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Game title Version Latest Report Message
Crash® of the Titans v1.13.1 2022-08-12 sceKernelLoadModule: unsupported options size=00000014, flags=00001234, pos=0, access=1, data=1, text=1
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.12.3 2022-08-12 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146133816
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.12.3 2022-08-12 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144940664
NBA LIVE 07 v1.12.3 2022-08-12 BREAK instruction hit
NBA LIVE 07 v1.12.3 2022-08-12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 092041d4, 4, 00000000, 0)
Phantasy Star Portable v1.13.1 2022-08-12 Video out requested, not supported: mode=0 size=0,0
SSX On Tour v1.13.1 2022-08-12 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 040e0000 offset: 0 (256x256 stride 256, 5551): [C:040cc000/256 Z:04088000/512 X:0 Y:160 reint: false] [C:040e0000/256 Z:04088000/512 X:0 Y:0 reint: false]
Iron Man™ 2 v1.13.1 2022-08-12 Truncating vertex count from 32490 to 21845
eFootball PES 2021 DraycEM "C19" v1.11.3 2022-08-12 Error in shader program link: info: L0001 The fragment floating-point variable u_texelDelta does not match the vertex variable u_texelDelta. The precision does not match. fs: postshader #version 320 es precision mediump float; precision highp int; uniform vec2 u_pixelDelta; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec4 u_time; uniform vec2 u_texelDelta; in vec2 v_texcoord0; out vec4 _gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; vec3 processGAUSS_SQ(inout vec3 color) { float GAUSS_KERNEL_SIZE = 5.0; vec2 offset = (u_pixelDelta * 3.5) / vec2(GAUSS_KERNEL_SIZE); vec3 cGauss0 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0))).xyz * 1.0; vec3 cGauss1 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, -2.0))).xyz * 4.0; vec3 cGauss2 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, -2.0))).xyz * 7.0; vec3 cGauss3 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, -2.0))).xyz * 4.0; vec3 cGauss4 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, -2.0))).xyz * 1.0; vec3 cGauss5 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, -1.0))).xyz * 4.0; vec3 cGauss6 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0))).xyz * 16.0; vec3 cGauss7 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, -1.0))).xyz * 26.0; vec3 cGauss8 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, -1.0))).xyz * 16.0; vec3 cGauss9 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, -1.0))).xyz * 4.0; vec3 cGauss10 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 0.0))).xyz * 7.0; vec3 cGauss11 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 0.0))).xyz * 26.0; vec3 cGauss12 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0))).xyz * 41.0; vec3 cGauss13 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, 0.0))).xyz * 26.0; vec3 cGauss14 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, 0.0))).xyz * 7.0; vec3 cGauss15 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 1.0))).xyz * 4.0; vec3 cGauss16 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 1.0))).xyz * 16.0; vec3 cGauss17 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, 1.0))).xyz * 26.0; vec3 cGauss18 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0))).xyz * 16.0; vec3 cGauss19 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, 1.0))).xyz * 4.0; vec3 cGauss20 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 2.0))).xyz * 1.0; vec3 cGauss21 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 2.0))).xyz * 4.0; vec3 cGauss22 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, 2.0))).xyz * 7.0; vec3 cGauss23 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, 2.0))).xyz * 4.0; vec3 cGauss24 