To see your stuff show here, enable Compatibility Server Reports in PPSSPP.
Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.
| Game title |
Version |
Latest Report |
Message |
| SBK®09 Superbike World Championship |
v1.18.1 |
2026-02-26 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0906d850): duplicate handler |
| Silent Hill: Shattered Memories |
v1.19.3 |
2026-02-26 |
__KernelStopThread: thread 1755 does not exist (helper deleted) |
| Silent Hill: Shattered Memories |
v1.19.3 |
2026-02-26 |
__KernelStopThread: thread 1803 does not exist (helper deleted) |
| Transformers |
v1.12.3 |
2026-02-26 |
__KernelStopThread: thread 347 does not exist |
| SBK®09 Superbike World Championship |
v1.18.1 |
2026-02-26 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09210fe0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.18.1 |
2026-02-26 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0966dfb0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.18.1 |
2026-02-26 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096e2a60): duplicate handler |
| SBK®09 Superbike World Championship |
v1.18.1 |
2026-02-26 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 095f80b0): duplicate handler |
| Def Jam® Fight For NY™: The Takeover |
v1.10.3 |
2026-02-26 |
sceDmacMemcpy(dest=098cfc40, src=08400000, size=72384): overlapping read |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a64444 in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a63fc8 in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a641dc in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a63dcc in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a63f0c in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a6409c in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a64458 in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a64448 in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a63e1c in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a6444c in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a64450 in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a64298 in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a63fac in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a642e8 in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a63ed8 in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a64018 in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a6422c in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a641c0 in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a6427c in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a64108 in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a64248 in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a64460 in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a64068 in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a63ebc in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a64158 in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a63d98 in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a64464 in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a640b8 in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a64440 in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a6418c in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a63e6c in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a641f8 in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a63fe0 in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a63e38 in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a641a8 in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a6445c in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a63f28 in block starting at 09a63d60 |
| Grand Theft Auto: Vice City Stories |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09a63f5c in block starting at 09a63d60 |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09e2bf10 in block starting at 09e20000 |
| PES 2014 |
v1.9.4 |
2026-02-26 |
ReadFromHardware: Invalid address 17c39c00 near PC 17c39c00 LR 08000018 |
| eFootball 2026 DEMOU |
v1.14.4 |
2026-02-26 |
Unknown GetPointer 00000000 PC 0884d7b4 LR 0884d7d4 |
| eFootball RB - V. |
v1.9.4 |
2026-02-26 |
MIPSCompileOp 69def899 failed |
| eFootball RB - V. |
v1.9.4 |
2026-02-26 |
Unknown GetPointer a2a4ba8d PC 0888d3fc LR 0888d40c |
| eFootball RB - V. |
v1.9.4 |
2026-02-26 |
Jump to invalid address: 02a7aa34 |
| eFootball RB - V. |
v1.9.4 |
2026-02-26 |
Jump to invalid address: 00d7f1d0 |
| eFootball RB - V. |
v1.9.4 |
2026-02-26 |
MIPSCompileOp: Invalid instruction 7abbdbae |
| eFootball RB - V. |
v1.9.4 |
2026-02-26 |
MIPSCompileOp: Invalid instruction 7f0bfc81 |
| eFootball RB - V. |
v1.9.4 |
2026-02-26 |
MIPSCompileOp: Invalid instruction 019c06fe |
