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Game title |
Version |
Latest Report |
Message |
METAL SLUG XX™ |
v1.18.1 |
2025-01-21 |
Decoding texture from VRAM mirror at 04428790 swizzle=1 |
Prince of Persia - Rival Swords |
v1.10.2 |
2025-01-21 |
sceDmacMemcpy(dest=040cc000, src=086ce940, size=1251008): overlapping read |
eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-01-21 |
Unknown GetPointer 0021914d PC 0884d7b4 LR 0884d7d4 |
CRISIS CORE -FINAL FANTASY VII- |
v1.18.1 |
2025-01-21 |
sceDmacMemcpy(dest=0860caa0, src=09589740, size=122880): overlapping read |
SOCOM: U.S. Navy SEALs Fireteam Bravo |
v1.18.1 |
2025-01-21 |
80630006=sceAtracSetDataAndGetID(08e7c0c0, 0002d700): invalid RIFF header |
PES FL 2022 |
v1.18.1 |
2025-01-21 |
Unknown GetPointer 00000000 PC 0884d7a4 LR 0884d7c4 |
PATAPON™ 2 |
v1.18.1 |
2025-01-21 |
UNIMPL sceUtilityGameSharingInitStart(096a19f8) |
Tomb Raider : Legend |
v1.18.1 |
2025-01-20 |
sceDmacMemcpy(dest=041f2000, src=099d2bf0, size=5120): overlapping read |
Spider-Man 3 |
v1.18.1 |
2025-01-20 |
MIPSCompileOp: Invalid instruction 45af6ba0 |
Spider-Man 3 |
v1.18.1 |
2025-01-20 |
MIPSCompileOp: Invalid instruction 45af6c17 |
Spider-Man 3 |
v1.18.1 |
2025-01-20 |
MIPSCompileOp: Invalid instruction 450c0705 |
Spider-Man 3 |
v1.18.1 |
2025-01-20 |
MIPSCompileOp: Invalid instruction 45af70e4 |
Spider-Man 3 |
v1.18.1 |
2025-01-20 |
MIPSCompileOp: Invalid instruction 450bfeb8 |
Spider-Man 3 |
v1.18.1 |
2025-01-20 |
MIPSCompileOp: Invalid instruction 45af674a |
ときめきメモリアル Girl's Side Premium 3 |
v1.18.1 |
2025-01-20 |
sceDmacMemcpy(dest=08565c40, src=098a1200, size=139200): overlapping read |
MONSTER HUNTER FREEDOM™ 2 |
v1.18.1 |
2025-01-20 |
sceDmacMemcpy(dest=0414e000, src=093e56d0, size=143456): overlapping read |
太閤立志伝Ⅴ |
v1.9.0 |
2025-01-20 |
Texture cache ran out of GPU memory; switching to low memory mode |
Tomb Raider : Legend |
v1.18.1 |
2025-01-20 |
sceDmacMemcpy(dest=041e5400, src=09264120, size=5120): overlapping read |
FRONTIER GATE Boost+ |
v1.16.6 |
2025-01-20 |
Branch in Jump delay slot at 09674f98 in block starting at 09673a00 |
FRONTIER GATE Boost+ |
v1.16.6 |
2025-01-20 |
Branch in Jump delay slot at 09674ee8 in block starting at 09673a00 |
FRONTIER GATE Boost+ |
v1.16.6 |
2025-01-20 |
Branch in Jump delay slot at 09674e48 in block starting at 09673a00 |
FRONTIER GATE Boost+ |
v1.16.6 |
2025-01-20 |
Branch in Jump delay slot at 09674da8 in block starting at 09673a00 |
FRONTIER GATE Boost+ |
v1.16.6 |
2025-01-20 |
Branch in Jump delay slot at 09674d08 in block starting at 09673a00 |
FRONTIER GATE Boost+ |
v1.16.6 |
2025-01-20 |
Branch in Jump delay slot at 09674c68 in block starting at 09673a00 |
FRONTIER GATE Boost+ |
v1.16.6 |
2025-01-20 |
Branch in Jump delay slot at 09674bc8 in block starting at 09673a00 |
FRONTIER GATE Boost+ |
v1.16.6 |
2025-01-20 |
Branch in Jump delay slot at 09674b28 in block starting at 09673a00 |
FRONTIER GATE Boost+ |
v1.16.6 |
2025-01-20 |
Branch in Jump delay slot at 09674a88 in block starting at 09673a00 |
FRONTIER GATE Boost+ |
v1.16.6 |
2025-01-20 |
Branch in Jump delay slot at 096749e8 in block starting at 09673a00 |
FRONTIER GATE Boost+ |
v1.16.6 |
2025-01-20 |
Branch in Jump delay slot at 09674948 in block starting at 09673a00 |
FRONTIER GATE Boost+ |
v1.16.6 |
2025-01-20 |
Branch in Jump delay slot at 096748a8 in block starting at 09673a00 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2025-01-20 |
Branch in JumpReg delay slot at 08aac048 in block starting at 08aac040 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2025-01-20 |
MIPSCompileOp: Invalid instruction b055e244 |
