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eFootball PES 2021 T. Bendezu "C19" v1.18.1 2024-12-07 Error in shader program link: info: (unknown reason) fs: postshader #ifdef GL_ES precision mediump float; #endif /* AA shader 4.o / AA shader 4.o - filtro Copyright (C) 2014 guest(r) - [email protected] This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // Modified as video aware smoothing effect for PPSSPP. // Some variable definitions had to be moved inside functions(and so repeated) due to glsl->hlsl auto translation failing. // Also auto translation fails with bool uniform, which is why u_video is defined as float. #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; uniform float u_video; //=========== varying vec2 v_texcoord0; const vec3 dt = vec3(1.0,1.0,1.0); vec3 texture2d (vec2 texcoord) { float scale = 1.0; if (u_video==1.0){ scale = 2.0; } else { scale = 7.0; } vec4 yx = vec4(1.0/480.0,1.0/272.0,-1.0/480.0,-1.0/272.0)/scale; vec4 xy = vec4(2.0/480.0,2.0/272.0,-2.0/480.0,-2.0/272.0)/scale; vec3 s00 = texture2D(sampler0, texcoord + yx.zw).xyz; vec3 s20 = texture2D(sampler0, texcoord + yx.xw).xyz; vec3 s22 = texture2D(sampler0, texcoord + yx.xy).xyz; vec3 s02 = texture2D(sampler0, texcoord + yx.zy).xyz; float m1=dot(abs(s00-s22),dt)+0.001; float m2=dot(abs(s02-s20),dt)+0.001; return 0.5*(m2*(s00+s22)+m1*(s02+s20))/(m1+m2); } vec3 texture2dd (vec2 texcoord) { float scale = 1.0; if (u_video==1.0){ scale = 2.0; } else { scale = 7.0; } vec4 yx = vec4(1.0/480.0,1.0/272.0,-1.0/480.0,-1.0/272.0)/scale; vec4 xy = vec4(2.0/480.0,2.0/272.0,-2.0/480.0,-2.0/272.0)/scale; vec3 c11 = texture2D(sampler0, texcoord ).xyz; vec3 c00 = texture2D(sampler0, texcoord + xy.zw).xyz; vec3 c20 = texture2D(sampler0, texcoord + xy.xw).xyz; vec3 c22 = texture2D(sampler0, texcoord + xy.xy).xyz; vec3 c02 = texture2D(sampler0, texcoord + xy.zy).xyz; vec3 s00 = texture2D(sampler0, texcoord + yx.zw).xyz; vec3 s20 = texture2D(sampler0, texcoord + yx.xw).xyz; vec3 s22 = texture2D(sampler0, texcoord + yx.xy).xyz; vec3 s02 = texture2D(sampler0, texcoord + yx.zy).xyz; float d1=dot(abs(c00-c22),dt)+0.001; float d2=dot(abs(c20-c02),dt)+0.001; float m1=dot(abs(s00-s22),dt)+0.001; float m2=dot(abs(s02-s20),dt)+0.001; vec3 t2=(d1*(c20+c02)+d2*(c00+c22))/(2.0*(d1+d2)); return 0.25*(c11+t2+(m2*(s00+s22)+m1*(s02+s20))/(m1+m2)); } void main() { float scale = 7.0; bool filtro = false; if (u_video==1.0){ scale = 2.0; filtro = true; } else { scale = 7.0; filtro = false; } // Calculating texel coordinates vec2 size = vec2(480.0,272.0)*scale; vec2 inv_size = vec2(1.0/480.0,1.0/272.0)/scale; vec2 OGL2Pos = v_texcoord0 * size; vec2 fp = fract(OGL2Pos); vec2 dx = vec2(inv_size.x,0.0); vec2 dy = vec2(0.0, inv_size.y); vec2 g1 = vec2(inv_size.x,inv_size.y); vec2 g2 = vec2(-inv_size.x,inv_size.y); vec2 pC4 = floor(OGL2Pos) * inv_size + 0.5*inv_size; // Reading the texels vec3 C0 = texture2d(pC4 - g1); vec3 C1 = texture2d(pC4 - dy); vec3 C2 = texture2d(pC4 - g2); vec3 C3 = texture2d(pC4 - dx); vec3 C4 = texture2d(pC4 ); vec3 C5 = texture2d(pC4 + dx); vec3 C6 = texture2d(pC4 + g2); vec3 C7 = texture2d(pC4 + dy); vec3 C8 = texture2d(pC4 + g1); vec3 ul, ur, dl, dr; float m1, m2; m1 = dot(abs(C0-C4),dt)+0.001
