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Game title |
Version |
Latest Report |
Message |
Grand Theft Auto: Liberty City Stories |
v1.11.3 |
2025-01-21 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00011a12, pos=0, access=1, data=1, text=1 |
Tomb Raider: Anniversary™ |
v1.18.1 |
2025-01-21 |
sceDmacMemcpy(dest=041bac00, src=09af08e0, size=5120): overlapping read |
Grand Theft Auto: Liberty City Stories |
v1.18.1 |
2025-01-21 |
Jump to invalid address: 0300cb18 |
Grand Theft Auto: Liberty City Stories |
v1.18.1 |
2025-01-21 |
Branch in branch delay slot at 088f2723 with different target |
WWE SmackDown vs. RAW 2010: Revamped Edition |
v1.18.1 |
2025-01-21 |
80630007=sceAtracSetData(2, 08bd5600, 00005000): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010: Revamped Edition |
v1.18.1 |
2025-01-21 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
WWE SmackDown vs. RAW 2010: Revamped Edition |
v1.18.1 |
2025-01-21 |
Unknown GetPointerWrite 00000000 PC 088d948c LR 088d94a4 |
WWE SmackDown vs. RAW 2010: Revamped Edition |
v1.18.1 |
2025-01-21 |
80630007=sceAtracSetData(2, 08b9d5c0, 00038000): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010: Revamped Edition |
v1.18.1 |
2025-01-21 |
sceGeBreak(mode=0, unknown=08b90d1c): unknown ptr (valid) |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-21 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08ae5764 |
SBK® Superbike World Championship |
v1.18.1-792-g1a03d60022 |
2025-01-21 |
sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 08f77be0): duplicate handler |
SBK® Superbike World Championship |
v1.18.1-792-g1a03d60022 |
2025-01-21 |
sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 094ec9f0): duplicate handler |
UFC® Undisputed™ 2010 |
v1.18.1 |
2025-01-21 |
Unimplemented HLE function sceNetInetShutdown |
UFC® Undisputed™ 2010 |
v1.18.1 |
2025-01-21 |
sceKernelReleaseSubIntrHandler(-559038737, -559038737): invalid interrupt |
UFC® Undisputed™ 2010 |
v1.18.1 |
2025-01-21 |
80420014=__sceSasCore(deadbeef, deadbeef): invalid address |
UFC® Undisputed™ 2010 |
v1.18.1 |
2025-01-21 |
Unimplemented HLE function sceKernelGzipDecompress |
UFC® Undisputed™ 2010 |
v1.18.1 |
2025-01-21 |
WriteToHardware: Invalid address deadbeef near PC 08e05124 LR 08b685a0 |
UFC® Undisputed™ 2010 |
v1.18.1 |
2025-01-21 |
K 80020001=sceKernelCreateThread((invalid), deadbeef, deadbeef, -559038737, deadbeef, deadbeef): NULL thread name |
GTA: Liberty City Stories |
v1.18.1 |
2025-01-21 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00007ae3, pos=0, access=1, data=1, text=1 |
GTA: Liberty City Stories |
v1.18.1 |
2025-01-21 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
SBK-07 |
v1.18.1-792-g1a03d60022 |
2025-01-21 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 093dc830): duplicate handler |
SBK-07 |
v1.18.1-792-g1a03d60022 |
2025-01-21 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0930fe60): duplicate handler |
WWE SmackDown vs. RAW 2010 |
v1.16.6 |
2025-01-21 |
sceDmacMemcpy(dest=04167a10, src=09502cf0, size=65552): overlapping read |
eFootball 2025 Pre-Temporada By Syhrilz Project |
v1.18.1 |
2025-01-21 |
Savedata version requested: 3 |
Daxter |
v1.18.1 |
2025-01-21 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da0c90, 4, 00000000, 0) |
SBK-07 |
v1.18.1-792-g1a03d60022 |
2025-01-21 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0940b7b0): duplicate handler |
SBK-07 |
v1.18.1-792-g1a03d60022 |
2025-01-21 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 092aab30): duplicate handler |
DFU25 |
v1.18.1 |
2025-01-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=0 |
DFU25 |
v1.18.1 |
2025-01-21 |
Unimplemented HLE function sceKernelDcacheWritebackAll |
LigaPro de SUPER DUPER Gameplays |
v1.18.1 |
2025-01-21 |
Unknown GetPointer 003b170f PC 0884d7a4 LR 0884d7c4 |
Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2025-01-21 |
sceDmacMemcpy(dest=09a51f00, src=08400000, size=203968): overlapping read |
Pursuit Force |
v1.12.2 |
2025-01-21 |
__KernelStopThread: thread 324 does not exist |
Pursuit Force |
v1.12.2 |
2025-01-21 |
__KernelStopThread: thread 318 does not exist |
eFootball PC - V. |
v1.18.1 |
2025-01-21 |
MIPSCompileOp: Invalid instruction 72023ad4 |
The Legend of Heroes II: Prophecy of the Moonlight Witch |
v1.18 |
2025-01-21 |
sceDmacMemcpy(dest=08500000, src=08c65660, size=526336): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.18.1 |
2025-01-21 |
sceDmacMemcpy(dest=0414e000, src=095f1020, size=262880): overlapping read |
Sonic Rivals™ |
v1.6.3 |
2025-01-21 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:0020f822 Tex TexAlpha LM 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;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:00000055 LM Fog Tex TexProjPos
#version 300 es
precision highp float;
in vec4 position;
in vec3 texcoord;
in lowp vec4 color0;
in lowp vec3 color1;
uniform mat4 u_proj;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out highp vec3 v_texcoord;
out highp float v_fogdepth;
void main() {
v_texcoord = texcoord;
v_color0 = color0;
v_color1 = color1;
v_fogdepth = position.w;
gl_Position = u_proj * vec4(position.xyz, 1.0);
}
|
BOMBERMAN |
v1.17.1-334-g1786a4ddb |
2025-01-21 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(I5NNMLc, b8:ef:15:61:8e:ab, 30000000, 0) at 088ccd70 |
MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.17.1 |
2025-01-21 |
sceDmacMemcpy(dest=040e6800, src=09754a00, size=12144): overlapping read |
BOMBERMAN |
v1.17.1-334-g1786a4ddb |
2025-01-21 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(I5NNMLc, 2, 2, 09fff470, 30000000, 0) at 088cd098 |
Star Wars: The Force Unleashed |
v1.11.3 |
2025-01-21 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (d77f90a6), bad data |
Tomb Raider : Legend |
v1.18.1 |
2025-01-21 |
sceDmacMemcpy(dest=041bc000, src=098bea10, size=9216): overlapping read |
Medal of Honor Heroes™ 2 |
v1.18.1 |
2025-01-21 |
__KernelStopThread: thread 458 does not exist (ApctlThread deleted) |
Medal of Honor Heroes™ 2 |
v1.18.1 |
2025-01-21 |
__KernelStopThread: thread 458 does not exist (ApctlThread stopped) |
GTA: Liberty City Stories |
v1.18.1 |
2025-01-21 |
ReadFromHardware: Invalid address c3dd3e92 near PC c3dd3e92 LR 088c04b0 |
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 |