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Game title Version Latest Report Message
DYNASTY WARRIORS Vol.2 v1.11.3 2021-12-02 FBO created from existing depthbuffer as color, 04000000/04128000 and 04178000/04000000
DYNASTY WARRIORS Vol.2 v1.11.3 2021-12-02 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc6500, pos=0, access=1, data=2, text=2
DYNASTY WARRIORS Vol.2 v1.11.3 2021-12-02 sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
三國志Ⅸ with パワーアップキット v1.9.0 2021-12-02 WriteToHardware: Invalid address 00077358 near PC 08808b4c LR 08808b4c
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2021-12-02 WriteToHardware: Invalid address f8dcfabc near PC 0880dcc8 LR 0880dcc8
Dragon Ball Z: Tenkaichi Tag Team v1.11.3 2021-12-02 Jump to invalid address: 03fb468c
Dragon Ball Z: Tenkaichi Tag Team v1.11.3 2021-12-02 Jump to invalid address: 03e9008c
Dragon Ball Z: Tenkaichi Tag Team v1.11.3 2021-12-02 MIPSCompileOp: Invalid instruction 7102ec70
Dragon Ball Z: Tenkaichi Tag Team v1.11.3 2021-12-02 MIPSCompileOp: Invalid instruction 71048a44
God of War™: Ghost of Sparta v1.12.3 2021-12-02 Game install with no files / data
eFootball PES 2021 By GABRIEL v1.12.3 2021-12-02 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144918352
eFootball PES 2021 By GABRIEL v1.12.3 2021-12-02 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144907468
eFootball PES 2021 By GABRIEL v1.12.3 2021-12-02 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 153291632
eFootball PES 2021 By GABRIEL v1.12.3 2021-12-02 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 144316544
eFootball PES 2021 By GABRIEL v1.12.3 2021-12-02 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771664
eFootball PES 2021 By GABRIEL v1.12.3 2021-12-02 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142702700
eFootball PES 2021 By GABRIEL v1.12.3 2021-12-02 sceKernelLoadModule: unsupported options size=00000014, flags=08987840, pos=0, access=1, data=2, text=2
CRISIS CORE -FINAL FANTASY VII- v1.12.3 2021-12-02 sceDmacMemcpy(dest=084939e0, src=091d99c0, size=157696): overlapping read
Tomb Raider : Legend v1.5.4 2021-12-02 sceDmacMemcpy(dest=041d9000, src=0941f820, size=5120): overlapping read
Ape Escape® On the Loose v1.12.3 2021-12-02 __KernelStopThread: thread 308 does not exist
Ape Escape® On the Loose v1.12.3 2021-12-02 __KernelStopThread: thread 312 does not exist
Ape Escape® On the Loose v1.12.3 2021-12-02 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
CRISIS CORE -FINAL FANTASY VII- v1.12.3 2021-12-02 sceDmacMemcpy(dest=0871d4e0, src=09d519c0, size=59392): overlapping read
Grand Theft Auto: Vice City Stories v1.5.1 2021-12-02 Error in shader program link: info: Error: input v_color1 not declared in output from previous stage. Error: Linking failed. / fs: #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } / vs: #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Tomb Raider: Anniversary v1.12.3 2021-12-02 sceDmacMemcpy(dest=0419c400, src=09363a00, size=9216): overlapping read
PES 2022 PPSSPP NEE UPDATE BY PERKORO DUNYO v1.12.3 2021-12-02 sceDmacMemcpy(dest=08701400, src=040cc000, size=1043456): overlapping read
Toy Story 3 v1.12.3 2021-12-02 __KernelStopThread: thread 510 does not exist
MediEvil Resurrection™ v1.12.3 2021-12-02 Unexpected mpeg first timestamp: c260bbff087 / 13357545418887
Dragon Ball Z: Tenkaichi Tag Team v1.11.3 2021-12-02 MIPSCompileOp: Invalid instruction 710290c4
Dragon Ball Z: Tenkaichi Tag Team v1.11.3 2021-12-02 MIPSCompileOp: Invalid instruction 70f34ca8
Dragon Ball Z: Tenkaichi Tag Team v1.9.3-601-g31f4caeb2 2021-12-02 WriteToHardware: Invalid address 56f42d40 near PC 0880dcc8 LR 0880dcc8
WWE 2K22 BY LEGENT GAMER v1.10.3 2021-12-02 80630007=sceAtracSetData(2, 08d4b180, 0000f678): atracID uses different codec type than data
God of War: Chains of Olympus v1.12.3 2021-12-02 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 r6p0-01rel0 [Revision 96995]. 01f14444:00000b3d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; 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 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; 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); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; 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 * u_matdiffuse) * max(ldot, 0.0); 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 * u_matdiffuse) * max(ldot, 0.0); 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*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); 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; 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 || projP
