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Game title Version Latest Report Message
MONSTER HUNTER FREEDOM™ 2 v1.9.4 2020-02-28 sceDmacMemcpy(dest=0414e000, src=0941d010, size=267424): overlapping read
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.9.4 2020-02-28 WriteToHardware: Invalid address 00000498 near PC 08b3c254 LR 08b3beb0
CRISIS CORE -FINAL FANTASY VII- v1.9.4 2020-02-28 sceDmacMemcpy(dest=08400020, src=0920d480, size=260096): overlapping read
Hexyz Force™ v1.9.4 2020-02-28 sceDmacMemcpy(dest=09bccd00, src=08415c80, size=262144): overlapping read
Tom Clancy's Splinter Cell® Essentials v1.6.3-432-gfd6c3145d 2020-02-28 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00a00002 Tex Fog 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 03f14444:41c00b14 HWX T N Fog Tex Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 1 (failed) #version 100 precision highp float; attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; 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; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6 + w2.w * u_bone7; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = 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 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = 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 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb
Tom Clancy's Splinter Cell® Essentials v1.6.3-432-gfd6c3145d 2020-02-28 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p0-00rel0 [Revision 96995]. 03f14444:41c00b14 HWX T N Fog Tex Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; 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; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6 + w2.w * u_bone7; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + 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 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = 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 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = 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 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; 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; }
Dragon Ball Z: Tenkaichi Tag Team v1.9.3 2020-02-28 ReadFromHardware: Invalid address 120c537a near PC 0880df9c LR 0880df9c
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(09737300, 00000800): invalid RIFF header
God of War®: Ghost of Sparta v1.9.3 2020-02-28 Unknown GetPointer 00000000 PC 08a82720 LR 08a82720
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(0978ed40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(097cf4c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(097a8780, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(095aa240, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(096ede00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(09b0d300, 00000800): invalid RIFF header
WWE SmackDown vs. RAW 2008 v1.8.0 2020-02-28 sceDmacMemcpy(dest=041bdc70, src=08e19280, size=65552): overlapping read
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(09aaeb80, 00000800): invalid RIFF header
FIFA 08 v1.9.4 2020-02-28 Unknown GetPointer 00000000 PC 08c68800 LR 08000020
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(09c9ff00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(09b540c0, 00000800): invalid RIFF header
TMNT v1.9.4 2020-02-28 WriteToHardware: Invalid address 00000128 near PC 08a5fdb0 LR 08a5fc1c
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(08f63e40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(096d6280, 00000800): invalid RIFF header
Dragon Ball Z: Tenkaichi Tag Team v1.9.3 2020-02-28 Unknown GetPointer 31e002a0 PC 31e002a0 LR 31e002a0
Dragon Ball Z: Tenkaichi Tag Team v1.9.3 2020-02-28 ReadFromHardware: Invalid address 0c7a4244 near PC 08a552d0 LR 08a552d0
Dragon Ball Z: Tenkaichi Tag Team v1.9.3 2020-02-28 WriteToHardware: Invalid address 2bf29ccf near PC 08a552d0 LR 08a552d0
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(095dc7c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(090be080, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(09709f80, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(09c2c600, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(0983f5c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(090b1dc0, 00000800): invalid RIFF header
(homebrew) v1.9.4 2020-02-28 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000154, pos=0, access=1, data=2, text=2
MONSTER HUNTER PORTABLE 2nd G v1.6.3-492-g9fddfff66 2020-02-28 sceDmacMemcpy(dest=0414e000, src=095edf10, size=198032): overlapping read
DJMAX PORTABLE CLAZZIQUAI EDITION v1.9.3 2020-02-28 ReadFromHardware: Invalid address 00000090 near PC 08857a88 LR 0885ea34