Resistance: Retribution™ |
v1.18.1 |
2025-01-20 |
sceDmacMemcpy(dest=04088000, src=09d83ca0, size=557056): overlapping read |
SBK® Superbike World Championship |
v1.18.1-792-g1a03d60022 |
2025-01-20 |
Can't draw: No current render step. Step count: 0 |
MONSTER HUNTER FREEDOM™ 2 |
v1.18.1 |
2025-01-20 |
sceDmacMemcpy(dest=0414e000, src=093bb6d0, size=143456): overlapping read |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in branch delay slot at 08fe9a1c with different target |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08fe95a0 in block starting at 08fe9560 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Jump to invalid address: 03fb7900 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Jump to invalid address: 03fa4a60 |
Gangs of London™ |
v1.15.4 |
2025-01-20 |
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 r10p0-00dev0 [Revision 96995].
01f70444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 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))
// 01f70444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 Cull
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 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;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
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);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = color0.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 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.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outP |
Gangs of London™ |
v1.15.4 |
2025-01-20 |
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 r10p0-00dev0 [Revision 96995].
01f70444:00010b08 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7
#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))
// 01f70444:00010b08 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7
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 mediump mat4 u_texmtx;
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 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;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
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);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = color0.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
gl_Position = outPos;
}
|
Gangs of London™ |
v1.15.4 |
2025-01-20 |
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 r10p0-00dev0 [Revision 96995].
01f70444:00010b09 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7
#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))
// 01f70444:00010b09 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7
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 mediump mat4 u_texmtx;
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 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;
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() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = color0.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
gl_Position = outPos;
}
|
Gangs of London™ |
v1.15.4 |
2025-01-20 |
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 r10p0-00dev0 [Revision 96995].
01f70444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 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))
// 01f70444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 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_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() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMi |
Gangs of London™ |
v1.15.4 |
2025-01-20 |
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 r10p0-00dev0 [Revision 96995].