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0))).xyz * 1.0; color = (((((((((((((((((((((((cGauss0 + cGauss1) + cGauss2) + cGauss3) + cGauss4) + cGauss5) + cGauss6) + cGauss7) + cGauss8) + cGauss9) + cGauss10) + cGauss11) + cGauss12) + cGauss13) + cGauss14) + cGauss15) + cGauss16) + cGauss17) + cGauss18) + cGauss19) + cGauss20) + cGauss21) + cGauss22) + cGauss23) + cGauss24; color /= vec3(273.0); return color; } vec3 processBLOOM(inout vec3 color, vec3 colorB, mediump int hatsu) { vec4 sum = vec4(0.0); mediump int diffx = 2; mediump int diffy = 3; for (mediump int ib = -diffy; ib < diffy; ib++) { for (mediump int jb = -diffx; jb < diffx; jb++) { sum += (texture(sampler0, v_texcoord0 + (vec2(float(jb), float(ib)) * 0.00200000009499490261077880859375)) * 0.2199999988079071044921875); } } float _451 = color.x; bool _453 = _451 < 0.300000011920928955078125; bool _460; if (_453) { _460 = color.y < 0.300000011920928955078125; } else { _460 = _453; } bool _467; if (_460) { _467 = color.z < 0.3000000119209289550
METAL SLUG Anthology v1.13.1-130-g714afb46a 2022-08-12 UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI5267, 4c:2e:ea:0d:52:67, 20000000, 0) at 08829190
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-12 Error in shader compilation: info: 0:21: S0001: Type mismatch, cannot convert from 'ivec2' to 'vec2' 00000000:000003e2 Tex TexAlpha Depal TClampST TFuncMod #version 320 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-T760 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-12 Error in shader compilation: info: 0:22: S0001: Type mismatch, cannot convert from 'ivec2' to 'vec2' 0000002e:000003ee Tex TexAlpha Depal TClampST ReplaceBlend_6A:0_B:0_Eq:5 TFuncRepl #version 320 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-T760 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { lowp vec4 destColor = gl_LastFragColorARM; vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depa
Dragon Ball Z: Tenkaichi Tag Team v1.13.1-130-g714afb46a 2022-08-12 Error in shader compilation: info: 0:21: S0001: Type mismatch, cannot convert from 'ivec2' to 'vec2' 00000000:000003ee Tex TexAlpha Depal TClampST TFuncRepl #version 320 es #extension GL_ARM_shader_framebuffer_fetch : require // Mali-T760 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index
NBA LIVE 06 v1.13.1 2022-08-12 __KernelStopThread: thread 1009 does not exist
Crash™ Tag Team Racing v1.13.1 2022-08-12 __KernelStopThread: thread 419 does not exist
eFootball PES 2022 "SNE" v1.8.0 2022-08-12 80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): invalid RIFF header
eFootball PES 2021 By FAR Channel Indonesia v1.10.2 2022-08-12 Render to texture with different formats 0 != 3
eFootball PES 2021 By FAR Channel Indonesia v1.10.2 2022-08-12 Render to texture with different strides 1024 != 512
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2022-08-12 Branch in Jump delay slot at 09d9eb10 in block starting at 09d90000
Dragon Ball Z: Tenkaichi Tag Team v1.12.3 2022-08-12 Branch in Jump delay slot at 09d9eb0c in block starting at 09d90000
NBA LIVE 06 v1.13.1 2022-08-12 __KernelStopThread: thread 875 does not exist
METAL SLUG XX™ v1.13.1 2022-08-12 Texture with unexpected bufw (full=5127)
METAL SLUG XX™ v1.13.1 2022-08-12 MIPSCompileOp: Invalid instruction 42c4ff3c
METAL SLUG XX™ v1.13.1 2022-08-12 MIPSCompileOp: Invalid instruction 4f800000
METAL SLUG XX™ v1.13.1 2022-08-12 Jump to invalid address: 02ee8850
METAL SLUG XX™ v1.13.1 2022-08-12 MIPSCompileOp: Invalid instruction 42340000
METAL SLUG XX™ v1.13.1 2022-08-12 MIPSCompileOp: Invalid instruction 42000000
METAL SLUG XX™ v1.13.1 2022-08-12 MIPSCompileOp: Invalid instruction 43e10000
METAL SLUG XX™ v1.13.1 2022-08-12 MIPSCompileOp: Invalid instruction 43e1e1e2
METAL SLUG XX™ v1.13.1 2022-08-12 MIPSCompileOp: Invalid instruction 42b2aaab