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(096d62c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(08ff9080, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(09996680, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(09992f00, 00000800): invalid RIFF header
グランナイツヒストリー v1.9.3 2020-02-28 00000000=sceUtilityScreenshotInitStart(08de9930)
Kenka Bancho: Badass Rumble v1.9.4 2020-02-28 00000000=sceUtilityScreenshotInitStart(093e9300)
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(09a7f200, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(09a80d00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(097d7600, 00000800): invalid RIFF header
CRISIS CORE -FINAL FANTASY VII- v1.9.4 2020-02-28 sceDmacMemcpy(dest=08400020, src=092c8a00, size=258048): overlapping read
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(09a75900, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(0983a1c0, 00000800): invalid RIFF header
恋と選挙とチョコレート ポータブル v1.6.3-492-g9fddfff66 2020-02-28 GL ran out of GPU memory; switching to low memory mode
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(09611140, 00000800): invalid RIFF header
Tomb Raider : Legend v1.9.4 2020-02-28 sceDmacMemcpy(dest=041f8c00, src=09564244, size=12288): overlapping read
Tomb Raider: Legend™ v1.9.4 2020-02-28 sceDmacMemcpy(dest=041ca400, src=099dcb10, size=9216): overlapping read
Dragon Ball Z: Tenkaichi Tag Team v1.9.3 2020-02-28 ReadFromHardware: Invalid address 39796346 near PC 088f2c3c LR 088f2d8c
Kenka Bancho: Badass Rumble v1.9.4 2020-02-28 00000000=sceUtilityScreenshotInitStart(094a75a0)
頭文字D STREET STAGE v1.9.4 2020-02-28 sceDmacMemcpy(dest=041a0a00, src=09274940, size=32768): overlapping read
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(09ba6080, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(09990600, 00000800): invalid RIFF header
Tomb Raider: Legend™ v1.9.4 2020-02-28 sceDmacMemcpy(dest=041af000, src=09668ea4, size=2048): overlapping read
デジモンワールド リ:デジタイズ v1.9.4 2020-02-28 sceDmacMemcpy(dest=090de9e0, src=090de800, size=480): overlapping read
PES 2020 By [email protected] v1.9.4 2020-02-28 Game install with no files / data
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(0991fac0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(08d78780, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(09c58e40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(09789680, 00000800): invalid RIFF header
真・三國無雙5 Special v1.9.4 2020-02-28 sceDmacMemcpy(dest=09b59040, src=09ee2e60, size=16928): overlapping read
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(099b5440, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(09911f40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(09910c40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(097fc200, 00000800): invalid RIFF header
Crash™ Tag Team Racing v1.8.0 2020-02-28 80630006=sceAtracSetDataAndGetID(09a90040, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.8.0 2020-02-28 80630006=sceAtracSetDataAndGetID(09a7bfc0, 00014000): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(09b91600, 00000800): invalid RIFF header
TALES OF PHANTASIA v1.6.3-492-g9fddfff66 2020-02-28 GL ran out of GPU memory; switching to low memory mode
The 3rd Birthday® v1.9.3 2020-02-28 sceDmacMemcpy(dest=09050080, src=09286640, size=48832): overlapping read
Ultimate Ghosts'n Goblins v1.7.5 2020-02-28 sceDmacMemcpy(dest=04161200, src=09841500, size=2048): overlapping read
ナルト疾風伝 キズナドライブ v1.6.3-312-g31646d6c8 2020-02-28 Error in shader program link: info: (unknown reason) fs: 00000000:00000002 Tex TFuncMod #version 300 es 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(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 00000000:00000918 HWX C T Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Sonic Rivals™ v1.6.3-492-g9fddfff66 2020-02-28 Error in shader program link: info: (unknown reason) fs: 00010000:0020f022 Tex TexAlpha Fog TFuncMod AlphaTest >= #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; fragColor0 = v; } vs: 00080000:00007b1c HWX C T N Fog Tex Spline TessC TessT TessRevN #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; uniform sampler2D u_tess_pos_tex; uniform sampler2D u_tess_tex_tex; uniform sampler2D u_tess_col_tex; uniform int u_spline_count_u; vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) { vec2 pos = vec2(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) { vec3 pos = vec3(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) { vec4 pos = vec4(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } uniform int u_spline_count_v; uniform int u_spline_type_u; uniform int