01f10444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 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))
// 01f10444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 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_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() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMi |
Pro Evolution Soccer 2013 |
v1.14.4 |
2025-01-20 |
Replacement rowPitch=1024, but w=2048 (level=0) |
PES CONMEBOL LIBERTADORES 2021 NIZZER GAMES |
v1.14.4 |
2025-01-20 |
Replacement rowPitch=2048, but w=4096 (level=0) |
Pursuit Force |
v1.18.1 |
2025-01-20 |
__KernelStopThread: thread 518 does not exist (helper deleted) |
Tom Clancy's Splinter Cell® Essentials |
v1.17.1 |
2025-01-20 |
MIPSCompileOp: Invalid instruction 00074fa9 |
Tom Clancy's Splinter Cell® Essentials |
v1.18.1 |
2025-01-20 |
Jump to invalid address: 059fd340 |
Crash™ Tag Team Racing |
v1.18.1 |
2025-01-20 |
80630006=sceAtracSetDataAndGetID(09e8a380, 00014000): invalid RIFF header |
eFootball Chelito 19 |
v1.8.0 |
2025-01-20 |
sceDmacMemcpy(dest=040cc000, src=091f61f0, size=557056): overlapping read |
Crash™ Tag Team Racing |
v1.18.1 |
2025-01-20 |
80630006=sceAtracSetDataAndGetID(09c9a4c0, 00014000): invalid RIFF header |
Crash™ Tag Team Racing |
v1.18.1 |
2025-01-20 |
80630006=sceAtracSetDataAndGetID(09e38b40, 00014000): invalid RIFF header |
Crash™ Tag Team Racing |
v1.18.1 |
2025-01-20 |
80630006=sceAtracSetDataAndGetID(09e87f80, 00014000): invalid RIFF header |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08a6a5d4 in block starting at 08a6a550 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08a6a5dc in block starting at 08a6a550 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08a6a5d8 in block starting at 08a6a550 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Jump to invalid address: 021bb990 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08a6a5c4 in block starting at 08a6a550 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Jump to invalid address: 021bf560 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Jump to invalid address: 021bf6a0 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Jump to invalid address: 021bf500 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
MIPSCompileOp: Invalid instruction b3289750 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08a6a5d0 in block starting at 08a6a550 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Jump to invalid address: 021bb8a0 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Jump to invalid address: 021bc230 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08a6a5b4 in block starting at 08a6a550 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08a6a5a8 in block starting at 08a6a550 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08a6a5b8 in block starting at 08a6a550 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08a6a594 in block starting at 08a6a550 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08a6a5ac in block starting at 08a6a550 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Jump to invalid address: 021bca40 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08a6a5b0 in block starting at 08a6a550 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08a6a5a4 in block starting at 08a6a550 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08a6a588 in block starting at 08a6a550 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08a6a58c in block starting at 08a6a550 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08a6a564 in block starting at 08a6a550 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08a6a580 in block starting at 08a6a550 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Jump to invalid address: 021bf520 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08a6a570 in block starting at 08a6a550 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Jump to invalid address: 021bf540 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08a6a57c in block starting at 08a6a550 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08a6a584 in block starting at 08a6a550 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08a6a55c in block starting at 08a6a550 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08a6a560 in block starting at 08a6a550 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Jump to invalid address: 021bf4e0 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08a6a558 in block starting at 08a6a550 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Jump to invalid address: 021bcb20 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Jump to invalid address: 021bc960 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08a6a5a0 in block starting at 08a6a550 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
Branch in Jump delay slot at 08a6a590 in block starting at 08a6a550 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
ReadFromHardware: Invalid address 002812b5 near PC 08a61da0 LR 08a61da0 |
Crash™ Tag Team Racing |
v1.18.1 |
2025-01-20 |
80630006=sceAtracSetDataAndGetID(09eb06c0, 00014000): invalid RIFF header |
Pursuit Force |
v1.18.1 |
2025-01-20 |
__KernelStopThread: thread 443 does not exist (helper deleted) |
Grand Theft Auto®: Chinatown Wars™ |
v1.18.1 |
2025-01-20 |
Unknown GetPointerWrite 00000000 PC 08b10f98 LR 089da884 |
BOMBA PATCH FL 2025 |
v1.18 |
2025-01-20 |
sceDmacMemcpy(dest=092ed040, src=086ce940, size=1251008): overlapping read |
Crash™ Tag Team Racing |
v1.18.1 |
2025-01-20 |
80630006=sceAtracSetDataAndGetID(09e7ff40, 00014000): invalid RIFF header |
Crash™ Tag Team Racing |
v1.18.1 |
2025-01-20 |
80630006=sceAtracSetDataAndGetID(09e6bec0, 00014000): invalid RIFF header |
Crash™ Tag Team Racing |
v1.18.1 |
2025-01-20 |
80630006=sceAtracSetDataAndGetID(09e4fe00, 00014000): invalid RIFF header |
Crash™ Tag Team Racing |
v1.18.1 |
2025-01-20 |
80630006=sceAtracSetDataAndGetID(09e9d880, 00014000): invalid RIFF header |