eFootball PES 2021 T. Bendezu "C19" v1.18.1 2024-12-07 Error in shader program link: info: (unknown reason) fs: postshader #ifdef GL_ES precision mediump float; #endif /* Hyllian's xBR-lv2 Shader Accuracy (tweak by guest.r) Copyright (C) 2011-2015 Hyllian - [email protected] Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. Incorporates some of the ideas from SABR shader. Thanks to Joshua Street. */ #ifdef GL_ES precision mediump float; precision mediump int; #endif #define CornerA 0 //ON:1/OFF:0 / A, B, C, D are just different variants of corner rounding #define CornerB 0 //ON:1/OFF:0 / activate only one #define CornerD 0 //ON:1/OFF:0 // CornerC //used as default if none of the above is defined const float XBR_SCALE = 3.0; const float lv2_cf = 2.0; const float coef = 2.0; const vec3 rgbw = vec3(14.352, 28.176, 5.472); const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0); const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 ); const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 ); const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 ); const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 ); const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 ); const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 ); const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 ); const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 ); const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 ); const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25); uniform sampler2D sampler0; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; varying vec2 v_texcoord0; // Difference between vector components. vec4 df(vec4 A, vec4 B) { return vec4(abs(A-B)); } // Compare two vectors and return their components are different. vec4 diff(vec4 A, vec4 B) { return vec4(notEqual(A, B)); } // Determine if two vector components are equal based on a threshold. vec4 eq(vec4 A, vec4 B) { return (step(df(A, B), eq_threshold)); } // Determine if two vector components are NOT equal based on a threshold. vec4 neq(vec4 A, vec4 B) { return (vec4(1.0, 1.0, 1.0, 1.0) - eq(A, B)); } float c_df(vec3 c1, vec3 c2) { vec3 df = abs(c1 - c2); return df.r + df.g + df.b; } void main() { bool upscale = u_texelDelta.x > (1.6 * u_pixelDelta.x); vec3 res = texture2D(sampler0, v_texcoord0.xy).xyz; // Let's skip the whole scaling if output size smaller than 1.6x of input size if (upscale) { vec4 edri, edr, edr_l, edr_u, px; // px = pixel, edr = edge detection rule vec4 irlv0, irlv1, irlv2l, irlv2u; vec4 fx, fx_l, fx_u; // inequations of straight lines. vec2 pS = 1.0 / u_texelDelta.xy; vec2 fp = fract(v_texcoord0.xy*pS.xy); vec2 TexCoord_0 = v_texcoord0.xy-fp*u_pixelDelta.xy; vec2 dx = vec2(u_texelDelta.x,0.0); vec2 dy = vec2(0.0,u_texelDelta.y); vec2 y2 = dy + dy; vec2 x2 = dx + dx; vec4 delta = vec4(1.0/XBR_SCALE, 1.0/XBR_SCALE, 1.0/XBR_SCALE, 1.0/XBR_SCALE); vec4 delta_l = vec4(0.5/XBR_SCALE, 1.0/XBR_SCALE, 0.5/XBR_SCALE, 1.0/XBR_SCALE); vec4 delta_u = delta_l.yxwz; vec3 A = texture2D(sampler0, TexCoord_0 -dx -
God of War: Chains of Olympus v1.18.1 2024-12-07 Jump to invalid address: 061da200
God of War: Chains of Olympus v1.18.1 2024-12-07 Jump to invalid address: 062bc200
God of War®: Ghost of Sparta v1.18.1 2024-12-07 80631003=sceAtracSetAA3DataAndGetID(08c60dc0, 0001e000, 00499998, 09fbba6c[ffffffff]): invalid ea3 magic bytes
英雄伝説 空の軌跡FC v1.18.1 2024-12-07 sceDmacMemcpy(dest=04127800, src=08dde4e0, size=4096): overlapping read
EA-Sports FC PC-V v1.11 2024-12-07 Unknown GetPointer 00000000 PC 08863d6c LR 08849a58
Toy Story 3 v1.17.1 2024-12-07 __KernelStopThread: thread 655 does not exist (helper deleted)
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-12-07 80420014=__sceSasCoreWithMix(08b65a00, 6eddf440, 4096, 4096): invalid address
eFootball Euro y Copa America By T. Bendezu v1.18.1 2024-12-07 Unknown GetPointer 005f583f PC 0884d7b4 LR 0884d7d4
WWE VS WCW 2K ATTITUDE ERA BY ¡¿Eso Qué?! v1.10.3 2024-12-07 80630007=sceAtracSetData(3, 08d4b180, 0000a8d0): atracID uses different codec type than data
