' to ' temp lowp 3-component vector of float' ERROR: 0:45: '' : compilation terminated ERROR: 3 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 10180000:00200002 Tex Fog FragUber TFuncMod layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (set = 0, binding = 0) uniform sampler2D tex; layout (location = 1) in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; }
eFootball RB - V. v1.16.6 2025-11-23 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:45: 'clamp' : no matching overloaded function found ERROR: 0:45: 'assign' : cannot convert from ' const float' to ' temp lowp 3-component vector of float' ERROR: 0:45: '' : compilation terminated ERROR: 3 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 10180000:0021d002 Tex Fog FragUber TFuncMod AlphaTest0 > layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (set = 0, binding = 0) uniform sampler2D tex; layout (location = 1) in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) DISCARD; fragColor0 = v; }
ナルティメットインパクト v1.18.1 2025-11-23 00000000=sceUtilityScreenshotInitStart(09cbfde8)
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction 007ffffa
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction 0697fa00
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction 00000005
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction 009206ff
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction 000005ff
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction 05fcfff3
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 An uneaten prefix at end of block: 0802b568
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction 00003fff
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction 41000000
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction 00027ff9
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction 000006fc
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction 000000bf
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction edededed
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction ededea00
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction 00af8001
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction ef406fe4
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction 000009ff
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction 795454fc
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction 76777f97
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction 767776ff
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction 000001ff
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 An uneaten prefix at end of block: 0809a528
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction 00001dfc
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction cc801aff
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction 0009bcbf
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction ef33337f
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction edf90003
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction 0000bfff
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction cfccccca
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction 04fd205f
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction 00025454
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 Branch in branch delay slot at 08091e5c with different target
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction 000006fb
Burnout Legends v1.17.1-334-g1786a4ddb 2025-11-23 MIPSCompileOp: Invalid instruction 0000009f
eFootball RB - V. v1.9.4 2025-11-23 MIPSCompileOp: Invalid instruction 9d132375
eFootball RB - V. v1.9.4 2025-11-23 Jump to invalid address: 02960100
eFootball RB - V. v1.9.4 2025-11-23 MIPSCompileOp: Invalid instruction 9d083c79
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17 2025-11-23 sceDmacMemcpy(dest=04142c40, src=0921fe10, size=128): overlapping read
Resistance: Retribution™ v1.19.3 2025-11-23 Imm vertex used clip value, flags=def000
PATCH RAFZPROJECT v1.10.3 2025-11-23 Unknown GetPointer 00000000 PC 08872bb4 LR 08872c1c
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c101b4 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c1013c in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10258 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10238 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10220 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10234 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10178 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10244 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c1024c in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c1022c in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10250 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10200 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10228 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c1017c in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10144 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10184 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c10160 in block starting at 08c100cc
God of War®: Ghost of Sparta v1.19.3 2025-11-23 Branch in Jump delay slot at 08c101bc in block starting at 08c100cc