Recent logs

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
英雄伝説 空の軌跡 the 3rd v1.4.2-425-g7a7ccee5e 2025-12-14 Error in shader compilation: info: 0(16) : error C1503: undefined variable "u_proj" / code: #version 330 #define lowp #define mediump #define highp in vec3 position; in mediump vec3 normal; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; 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); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; }
英雄伝説 零の軌跡 v1.9.0 2025-12-14 sceDmacMemcpy(dest=04181100, src=08ea0720, size=8192): overlapping read
Yu-Gi-Oh! GX Tag Force 2 v1.19.3 2025-12-14 __KernelStopThread: thread 998 does not exist (helper deleted)
eFootball RB - V. v1.19.3 2025-12-14 SCE_AVCODEC_ERROR_INVALID_DATA=sceMp3Init(00000000): invalid bitrate v3 l3 rate 0000
CRISIS CORE -FINAL FANTASY VII- v1.18.1 2025-12-14 sceDmacMemcpy(dest=084881e0, src=094a26c0, size=163840): overlapping read
eFootball PC - V. v1.9.4 2025-12-14 ReadFromHardware: Invalid address f01d5a74 near PC f01d5a74 LR 08000018
PES 2014 v1.16.5 2025-12-14 Invalid export resident address 00030005
PES 2014 v1.16.5 2025-12-14 Garbage libstub address 08a864e8 or end 00000066
Yu-Gi-Oh! 5D's Tag Force5 v1.19.3 2025-12-14 __KernelStopThread: thread 2175 does not exist (helper deleted)
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.10.2 2025-12-14 80630006=sceAtracSetData(3, 08d4b180, 00000920): invalid RIFF header
CRISIS CORE -FINAL FANTASY VII- v1.18.1 2025-12-14 sceDmacMemcpy(dest=085046a0, src=0951d9c0, size=163840): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.18.1 2025-12-14 sceDmacMemcpy(dest=085547a0, src=094cf100, size=159744): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.18.1 2025-12-14 sceDmacMemcpy(dest=08549f80, src=094cf100, size=159744): overlapping read
英雄伝説 零の軌跡 v1.9.0 2025-12-14 sceDmacMemcpy(dest=041f9500, src=08e368a0, size=8192): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.18.1 2025-12-14 sceDmacMemcpy(dest=092c7640, src=08400020, size=258048): overlapping read
SBK-07 v1.7.4 2025-12-14 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 096158e0): duplicate handler
ロックマンDASH2 大いなる遺産 v1.19.1 2025-12-14 sceKernelCreateThread(name=sceATRAC3plus_Library): unsupported attributes 00000006, ignoring
CRISIS CORE -FINAL FANTASY VII- v1.18.1 2025-12-14 sceDmacMemcpy(dest=084769c0, src=09534600, size=81920): overlapping read
Dragon Ball Tag VS v1.6.3 2025-12-14 WriteToHardware: Invalid address 0b2e9440 near PC 08832b70 LR 08832b70
Dragon Ball Tag VS v1.6.3 2025-12-14 WriteToHardware: Invalid address 0b1efb80 near PC 08832b70 LR 08832b70
METAL GEAR SOLID PEACE WALKER v1.10.3 2025-12-14 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=8 IDX=1 MC=2
eFootball Chelito 19 * BETEGAMING v1.19.3-679-gc7aa2bcd01 2025-12-14 Branch in RSZeroComp delay slot at 08000100 in block starting at 08000044
eFootball Chelito 19 * BETEGAMING v1.19.3-679-gc7aa2bcd01 2025-12-14 Branch in RSZeroComp delay slot at 08000100 in block starting at 0800003c
eFootball Chelito 19 * BETEGAMING v1.19.3-679-gc7aa2bcd01 2025-12-14 Branch in RSZeroComp delay slot at 08000100 in block starting at 08000034
eFootball Chelito 19 * BETEGAMING v1.19.3-679-gc7aa2bcd01 2025-12-14 Branch in Jump delay slot at 08000038 in block starting at 08000034
eFootball Chelito 19 * BETEGAMING v1.19.3-679-gc7aa2bcd01 2025-12-14 Branch in Jump delay slot at 08000034 in block starting at 08000034
eFootball Chelito 19 * BETEGAMING v1.19.3-679-gc7aa2bcd01 2025-12-14 Branch in Jump delay slot at 08000034 in block starting at 0800002c