WWE VS WCW 2K ATTITUDE ERA BY ¡¿Eso Qué?! v1.10.3 2024-12-07 80630007=sceAtracSetData(2, 08d4b180, 0000beb0): atracID uses different codec type than data
WWE VS WCW 2K ATTITUDE ERA BY ¡¿Eso Qué?! v1.10.3 2024-12-07 80630007=sceAtracSetData(3, 08d4b180, 000085d0): atracID uses different codec type than data
WWE VS WCW 2K ATTITUDE ERA BY ¡¿Eso Qué?! v1.10.3 2024-12-07 80630007=sceAtracSetData(3, 08d4b180, 0000c9a0): atracID uses different codec type than data
WWE VS WCW 2K ATTITUDE ERA BY ¡¿Eso Qué?! v1.10.3 2024-12-07 80630007=sceAtracSetData(3, 08d4b180, 0000ff38): atracID uses different codec type than data
WWE VS WCW 2K ATTITUDE ERA BY ¡¿Eso Qué?! v1.10.3 2024-12-07 80630007=sceAtracSetData(3, 08d4b180, 0000a010): atracID uses different codec type than data
WWE VS WCW 2K ATTITUDE ERA BY ¡¿Eso Qué?! v1.10.3 2024-12-07 80630007=sceAtracSetData(2, 08d4b180, 0000af60): atracID uses different codec type than data
WWE VS WCW 2K ATTITUDE ERA BY ¡¿Eso Qué?! v1.10.3 2024-12-07 80630007=sceAtracSetData(3, 08d4b180, 00012008): atracID uses different codec type than data
WWE VS WCW 2K ATTITUDE ERA BY ¡¿Eso Qué?! v1.10.3 2024-12-07 80630007=sceAtracSetData(3, 08d4b180, 0000ae48): atracID uses different codec type than data
WWE VS WCW 2K ATTITUDE ERA BY ¡¿Eso Qué?! v1.10.3 2024-12-07 80630007=sceAtracSetData(2, 08d4b180, 0000cf18): atracID uses different codec type than data
Toy Story 3 v1.17.1 2024-12-07 __KernelStopThread: thread 525 does not exist (helper deleted)
Def Jam® Fight For NY™: The Takeover v1.18.1 2024-12-07 UNTESTED sceNetAdhocctlJoinEnterGameMode(6c65bcb, 54:9d:7c:8b:e5:74, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.18.1 2024-12-07 UNTESTED sceNetAdhocctlCreateEnterGameMode(6c65bcb, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
MONSTER HUNTER PORTABLE 2nd G v1.10.2 2024-12-07 80630006=sceAtracSetDataAndGetID(08c5e080, 00009800): invalid RIFF header
Obscure: The Aftermath v1.11.3 2024-12-07 sceDmacMemcpy(dest=08437ec0, src=093969f0, size=81423): overlapping read
eFootball Chelito 19 v1.18.1 2024-12-07 sceDmacMemcpy(dest=08701400, src=040cc000, size=1043456): overlapping read
MONSTER HUNTER PORTABLE 2nd G v1.10.2 2024-12-07 80630006=sceAtracSetDataAndGetID(08c74880, 0009a800): invalid RIFF header
Dragon Ball Z: Tenkaichi Tag Team v1.16.6 2024-12-07 Branch in Jump delay slot at 09ea0380 in block starting at 09ea0000
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.10.3 2024-12-07 Bad vertex address 00103644!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.10.3 2024-12-07 Bad vertex address 0010361c!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.10.3 2024-12-07 Bad vertex address 001035f4!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.10.3 2024-12-07 Bad vertex address 001035cc!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.10.3 2024-12-07 Bad vertex address 00103794!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.10.3 2024-12-07 Bad vertex address 00103fa4!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.10.3 2024-12-07 Bad vertex address 00103f7c!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.10.3 2024-12-07 Bad vertex address 00103f54!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.10.3 2024-12-07 Bad vertex address 00103f2c!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.10.3 2024-12-07 Bad vertex address 00104064!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.10.3 2024-12-07 Bad vertex address 0010403c!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.10.3 2024-12-07 Bad vertex address 00104014!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.10.3 2024-12-07 Bad vertex address 00103fec!