Lord of Arcana v1.10.3 2021-12-02 Unknown syscall in known module 'sceNpService': 0x58251346
Lord of Arcana v1.10.3 2021-12-02 Unknown syscall in known module 'sceNpService': 0x506c318d
Lord of Arcana v1.10.3 2021-12-02 Unknown syscall in known module 'sceNpService': 0x4e851b10
Lord of Arcana v1.10.3 2021-12-02 Unknown syscall in known module 'sceNp': 0x633b5f71
Lord of Arcana v1.10.3 2021-12-02 Unknown syscall in known module 'sceNpService': 0xa01443aa
Lord of Arcana v1.10.3 2021-12-02 Unknown syscall in known module 'sceNpService': 0x66c64821
eFootball PES 2022 By Milad Safaei v1.11.3 2021-12-02 sceDmacMemcpy(dest=04154000, src=0948f270, size=557056): overlapping read
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2021-12-02 Jump to invalid address: 079de840
WWE 2K22 BY LEGENT GAMER v1.10.3 2021-12-02 80630007=sceAtracSetData(2, 08d4b180, 0000cab8): atracID uses different codec type than data
FINAL FANTASY 零式 ディスク1 v1.12.3 2021-12-02 WriteToHardware: Invalid address 000007dc near PC 08000000 LR 08000000
ときめきメモリアル4 v1.12.3 2021-12-02 __KernelStopThread: thread 3829 does not exist
ときめきメモリアル4 v1.12.3 2021-12-02 __KernelStopThread: thread 3879 does not exist
ときめきメモリアル4 v1.12.3 2021-12-02 __KernelStopThread: thread 3694 does not exist
CRISIS CORE -FINAL FANTASY VII- v1.12.3 2021-12-02 sceDmacMemcpy(dest=094e0c80, src=0845f1a0, size=143360): overlapping read
ときめきメモリアル4 v1.12.3 2021-12-02 __KernelStopThread: thread 4006 does not exist
Def Jam® Fight For NY™: The Takeover v1.12.3 2021-12-02 sceDmacMemcpy(dest=095c8580, src=08400000, size=203968): overlapping read
DISSIDIA® FINAL FANTASY® v1.11.3 2021-12-02 sceDmacMemcpy(dest=49c43e88, src=09d4cbc0, size=3712): overlapping read
Ultimate Ghosts'n Goblins v1.12.3 2021-12-02 sceDmacMemcpy(dest=04132600, src=09076a00, size=2048): overlapping read
Пираты Карибского моря: На краю света v1.12.3 2021-12-02 Unimplemented HLE function sceKernelStopUnloadSelfModule
Пираты Карибского моря: На краю света v1.12.3 2021-12-02 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2
Prince of Persia: The Forgotten Sands™ v1.12.3 2021-12-02 800200d2=scePsmfPlayerSetPsmf(09332fc0, disc0:/PSP_GAME/USRDIR/video/ubilogo.pmf): too many streams in PSMF video, bogus data
ときめきメモリアル4 v1.12.3 2021-12-02 __KernelStopThread: thread 3519 does not exist
Toy Story 3 v1.11.3-834-gbb38cf842 2021-12-02 __KernelStopThread: thread 792 does not exist
ときめきメモリアル4 v1.12.3 2021-12-02 __KernelStopThread: thread 2657 does not exist
ときめきメモリアル4 v1.12.3 2021-12-02 __KernelStopThread: thread 2270 does not exist
ときめきメモリアル4 v1.12.3 2021-12-02 __KernelStopThread: thread 857 does not exist
ときめきメモリアル4 v1.12.3 2021-12-02 __KernelStopThread: thread 586 does not exist
ときめきメモリアル4 v1.12.3 2021-12-02 __KernelStopThread: thread 2665 does not exist
ときめきメモリアル4 v1.12.3 2021-12-02 __KernelStopThread: thread 2237 does not exist
Red Bull X-Fighters v1.11.3 2021-12-02 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=0
Assassin's Creed: Bloodlines™ v1.12.3 2021-12-02 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb5bc4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2021-12-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb5bc4, 4, 00000000, 0)
Scooby-Doo! Who's Watching Who v1.12.3 2021-12-02 __KernelStopThread: thread 391 does not exist
MONSTER HUNTER FREEDOM UNITE™ v1.12.3 2021-12-02 sceDmacMemcpy(dest=0414e000, src=09409260, size=243296): overlapping read
ときめきメモリアル4 v1.12.3 2021-12-02 __KernelStopThread: thread 1864 does not exist
DYNASTY WARRIORS: Strikeforce v1.12.3 2021-12-02 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10416INSTALLENG/Thumbs.db, 09dd4be0, 00000002)
ときめきメモリアル4 v1.12.3 2021-12-02 __KernelStopThread: thread 1091 does not exist
Scooby-Doo! Who's Watching Who v1.12.3 2021-12-02 sceDmacMemcpy(dest=04000000, src=093563d0, size=557056): overlapping read
Scooby-Doo! Who's Watching Who v1.12.3 2021-12-02 __KernelStopThread: thread 387 does not exist
Scooby-Doo! Who's Watching Who v1.12.3 2021-12-02 __KernelStopThread: thread 369 does not exist
ドラゴンボール タッグバーサス v1.11.3 2021-12-02 Unknown GetPointer 00000000 PC 0889b4ac LR 0889b4ac
ときめきメモリアル4 v1.12.3 2021-12-02 __KernelStopThread: thread 1670 does not exist
ときめきメモリアル4 v1.12.3 2021-12-02 __KernelStopThread: thread 1532 does not exist