u_spline_type_v; void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) { for (int i = 0; i < 6; ++i) { knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2)); } if ((type.x & 1) != 0) { if (patch_pos.x <= 2) knot[0].x = 0.0; if (patch_pos.x <= 1) knot[1].x = 0.0; } if ((type.x & 2) != 0) { if (patch_pos.x >= (num_patches.x - 2)) knot[5].x = float(num_patches.x); if (patch_pos.x == (num_patches.x - 1)) knot[4].x = float(num_patches.x); } if ((type.y & 1) != 0) { if (patch_pos.y <= 2) knot[0].y = 0.0; if (patch_pos.y <= 1) knot[1].y = 0.0; } if ((type.y & 2) != 0) { if (patch_pos.y >= (num_patches.y - 2)) knot[5].y = float(num_patches.y); if (patch_pos.y == (num_patches.y - 1)) knot[4].y = float(num_patches.y); } } void spline_weight(vec2 t, in vec2 knot[6], out vec2 weights[4]) { vec2 t0 = (t - knot[0]); vec2 t1 = (t - knot[1]); vec2 t2 = (t - knot[2]); vec2 f30 = t0 / (knot[3] - knot[0]); vec2 f41 = t1 / (knot[4] - knot[1]); vec2 f52 = t2 / (knot[5] - knot[2]); vec2 f31 = t1 / (knot[3] - knot[1]); vec2 f42 = t2 / (knot[4] - knot[2]); vec2 f32 = t2 / (knot[3] - knot[2]); vec2 a = (1.0 - f30)*(1.0 - f31); vec2 b = (f31*f41); vec2 c = (1.0 - f41)*(1.0 - f42); vec2 d = (f42*f52); weights[0] = a - (a*f32); weights[1] = vec2(1.0) - a - b + ((a + b + c - vec2(1.0))*f32); weights[2] = b + ((vec2(1.0) - b - c - d)*f32); weights[3] = d*f32; } void main() { vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int num_patches_u = u_spline_count_u - 3; int u = int(mod(float(gl_InstanceID), float(num_patches_u))); int v = gl_InstanceID / num_patches_u; ivec2 patch_pos = ivec2(u, v); for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++)
太閤立志伝Ⅴ v1.9.3 2020-02-28 sceDmacMemcpy(dest=041a71c0, src=09338860, size=1024): overlapping read
ナルティメットインパクト v1.6.3-312-g31646d6c8 2020-02-28 Error in shader program link: info: (unknown reason) fs: 00000000:00005022 Tex TexAlpha TFuncMod AlphaTest == #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; 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 = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 00000000:00000012 THR Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
ナルティメットインパクト v1.6.3-312-g31646d6c8 2020-02-28 Error in shader program link: info: (unknown reason) fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; 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 = p * t; if (v.a < 0.002) discard; fragColor0 = v; } vs: 00000000:00000012 THR Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Crash™ Tag Team Racing v1.8.0 2020-02-28 80630006=sceAtracSetDataAndGetID(096217c0, 00014000): invalid RIFF header
ACE COMBAT X v1.9.4 2020-02-28 sceDmacMemcpy(dest=040cc000, src=098f74c0, size=557056): overlapping read
(homebrew) v1.9.4 2020-02-28 Error in shader compilation: info: (unknown reason) thin3d 
Warhammer 40,000: Squad Command v1.9.4 2020-02-28 scePsmfPlayerStart(08e0ddd0, 08e0dde0, 0): unable to change video stream to 0
真・三國無双6 Special v1.9.4 2020-02-28 sceDmacMemcpy(dest=09844fd0, src=09ece440, size=3616): overlapping read
Dragon Ball Z: Tenkaichi Tag Team v1.9.4 2020-02-28 ReadFromHardware: Invalid address 00014000 near PC 00012e8c LR 089e2120
Crash™ Tag Team Racing v1.8.0 2020-02-28 80630006=sceAtracSetDataAndGetID(09c4c580, 00014000): invalid RIFF header
Dragon Ball Z: Tenkaichi Tag Team v1.9.3 2020-02-28 ReadFromHardware: Invalid address 239cd986 near PC 088f2c3c LR 088f2d8c
Dragon Ball Z: Tenkaichi Tag Team v1.9.3 2020-02-28 ReadFromHardware: Invalid address 3b80a65b near PC 089000f8 LR 089002d0
Kenka Bancho: Badass Rumble v1.9.4 2020-02-28 00000000=sceUtilityScreenshotInitStart(095c80c0)
Prince of Persia - Revelations v1.9.4 2020-02-28 80630006=sceAtracSetDataAndGetID(0978db80, 00000800): invalid RIFF header
デジモンワールド リ:デジタイズ v1.5.4 2020-02-28 sceDmacMemcpy(dest=090cfdc8, src=090cfa80, size=840): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.5.4 2020-02-28 sceDmacMemcpy(dest=08542bc0, src=09578880, size=81920): overlapping read
討鬼伝 極 v1.9.3 2020-02-28 Unknown GetPointer 4034b02c PC 0896e550 LR 0896e558
Hysteria Project v1.9.3 2020-02-28 sceDmacMemcpy(dest=04154000, src=092eeb18, size=557056): overlapping read
ACECOMBAT v1.9.3-302-g3af63b6b8 2020-02-28 Render to texture with different formats 3 != 1
ACECOMBAT v1.9.3-302-g3af63b6b8 2020-02-28 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
PES 2013 v1.5.4 2020-02-28 sceDmacMemcpy(dest=040cc000, src=09514c80, size=557056): overlapping read
初音ミク -Project DIVA- extend v1.9.4 2020-02-28 00000000=sceUtilityScreenshotInitStart(08fdbba8)
Crash™ Tag Team Racing v1.8.0 2020-02-28 80630006=sceAtracSetDataAndGetID(09c4c700, 00014000): invalid RIFF header
テイルズ オブ ザ ワールド レディアント マイソロジー3 v1.9.3 2020-02-28 MIPSCompileOp: Invalid instruction 434a434a