eFootball Chelito 19 * BETEGAMING v1.19.3-679-gc7aa2bcd01 2025-12-14 Branch in Jump delay slot at 08000030 in block starting at 0800002c
eFootball Chelito 19 * BETEGAMING v1.19.3-679-gc7aa2bcd01 2025-12-14 Branch in RSZeroComp delay slot at 08000100 in block starting at 0800002c
eFootball Chelito 19 * BETEGAMING v1.19.3-679-gc7aa2bcd01 2025-12-14 Branch in Jump delay slot at 08000038 in block starting at 0800002c
eFootball Chelito 19 * BETEGAMING v1.19.3-679-gc7aa2bcd01 2025-12-14 Branch in Jump delay slot at 0800002c in block starting at 0800002c
eFootball Chelito 19 * BETEGAMING v1.19.3-679-gc7aa2bcd01 2025-12-14 Branch in Jump delay slot at 08000030 in block starting at 08000020
eFootball Chelito 19 * BETEGAMING v1.19.3-679-gc7aa2bcd01 2025-12-14 Branch in Jump delay slot at 08000028 in block starting at 08000020
eFootball Chelito 19 * BETEGAMING v1.19.3-679-gc7aa2bcd01 2025-12-14 Branch in RSZeroComp delay slot at 08000100 in block starting at 08000020
eFootball Chelito 19 * BETEGAMING v1.19.3-679-gc7aa2bcd01 2025-12-14 Branch in Jump delay slot at 08000034 in block starting at 08000020
eFootball Chelito 19 * BETEGAMING v1.19.3-679-gc7aa2bcd01 2025-12-14 Branch in Jump delay slot at 08000038 in block starting at 08000020
eFootball Chelito 19 * BETEGAMING v1.19.3-679-gc7aa2bcd01 2025-12-14 Branch in Jump delay slot at 08000024 in block starting at 08000020
eFootball Chelito 19 * BETEGAMING v1.19.3-679-gc7aa2bcd01 2025-12-14 Branch in Jump delay slot at 0800002c in block starting at 08000020
CRISIS CORE -FINAL FANTASY VII- v1.18.1 2025-12-14 sceDmacMemcpy(dest=085a3fe0, src=094b6740, size=163840): overlapping read
Crash™ Tag Team Racing v1.16.3 2025-12-14 __KernelStopThread: thread 438 does not exist (helper deleted)
Silent Hill: Shattered Memories v1.19.3 2025-12-14 __KernelStopThread: thread 3563 does not exist (helper deleted)
CRISIS CORE -FINAL FANTASY VII- v1.18.1 2025-12-14 sceDmacMemcpy(dest=084a9200, src=09d48fc0, size=59392): overlapping read
eFootball Euro y Copa America By T. Bendezu v1.19.3-787-g5aa0856280 2025-12-14 Error in shader program link: info: (unknown reason) fs: thin3d #version 310 es #ifdef GL_ES precision mediump float; #endif #ifdef GL_ES precision lowp float; #endif #if __VERSION__ >= 130 #define varying in #define texture2D texture #define gl_FragColor fragColor0 out vec4 fragColor0; #endif varying vec4 oColor0; varying vec2 oTexCoord0; uniform sampler2D Sampler0; void main() { vec4 col = texture2D(Sampler0, oTexCoord0).zyxw * oColor0; col.rgb *= oColor0.a; gl_FragColor = col; } vs: thin3d #version 310 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; uniform vec2 TintSaturation; vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void main() { gl_Position = WorldViewProj * vec4(Position, 1.0); vec3 hsv = rgb2hsv(Color0.xyz); hsv.x += TintSaturation.x; hsv.y *= TintSaturation.y; oColor0 = vec4(hsv2rgb(hsv), Color0.w); oTexCoord0 = TexCoord0; }
WWE SmackDown vs. RAW 2009 v1.9.4 2025-12-14 GL ran out of GPU memory; switching to low memory mode
eFootball 2026 DEMOU v1.11.3 2025-12-14 Unknown GetPointer 00000000 PC 08811368 LR 088113dc
eFootball Chelito 19 v1.8.0 2025-12-14 Unknown GetPointer e75f5371 PC 0884d5b0 LR 0884d7d4
eFootball RB - V. v1.15.4 2025-12-14 An uneaten prefix at end of block: 08a19a68
CRISIS CORE -FINAL FANTASY VII- v1.9.4 2025-12-14 sceDmacMemcpy(dest=0840e880, src=097235c0, size=370688): overlapping read