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.10.3 2024-12-07 Bad vertex address 00103fc4!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.10.3 2024-12-07 Bad vertex address 00103f9c!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.10.3 2024-12-07 Bad vertex address 00105170!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.10.3 2024-12-07 Bad vertex address 00105134!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.10.3 2024-12-07 Bad vertex address 001050d0!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.10.3 2024-12-07 Bad vertex address 0010506c!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.10.3 2024-12-07 Bad vertex address 00105030!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.10.3 2024-12-07 Bad vertex address 00104fcc!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.10.3 2024-12-07 Bad vertex address 00104f18!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.10.3 2024-12-07 Bad vertex address 00104ea0!
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.10.3 2024-12-07 Bad vertex address 00104e64!
eFootball Chelito 19 v1.16.6 2024-12-07 Unknown GetPointer 2c5b4302 PC 0884d7b4 LR 0884d7d4
FIFA 14 v1.18.1 2024-12-07 Branch in JumpReg delay slot at 098cb414 in block starting at 098cb410
Ultimate Ghosts'n Goblins v1.18.1-162-gfe38e8822c 2024-12-07 sceDmacMemcpy(dest=040e6800, src=092010c0, size=2048): overlapping read
Obscure: The Aftermath v1.11.3 2024-12-07 sceDmacMemcpy(dest=0936ae60, src=09730c40, size=8192): overlapping read
WWE SmackDown vs. RAW 2007 v1.6.3 2024-12-07 sceDmacMemcpy(dest=0412b570, src=092bbba0, size=65552): overlapping read
Yu-Gi-Oh! GX Tag Force 3 v1.18.1-116-g2402eea4b1 2024-12-07 __KernelStopThread: thread 432 does not exist (helper deleted)
MONSTER HUNTER PORTABLE 3rd v1.18.1 2024-12-07 sceDmacMemcpy(dest=040cc000, src=09542c70, size=13440): overlapping read
Pro Evolution Soccer 2014 v1.17.1 2024-12-07 Jump to invalid address: 02caef00
Pro Evolution Soccer 2014 v1.17.1 2024-12-07 MIPSCompileOp: Invalid instruction 4600b889
Pro Evolution Soccer 2014 v1.17.1 2024-12-07 An uneaten prefix at end of block: 08ffc418
Resistance: Retribution™ v1.18.1 2024-12-07 Unknown GetPointerWrite 26170638 PC 08d09d20 LR 08cd6754
TEKKEN DARK RESURRECTION v1.18.1 2024-12-07 sceDmacMemcpy(dest=0863cc70, src=095ed480, size=97600): overlapping read
ときめきメモリアル Girl's Side Premium 3 v1.18.1 2024-12-07 sceDmacMemcpy(dest=08542440, src=099f9ac0, size=4096): overlapping read
Virtua Tennis 3 v1.18.1 2024-12-07 80630011=sceAtracSetDataAndGetID(08ce6b80, 00000004): buffer too small
MLB 11 The Show™ v1.18.1 2024-12-07 scePsmfPlayerSetPsmf*: incorrect PSMF magic (f6f2432a), bad data
MONSTER HUNTER FREEDOM UNITE™ v1.18.1 2024-12-07 sceDmacMemcpy(dest=08c78c80, src=084aad70, size=362496): overlapping read
Def Jam® Fight For NY™: The Takeover v1.18.1 2024-12-07 Unknown GetPointer e8fcd068 PC 08a9ddd8 LR 0891ba48
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-12-07 WriteToHardware: Invalid address 00000e0e near PC 090663b8 LR 08000000
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-12-07 ReadFromHardware: Invalid address 00000c0c near PC 090663b0 LR 08000000
EFOOTBALL NEW PATCH SEASON 2025.... v1.18.1 2024-12-07 Unknown GetPointerWrite 45564157 PC 08a02a0c LR 08a1dfb4
EFOOTBALL NEW PATCH SEASON 2025.... v1.18.1 2024-12-07 Unknown GetPointer 20746d66 PC 08a02a0c LR 08a1dfb4
B-Boy™ v1.10.2 2024-12-07 Could not setup streams, unexpected stream count: 36926
B-Boy™ v1.10.2 2024-12-07 Could not setup streams, unexpected stream count: 3541
B-Boy™ v1.10.2 2024-12-07 Unexpected mpeg first timestamp: 54e73b0000 / 364656656384