METAL SLUG XX™ v1.13.1 2022-08-12 MIPSCompileOp: Invalid instruction 43a50000
METAL SLUG XX™ v1.13.1 2022-08-12 MIPSCompileOp: Invalid instruction 447a0000
METAL SLUG XX™ v1.13.1 2022-08-12 MIPSCompileOp: Invalid instruction 43fa0000
METAL SLUG XX™ v1.13.1 2022-08-12 MIPSCompileOp: Invalid instruction 43d20000
METAL SLUG XX™ v1.13.1 2022-08-12 MIPSCompileOp: Invalid instruction 42700000
METAL SLUG XX™ v1.13.1 2022-08-12 MIPSCompileOp: Invalid instruction 40a00000
METAL SLUG XX™ v1.13.1 2022-08-12 MIPSCompileOp: Invalid instruction 41e00000
METAL SLUG XX™ v1.13.1 2022-08-12 MIPSCompileOp: Invalid instruction 43ef0000
Burnout Legends v1.13.1 2022-08-12 MIPSCompileOp: Invalid instruction 41200000
Burnout Legends v1.13.1 2022-08-12 MIPSCompileOp: Invalid instruction 43f00000
Burnout Legends v1.13.1 2022-08-12 MIPSCompileOp: Invalid instruction 41b2d0e5
Burnout Legends v1.13.1 2022-08-12 MIPSCompileOp: Invalid instruction 42f7728d
Burnout Legends v1.13.1 2022-08-12 MIPSCompileOp: Invalid instruction 42c4ff3c
Burnout Legends v1.13.1 2022-08-12 MIPSCompileOp: Invalid instruction 4f800000
Burnout Legends v1.13.1 2022-08-12 Jump to invalid address: 02ee8850
Burnout Legends v1.13.1 2022-08-12 MIPSCompileOp: Invalid instruction 44200000
Mortal Kombat: Unchained v1.13.1 2022-08-12 80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data
SOCOM: Fireteam Bravo 3 v1.13.1 2022-08-12 80630006=sceAtracSetHalfwayBuffer(2, 08debda0, 00008000, 00020000): invalid RIFF header
Full Auto 2 Battlelines v1.13.1 2022-08-12 sceNetAdhocMatchingInit(32768) at 088a6d2c
LEGEND OF HEROES: TRAILS IN THE SKY SC v1.13.1 2022-08-12 sceDmacMemcpy(dest=041de800, src=08e53b00, size=4096): overlapping read
Dragon Ball Z: Tenkaichi Tag Team v1.13.1 2022-08-12 Branch in Jump delay slot at 09c4e3c4 in block starting at 09c40000
Dragon Ball Z: Tenkaichi Tag Team v1.13.1 2022-08-12 Jump to invalid address: 049a8680
Dragon Ball Z: Tenkaichi Tag Team v1.13.1 2022-08-12 Branch in Jump delay slot at 09c4e3c0 in block starting at 09c40000
Dragon Ball Z: Tenkaichi Tag Team v1.13.1 2022-08-12 Jump to invalid address: 049a8580
Prince of Persia - Rival Swords v1.12.3 2022-08-12 Exceeded immediate draw buffer size. gstate.imm_ap=38368b , prim=6
Prince of Persia - Rival Swords v1.12.3 2022-08-12 Unknown GE command : b64ae781
eFootball 2022 Cracks diuby v1.10.2 2022-08-12 sceDmacMemcpy(dest=040cc000, src=08701400, size=1043456): overlapping read
eFootball 2022 Cracks diuby v1.10.2 2022-08-12 Unknown GetPointer 00000000 PC 08a0fe70 LR 08a0fe70
Def Jam® Fight For NY™: The Takeover v1.12.3 2022-08-12 sceDmacMemcpy(dest=09a25d80, src=08400000, size=641344): overlapping read
Mega Drops (PD Roms compo 3.99) v1.13.1 2022-08-12 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2
ドラゴンボール タッグバーサス v1.13.1 2022-08-12 MIPSCompileOp: Invalid instruction 43be6666
Avatar: The Legend of Aang v1.13.1 2022-08-12 sceDmacMemcpy(dest=041cf600, src=08eb6340, size=512): overlapping read
eFootball PES 2021 T. Bendezu "C19" v1.4.2 2022-08-12 sceDmacMemcpy(dest=040cc000, src=08701400, size=1043456): overlapping read
DBZ TTT BT4 ISO V8 BY IACG MODS v1.13.1 2022-08-12 Jump to invalid address: 058b9660
DBZ TTT BT4 ISO V8 BY IACG MODS v1.13.1 2022-08-12 Jump to invalid address: 038d4660
BOMBA PATCH GEOMATRIX v1.5.3 2022-08-12 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_texcoord that has not been declared in the vertex shader. fs: 00000000:0000001a Tex TFuncUnk #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(p.rgb + t.rgb, p.a); fragColor0 = v; } vs: 00004000:00000022 THR #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); }
PES 2022 AFRICA BY AHG TECH & LAA TECH v1.13.1 2022-08-12 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000136, pos=0, access=1, data=2, text=2