WWE 2K25 BETA MOD BY LETSKIMOD™ v1.18.1 2025-12-14 Unknown GetPointerWrite 00000000 PC 08bf4028 LR 08bf4038
SBK®09 Superbike World Championship v1.17.1 2025-12-14 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09249ad0): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2025-12-14 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090e5bd0): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2025-12-14 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09124840): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2025-12-14 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08fc77a0): duplicate handler
MONSTER HUNTER PORTABLE 3rd v1.19.3 2025-12-14 Decoding texture from VRAM mirror at 04201f30 swizzle=1
ワンピース ROMANCE DAWN 冒険の夜明け v1.19.3 2025-12-14 Branch in Jump delay slot at 09ae6abc in block starting at 09ae6a88
ワンピース ROMANCE DAWN 冒険の夜明け v1.19.3 2025-12-14 Branch in Jump delay slot at 09ae6b38 in block starting at 09ae6a88
ワンピース ROMANCE DAWN 冒険の夜明け v1.19.3 2025-12-14 Branch in Jump delay slot at 09ae6b64 in block starting at 09ae6a88
ワンピース ROMANCE DAWN 冒険の夜明け v1.19.3 2025-12-14 Branch in Jump delay slot at 09ae6ab8 in block starting at 09ae6a88
ワンピース ROMANCE DAWN 冒険の夜明け v1.19.3 2025-12-14 Branch in Jump delay slot at 09ae6b58 in block starting at 09ae6a88
ワンピース ROMANCE DAWN 冒険の夜明け v1.19.3 2025-12-14 Branch in Jump delay slot at 09ae6b5c in block starting at 09ae6a88
ワンピース ROMANCE DAWN 冒険の夜明け v1.19.3 2025-12-14 Branch in Jump delay slot at 09ae6b34 in block starting at 09ae6a88
ワンピース ROMANCE DAWN 冒険の夜明け v1.19.3 2025-12-14 Branch in Jump delay slot at 09ae6b3c in block starting at 09ae6a88
ワンピース ROMANCE DAWN 冒険の夜明け v1.19.3 2025-12-14 Branch in Jump delay slot at 09ae6a90 in block starting at 09ae6a88
ワンピース ROMANCE DAWN 冒険の夜明け v1.19.3 2025-12-14 Branch in Jump delay slot at 09ae6ad8 in block starting at 09ae6a88
ワンピース ROMANCE DAWN 冒険の夜明け v1.19.3 2025-12-14 Branch in Jump delay slot at 09ae6ad4 in block starting at 09ae6a88
ワンピース ROMANCE DAWN 冒険の夜明け v1.19.3 2025-12-14 Branch in Jump delay slot at 09ae6a8c in block starting at 09ae6a88
ワンピース ROMANCE DAWN 冒険の夜明け v1.19.3 2025-12-14 Branch in JumpReg delay slot at 09ae6b60 in block starting at 09ae6a88
ワンピース ROMANCE DAWN 冒険の夜明け v1.19.3 2025-12-14 Branch in Jump delay slot at 09ae6b44 in block starting at 09ae6a88
ワンピース ROMANCE DAWN 冒険の夜明け v1.19.3 2025-12-14 Branch in Jump delay slot at 09ae6b28 in block starting at 09ae6a88
ワンピース ROMANCE DAWN 冒険の夜明け v1.19.3 2025-12-14 Branch in Jump delay slot at 09ae6ac0 in block starting at 09ae6a88
EA FC 2024 BY FUMA GOONERS v1.19.3 2025-12-14 Texture cache ran out of GPU memory; switching to low memory mode
CRISIS CORE -FINAL FANTASY VII- v1.9.4 2025-12-14 sceDmacMemcpy(dest=086750a0, src=09d92580, size=26624): overlapping read
MONSTER HUNTER PORTABLE 3rd v1.18.1-38-g2daca0fedf 2025-12-14 __KernelStopThread: thread 700 does not exist (ApctlThread stopped)
Star Wars®: Battlefront II™ v1.10.3-473-gbf18817fe 2025-12-14 __KernelStopThread: thread 334 does not exist
EA FC 2024 BY SPARTAN JR 11 v1.19.3 2025-12-14 sceSasSetVoice: invalid loop mode 200
EA FC 2024 BY SPARTAN JR 11 v1.19.3 2025-12-14 sceSasSetVoice: invalid loop mode 204
EA FC 2024 BY SPARTAN JR 11 v1.19.3 2025-12-14 sceSasSetVoice: invalid loop mode 202
eFootball Chelito 19 * BETEGAMING v1.19.3 2025-12-14 Branch in Jump delay slot at 08020400 in block starting at 08020020
eFootball Lop - Play v1.9.4 2025-12-14 Unknown GetPointer 10b6a3f7 PC 0884d5b0 LR 0884d7d4
EA-Sports FC PC-V v1.11.3 2025-12-13 80630006=sceAtracSetDataAndGetID(08b8dc80, 00253000): invalid RIFF header