eFootball PC - V. v1.9.4 2024-12-07 ReadFromHardware: Invalid address ffffffff near PC ffffffff LR 08000018
EA-Sports FC PC-V v1.18.1 2024-12-07 Error in shader program link: info: (unknown reason) fs: postshader #ifdef GL_ES precision mediump float; #endif /* Hyllian's 5xBR v3.5a Shader Copyright (C) 2011 Hyllian/Jararaca - [email protected] This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; varying vec2 v_texcoord0; const float coef = 2.0; const vec3 rgbw = vec3(16.163, 23.351, 8.4772); const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 ); const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 ); const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 ); const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 ); const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 ); const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 ); const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 ); const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 ); const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 ); vec4 df(vec4 A, vec4 B) { return abs(A-B); } vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h)); } void main(){ bool upscale = u_texelDelta.x > (1.6 * u_pixelDelta.x); vec3 res = texture2D(sampler0, v_texcoord0.xy).xyz; // Let's skip the whole scaling if output size smaller than 1.6x of input size if (upscale) { bvec4 edr, edr_left, edr_up, px; // px = pixel, edr = edge detection rule bvec4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up; bvec4 nc; // new_color bvec4 fx, fx_left, fx_up; // inequations of straight lines. vec2 pS = 1.0 / u_texelDelta.xy; vec2 fp = fract(v_texcoord0.xy*pS.xy); vec2 TexCoord_0 = v_texcoord0.xy-fp*u_pixelDelta.xy; vec2 dx = vec2(u_texelDelta.x,0.0); vec2 dy = vec2(0.0,u_texelDelta.y); vec2 y2 = dy + dy; vec2 x2 = dx + dx; vec3 A = texture2D(sampler0, TexCoord_0 -dx -dy ).xyz; vec3 B = texture2D(sampler0, TexCoord_0 -dy ).xyz; vec3 C = texture2D(sampler0, TexCoord_0 +dx -dy ).xyz; vec3 D = texture2D(sampler0, TexCoord_0 -dx ).xyz; vec3 E = texture2D(sampler0, TexCoord_0 ).xyz; vec3 F = texture2D(sampler0, TexCoord_0 +dx ).xyz; vec3 G = texture2D(sampler0, TexCoord_0 -dx +dy ).xyz; vec3 H = texture2D(sampler0, TexCoord_0 +dy ).xyz; vec3 I = texture2D(sampler0, TexCoord_0 +dx +dy ).xyz; vec3 A1 = texture2D(sampler0, TexCoord_0 -dx -y2).xyz; vec3 C1 = texture2D(sampler0, TexCoord_0 +dx -y2).xyz; vec3 A0 = texture2D(sampler0, TexCoord_0 -x2 -dy).xyz; vec3 G0 = texture2D(sampler0, TexCoord_0 -x2 +dy).xyz; vec3 C4 = texture2D(sampler0, TexCoord_0 +x2 -dy).xyz; vec3 I4 = texture2D(sampler0, TexCoord_0 +x2 +dy).xyz; vec3 G5 = texture2D(sampler0, TexCoord_0 -dx +y2).xyz; vec3 I5 = texture2D(sampler0, TexCoord_0 +dx +y2).xyz; vec3 B1 = texture2D(sampler0, TexCoord_0 -y2).xyz; vec3 D0 = texture2D(sampler0, TexCoord_0 -x2 ).xyz; vec3 H5 = texture2D(sampler0, TexCoord_0 +y2).xyz; vec3 F4 = texture2D(sampler0, TexCoord_0 +x2 ).xyz; vec4 b = vec4(dot(B ,rgbw), dot(D ,rgbw), dot(H ,rgbw), dot(F ,rgbw)); vec4 c = vec4(dot(C ,rgbw), dot(A ,rgbw), dot(G ,rgbw), dot(I ,rgbw)); vec4 d = vec4(b.y, b.z, b.w, b.x); vec4 e = vec4(dot(E,rgbw)); vec4 f = vec4(b.w, b.x, b.y, b.z); vec4 g = vec4(c.z, c.w, c.x, c.y); vec4 h = vec