| eFootball RB - V. |
v1.9.4 |
2026-02-26 |
MIPSCompileOp: Invalid instruction 7a2dd9da |
| eFootball RB - V. |
v1.9.4 |
2026-02-26 |
MIPSCompileOp: Invalid instruction 7d3ff350 |
| eFootball RB - V. |
v1.9.4 |
2026-02-26 |
MIPSCompileOp: Invalid instruction 7dd413e4 |
| eFootball RB - V. |
v1.9.4 |
2026-02-26 |
MIPSCompileOp: Invalid instruction 46747936 |
| eFootball RB - V. |
v1.9.4 |
2026-02-26 |
Unknown GetPointer bb36901b PC 0888d3fc LR 0888d40c |
| eFootball Chelito 19 * BETEGAMING |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09ca7d90 in block starting at 09ca7d90 |
| eFootball Chelito 19 * BETEGAMING |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09ca7de4 in block starting at 09ca7dc4 |
| eFootball Chelito 19 * BETEGAMING |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09ca7de8 in block starting at 09ca7dc4 |
| eFootball Chelito 19 * BETEGAMING |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09ca7de8 in block starting at 09ca7da4 |
| eFootball Chelito 19 * BETEGAMING |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09ca7de4 in block starting at 09ca7da4 |
| eFootball Chelito 19 * BETEGAMING |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09ca7de4 in block starting at 09ca7d90 |
| eFootball Chelito 19 * BETEGAMING |
v1.19.3 |
2026-02-26 |
Branch in Jump delay slot at 09ca7de4 in block starting at 09ca7d98 |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1-980-gabaea0197b |
2026-02-26 |
sceDmacMemcpy(dest=0415aa00, src=092f8260, size=64): overlapping read |
| Resistance: Retribution™ |
v1.15.3 |
2026-02-26 |
Unknown GetPointerWrite 287b6a98 PC 08be51dc LR 08cd6754 |
| eFootball RB - V. |
v1.18.1 |
2026-02-26 |
ReadFromHardware: Invalid address 0000000c near PC 0886c308 LR 08828738 |
| eFootball RB - V. |
v1.18.1 |
2026-02-26 |
ReadFromHardware: Invalid address 00000004 near PC 08856d1c LR 08856d28 |
| eFootball RB - V. |
v1.18.1 |
2026-02-26 |
WriteToHardware: Invalid address 00000004 near PC 08856d1c LR 08856d28 |
| eFootball 2025 by MP |
v1.10.1 |
2026-02-26 |
Unknown syscall in known module 'sceNp': 0x7e0864df |
| eFootball 2025 by MP |
v1.10.1 |
2026-02-26 |
Unknown syscall in known module 'sceNp': 0x633b5f71 |
| eFootball 2025 by MP |
v1.10.1 |
2026-02-26 |
Unknown syscall in known module 'sceNp': 0x1d60ae4b |
| eFootball 2025 by MP |
v1.10.1 |
2026-02-26 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=2, text=2 |
| eFootball 2025 by MP |
v1.10.1 |
2026-02-26 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r10p0-00rel0 [Revision 96995].
01f35551:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3
#version 100
precision highp float;
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 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 vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
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;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(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 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * color0.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 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * color0.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 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*d |
| eFootball 2025 by MP |
v1.10.1 |
2026-02-26 |
Unknown syscall in known module 'sceNpService': 0xbe22eea3 |
| eFootball 2025 by MP |
v1.10.1 |
2026-02-26 |
Unknown syscall in known module 'sceNpService': 0x788f2b5e |
| eFootball 2025 by MP |
v1.10.1 |
2026-02-26 |
Unknown syscall in known module 'sceNpService': 0x75dacb57 |
| eFootball 2025 by MP |
v1.10.1 |
2026-02-26 |
Unknown syscall in known module 'sceNpService': 0x72a1ce0d |
| eFootball 2025 by MP |
v1.10.1 |
2026-02-26 |
Unknown syscall in known module 'sceNpService': 0x66c64821 |
| eFootball 2025 by MP |
v1.10.1 |
2026-02-26 |
Unknown syscall in known module 'sceNpService': 0x5f5e32af |
| eFootball 2025 by MP |
v1.10.1 |
2026-02-26 |
Unknown syscall in known module 'sceNpService': 0x58251346 |
| eFootball 2025 by MP |
v1.10.1 |
2026-02-26 |
Unknown syscall in known module 'sceNpService': 0x4e851b10 |
| eFootball 2025 by MP |
v1.10.1 |
2026-02-26 |
Unknown syscall in known module 'sceNpAuth': 0xcd86a656 |
| eFootball 2025 by MP |
v1.10.1 |
2026-02-26 |
Unknown syscall in known module 'sceNpAuth': 0x3f1c1f70 |
| eFootball 2025 by MP |
v1.10.1 |
2026-02-26 |
Unknown syscall in known module 'sceNp': 0xbb069a87 |
| eFootball 2025 by MP |
v1.10.1 |
2026-02-26 |
Unknown syscall in known module 'sceNp': 0xa0be3c4b |
| SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.10.1 |
2026-02-26 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r10p0-00rel0 [Revision 96995].