White Knight Chronicles™: Origins v1.10.3 2025-12-13 00000000=sceUtilityScreenshotInitStart(09c91e3c)
eFootball Season 2025/26 By Ardi Css v1.10.3 2025-12-13 Unimplemented HLE function sceKernelFindModuleByUID
eFootball Season 2025/26 By Ardi Css v1.10.3 2025-12-13 Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a
eFootball Season 2025/26 By Ardi Css v1.10.3 2025-12-13 Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f
Silent Hill: Shattered Memories v1.19.3 2025-12-13 __KernelStopThread: thread 2930 does not exist (helper deleted)
eFootball PES 2021 By GABRIEL v1.12.3-1071-g830420f0c 2025-12-14 Failed to read valid video stream data from header
Tomb Raider : Legend v1.11.3 2025-12-13 sceDmacMemcpy(dest=04199000, src=09a2e520, size=131072): overlapping read
eFootball RB - V. v1.19.3 2025-12-13 SCE_AVCODEC_ERROR_INVALID_DATA=sceMp3Init(00000000): invalid bitrate v3 l3 rate 000f
EFOOTBALL PES FL 2025 v1.10.3 2025-12-13 sceMp3Init: invalid data: not 44.1kHz
eFootball 2026 By Komo Valeri v1.17.1 2025-12-13 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0886af74
Silent Hill: Shattered Memories v1.19.2 2025-12-13 __KernelStopThread: thread 1333 does not exist (helper deleted)
eFootball Lop - Play v1.10.3 2025-12-13 80630006=sceAtracSetDataAndGetID(09a25200, 00002800): invalid RIFF header
eFootball Lop - Play v1.10.3 2025-12-13 80630006=sceAtracSetDataAndGetID(09a25200, 00001800): invalid RIFF header
Def Jam® Fight For NY™: The Takeover v1.14.4 2025-12-13 sceDmacMemcpy(dest=0984f8c0, src=08400000, size=72384): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.18.1 2025-12-13 sceDmacMemcpy(dest=08523ec0, src=09488d00, size=714752): overlapping read
eFootball TM Begins 26 v1.14.2 2025-12-13 Unknown GetPointer 00000000 PC 0881c2d8 LR 0881c2e8
WWE'12 v1.19.3 2025-12-13 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 r4p0-00rel0 [Revision 96995]. 07f61000:41000b09 HWX C T N LM Bones:5 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:6 WScale 3 #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 07f61000:41000b09 HWX C T N LM Bones:5 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:6 WScale 3 attribute mediump vec4 w1; attribute mediump float w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; 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 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = color0.rgb; vec3 specularColor = color0.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular3 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; gl_Position = outPos; }
WWE'12 v1.19.3 2025-12-13 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 r4p0-00rel0 [Revision 96995]. 07f61000:41000b29 HWX C T N LM Bones:5 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:6 WScale 3 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 07f61000:41000b29 HWX C T N LM Bones:5 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:6 WScale 3 Cull attribute mediump vec4 w1; attribute mediump float w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; 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 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = color0.rgb; vec3 specularColor = color0.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular3 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos
FIFA 08 v1.9.4 2025-12-13 Savedata version requested: 3
Spectral Souls -Resurrection of the Ethereal Empires- v1.18.1 2025-12-13 sceDmacMemcpy(dest=092f5da0, src=08b31390, size=32768): overlapping read