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2024-12-07 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 r7p0-00rel0 [Revision 96995]. 01710551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01710551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 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 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 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 = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(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 * 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_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.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 * 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_lightspecular1 * specularColor * ldot * lightScale; } 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); 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)
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2024-12-07 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 r7p0-00rel0 [Revision 96995]. 01f35551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3 Cull #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f35551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3 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 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_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 = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(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 * 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_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.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 * 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_lightspecular1 * specularColor * ldot * lightScale; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLig
Def Jam® Fight For NY™: The Takeover v1.18.1 2024-12-07 sceDmacMemcpy(dest=09b8f400, src=08400000, size=203968): overlapping read
LEGO® Batman™: The Videogame v1.15.4 2024-12-07 Unaligned icache invalidation of 086cc6b8 (086cc6b8 + 0) at PC=089741fc
eFootball 2025 STAR PATCH v1.18.1 2024-12-07 Unknown GetPointer 001e0000 PC 0884a918 LR 0884a938
CRISIS CORE -FINAL FANTASY VII- v1.18.1 2024-12-07 sceDmacMemcpy(dest=09177e40, src=08400020, size=276480): overlapping read
Tony Hawk's Underground 2 Remix v1.18.1 2024-12-07 Unknown GetPointer 00000000 PC 08879c98 LR 08879c5c
God of War: Chains of Olympus v1.17.1 2024-12-07 MIPSCompileOp: Invalid instruction 4563fd28
God of War: Chains of Olympus v1.17.1 2024-12-07 Jump to invalid address: 03fda200 PC 084001e0 LR 084001e0
MONSTER HUNTER FREEDOM UNITE™ v1.18 2024-12-07 sceDmacMemcpy(dest=0414e000, src=095d2160, size=304000): overlapping read
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-12-07 WriteToHardware: Invalid address ae7ee77c near PC 0880dcc8 LR 0880dcc8
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-12-07 80420014=__sceSasCoreWithMix(08b65a00, 6f08fd40, 4096, 4096): invalid address
Syphon Filter®: Logan's Shadow v1.9.4 2024-12-07 Unknown GE command : 34fefefe
eFootball Chelito 19 v1.15.3 2024-12-07 Unknown GetPointer deae412f PC 0881c2d8 LR 0881c2e8
NBA v1.18.1 2024-12-07 80630006=sceAtracSetDataAndGetID(0956c500, 00009adc): invalid RIFF header
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-12-07 sceDmacMemcpy(dest=09a04940, src=08400000, size=641344): overlapping read
eFootball Chelito 19 v1.18 2024-12-07 Unknown GetPointer 0001c09a PC 08a02a0c LR 0881c438
eFootball NBC24 By Master Pes v1.10.3 2024-12-07 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=0
eFootball NBC24 By Master Pes v1.10.3 2024-12-07 Unimplemented HLE function sceKernelFindModuleByUID
eFootball NBC24 By Master Pes v1.10.3 2024-12-07 Unimplemented HLE function sceKernelDcacheWritebackAll
eFootball NBC24 By Master Pes v1.10.3 2024-12-07 Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a
eFootball NBC24 By Master Pes v1.10.3 2024-12-07 Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f