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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