01f35551:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3
#version 100
precision highp float;
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 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 vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
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;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(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 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * color0.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 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * color0.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 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*d |
| LocoRoco™ |
v1.19.3 |
2026-02-26 |
Unexpected module entry size 0 |
| eFootball RB - V. |
v1.11.3 |
2026-02-26 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1 |
| eFootball PES 2026 New Season Updated |
v1.6.3 |
2026-02-26 |
Error in shader program link: info: cannot find a matched output for input v_texcoordNC0
cannot find a matched output for input v_texcoordNC1
cannot find a matched output for input v_texcoordNC2
cannot find a matched output for input v_texcoordNC3
fs: postshader
//Note : Recommend to use PPSSPP v1.1.1-183-gb411fc0 or newer for full functionality, there were some bugs in earlier versions.
//Note2 : Upscaling, smoothing and sharpening filters are not set to be mixed between each other since the results are pointless(they counter each other).
// Only last one applies, so pick just one of them, mess around with it's settings and add other effects as needed.
//======================================================================================================================================================================
//SMOOTHING FILTERS: //If you love smooth graphics ~ those are also great for downscaling - to do that, you need to use higher rendering res than your display res
//================
#define FXAA 0 //ON:1/OFF:0 /default FXAA, orginal info below
//================
#define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering
#define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics
//================
#define GAUSS_S 1 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242
//================
//SHARPENING FILTERS: //if you need very sharp image, add lots of aliasing
//================
#define SHARPEN 1 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default
#define value 8.5 //Default: 7.5 /higher = more visible effect
//================
#define S_COM_V2 0 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate
#define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect
//================
//UPSCALING FILTERS: //To use those, you have to set rendering res to smaller than window/display size(x1 for best results) and screen scaling filter to "nearest"
//Starting from v1.1.1-28-g70e9979 you can also add Upscaling=True to ini file(check example) to do it automatically
//================
#define xBR 0 //ON:1/OFF:0 /5xBR upscale, nice for 2D games especially those that might be buggy with higher rendering res, initially made by Hyllian - license below
#define VariantB 1 //ON:1/OFF:0 /slightly less effect on fonts, dots and other small details
//================
#define xHQ 1 //ON:1/OFF:0 same as 4xHQ in PPSSPP, but actually using output resolution
#define scaleoffset 0.5 //Default: 0.75 /you can tweek it between 0.5 and 1.0, Note: to little = no effect, to high = ugliness
//================
//OTHER FILTERS: //Most effects from here on can be fully mixed without loosing previous effects. Exceptions: Natural Colors, Advanced Cartoon
//================
#define BLOOM 1 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/
#define MIKU 0 //Hatsune<3 this is an optional bloom filter for all those pale anime faces which get white otherwise:P tested on Miku in white dress
#define samples 3 //Default: 4 /higher = more glow, worse performance
#define quality 0.22 //Default: 0.18 /lower = smaller glow, better quality
#define Bpower 1.0 //Default: 1.0 /amount of bloom mixed
//================
#define COLORED 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o
#define Cpower 0.5 //Default: 0.5 /strenght of the effect
//================
#define NATURALC 0 //ON:1/OFF:0 /by popular demand, natular colors, note: this shader can't be fully mixed with smoothing/sharpening/upscaling effects
#define ncpower 0.5 //Default:0.5 / higher = |
| Medal of Honor Heroes™ |
v1.19.3-1783-gd22f4b4741 |
2026-02-26 |
__KernelStopThread: thread 1246 does not exist (ApctlThread stopped) |
| Medal of Honor Heroes™ |
v1.19.3-1783-gd22f4b4741 |
2026-02-26 |
__KernelStopThread: thread 1246 does not exist (ApctlThread deleted) |
| PES eFOOTBALL 2026 JRplay - Rizzkiik |
v1.18.1 |
2026-02-26 |
Unknown GetPointer 00000020 PC 08815fb0 LR 08815fbc |
| PES eFOOTBALL 2026 JRplay - Rizzkiik |
v1.18.1 |
2026-02-26 |
Unknown GetPointerWrite 00000000 PC 088287e0 LR 088287f0 |
| はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.18.1 |
2026-02-26 |
sceDmacMemcpy(dest=097b2830, src=097b1830, size=4096): overlapping read |