ときめきメモリアル4 v1.12.3 2021-12-02 __KernelStopThread: thread 1210 does not exist
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2021-12-02 00000000=sceUtilityScreenshotInitStart(09d3b588)
Toy Story 3 v1.12.3 2021-12-02 __KernelStopThread: thread 1603 does not exist
ときめきメモリアル4 v1.12.3 2021-12-02 __KernelStopThread: thread 1780 does not exist
Dragon Ball Z: Tenkaichi Tag Team v1.11.3 2021-12-02 ReadFromHardware: Invalid address 2f0c0c00 near PC 2f0c0c00 LR 2f0c0c00
Def Jam® Fight For NY™: The Takeover v1.5.4 2021-12-02 sceDmacMemcpy(dest=0953df40, src=08400000, size=72384): overlapping read
ときめきメモリアル4 v1.12.3 2021-12-02 __KernelStopThread: thread 1153 does not exist
ときめきメモリアル4 v1.12.3 2021-12-02 __KernelStopThread: thread 923 does not exist
Crash® of the Titans v1.12.3 2021-12-02 Unknown GetPointer 3f97dbf0 PC 08b8770c LR 08b0d61c
CRISIS CORE -FINAL FANTASY VII- v1.12.3 2021-12-02 sceDmacMemcpy(dest=08597a00, src=09193e00, size=155648): overlapping read
ときめきメモリアル4 v1.12.3 2021-12-02 __KernelStopThread: thread 2331 does not exist
God of War®: Ghost of Sparta v1.4-2-g648bc5d 2021-12-02 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 r2p1_05rel0 [Revision 96995]. / code: #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 lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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; 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); gl_Position = 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; toLight = u_lightpos0; mediump float dot0 = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * dot0; dot0 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (dot0 > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(dot0, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; mediump float dot1 = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * dot1; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; mediump float dot2 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * dot2; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; mediump float dot3 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * dot3; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; 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; }
God of War®: Ghost of Sparta v1.4-2-g648bc5d 2021-12-02 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 r2p1_05rel0 [Revision 96995]. / code: #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 lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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; 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); gl_Position = 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; toLight = u_lightpos0; mediump float dot0 = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * dot0; dot0 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (dot0 > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(dot0, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; mediump float dot1 = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * dot1; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; mediump float dot2 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * dot2; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; mediump float dot3 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * dot3; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; 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; }
WWE SmackDown vs. RAW 2010 v1.9.4 2021-12-02 sceDmacMemcpy(dest=0412b370, src=09573920, size=65552): overlapping read
WWE DON'21 v1.10.3 2021-12-02 ReadFromHardware: Invalid address 23446fd0 near PC 08989e68 LR 088ea2a0
Spider-Man 3 v1.12.3 2021-12-02 Jump to invalid address: 055e2000
MONSTER HUNTER FREEDOM UNITE™ v1.10.3 2021-12-02 sceDmacMemcpy(dest=0414e000, src=09402870, size=231056): overlapping read
Grand Theft Auto®: Chinatown Wars™ v1.12.3 2021-12-02 80111101=sceUtilityUnloadModule(00000001): invalid module id
Grand Theft Auto®: Chinatown Wars™ v1.12.3 2021-12-02 MFIC instruction hit (70020024) at 08805010
Grand Theft Auto®: Chinatown Wars™ v1.12.3 2021-12-02 00000000=sceDisplaySetHoldMode(00000001): unsupported
Dragon Ball Z Shin Budokai v1.12.3 2021-12-02 MFIC instruction hit (70020024) at 08805010
WWE'12 v1.12.3 2021-12-02 __KernelStopThread: thread 639 does not exist
Dragon Ball Z Shin Budokai v1.12.3 2021-12-02 80111101=sceUtilityUnloadModule(00000001): invalid module id
Dragon Ball Z Shin Budokai v1.12.3 2021-12-02 00000000=sceDisplaySetHoldMode(00000001): unsupported