doomgeneric v1.13.1-171-g39cbc253f 2022-08-12 ReadFromHardware: Invalid address 3ffffffc near PC 0899f074 LR 0899f074
FREE RUNNING v1.13.1-130-g714afb46a 2022-08-12 Error in shader compilation: info: Compile failed. ERROR: 0:22: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 00000000:000003ee Tex TexAlpha Depal TClampST TFuncRepl #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffs
FREE RUNNING v1.13.1-130-g714afb46a 2022-08-12 Video out requested, not supported: mode=0 size=0,0
LEGO® Indiana Jones™: TOA v1.13.1 2022-08-12 Jump to invalid address: 03b2d100
LEGO® Indiana Jones™: TOA v1.13.1 2022-08-12 Jump to invalid address: 06664420
LEGO® Indiana Jones™: TOA v1.13.1 2022-08-12 Jump to invalid address: 066a1ed0
LEGO® Indiana Jones™: TOA v1.13.1 2022-08-12 Jump to invalid address: 066a1e70
LEGO® Indiana Jones™: TOA v1.13.1 2022-08-12 Jump to invalid address: 066b8a00
Pro Evolution Soccer 2014 v1.13.1 2022-08-12 Unknown GetPointerWrite 00000000 PC 08808430 LR 08808448
FRONTIER GATE Boost+ v1.11.3 2022-08-12 80630011=sceAtracSetDataAndGetID(20527a6d, 00000000): buffer too small
FRONTIER GATE Boost+ v1.11.3 2022-08-12 80630011=sceAtracSetDataAndGetID(ab31b73f, 00000000): buffer too small
Avatar: The Last Airbender v1.13.1 2022-08-12 sceDmacMemcpy(dest=0419b000, src=09ae9e70, size=16384): overlapping read
FRONTIER GATE Boost+ v1.11.3 2022-08-12 80630011=sceAtracSetDataAndGetID(168b35d2, 00000000): buffer too small
FRONTIER GATE Boost+ v1.11.3 2022-08-12 80630011=sceAtracSetDataAndGetID(582e1f10, 00000000): buffer too small
FRONTIER GATE Boost+ v1.11.3 2022-08-12 80630011=sceAtracSetDataAndGetID(a6268b35, 00000000): buffer too small
FRONTIER GATE Boost+ v1.11.3 2022-08-12 80630011=sceAtracSetDataAndGetID(dc80d54e, 00000000): buffer too small
FRONTIER GATE Boost+ v1.11.3 2022-08-12 80630011=sceAtracSetDataAndGetID(82221f72, 00000000): buffer too small
FRONTIER GATE Boost+ v1.11.3 2022-08-12 80630011=sceAtracSetDataAndGetID(754258f3, 00000000): buffer too small
FRONTIER GATE Boost+ v1.11.3 2022-08-12 80630011=sceAtracSetDataAndGetID(8f756207, 00000000): buffer too small
FRONTIER GATE Boost+ v1.11.3 2022-08-12 80630011=sceAtracSetDataAndGetID(f2e41bea, 00000000): buffer too small
Tomb Raider: Anniversary™ v1.13.1 2022-08-12 sceDmacMemcpy(dest=041e3000, src=09843e30, size=5120): overlapping read
Crash™ Tag Team Racing v1.13.1 2022-08-12 80630006=sceAtracSetDataAndGetID(09a5e400, 00014000): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2022-08-12 80630006=sceAtracSetDataAndGetID(09b67580, 00000800): invalid RIFF header
Def Jam® Fight For NY™: The Takeover v1.13.1 2022-08-12 UNTESTED sceNetAdhocctlJoinEnterGameMode(6f1b76d, e0:fe:82:61:1f:c3, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.13.1 2022-08-12 UNTESTED sceNetAdhocctlCreateEnterGameMode(6f1b76d, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Prince of Persia - Revelations v1.9.4 2022-08-12 80630006=sceAtracSetDataAndGetID(095a1b80, 00000800): invalid RIFF header
Need for Speed™ Shift v1.12.3 2022-08-12 FBO created from existing depthbuffer as color, 04000000/04128000 and 04178000/04000000
Def Jam® Fight For NY™: The Takeover v1.13.1 2022-08-12 sceDmacMemcpy(dest=09658840, src=08400000, size=72384): overlapping read
Def Jam® Fight For NY™: The Takeover v1.13.1 2022-08-12 sceDmacMemcpy(dest=09a0adc0, src=08400000, size=641344): overlapping read
FRONTIER GATE Boost+ v1.11.3 2022-08-12 80630011=sceAtracSetDataAndGetID(a08535a8, 00000000): buffer too small
FRONTIER GATE Boost+ v1.11.3 2022-08-12 80630011=sceAtracSetDataAndGetID(95adafcb, 00000000): buffer too small
FRONTIER GATE Boost+ v1.11.3 2022-08-12 80630011=sceAtracSetDataAndGetID(118c560d, 00000000): buffer too small
FRONTIER GATE Boost+ v1.11.3 2022-08-12 ReadFromHardware: Invalid address 29387df7 near PC 08c9b604 LR 08c9b648