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Game title Version Latest Report Message
METAL SLUG XX™ v1.18.1 2025-01-21 Decoding texture from VRAM mirror at 04428790 swizzle=1
Prince of Persia - Rival Swords v1.10.2 2025-01-21 sceDmacMemcpy(dest=040cc000, src=086ce940, size=1251008): overlapping read
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-01-21 Unknown GetPointer 0021914d PC 0884d7b4 LR 0884d7d4
CRISIS CORE -FINAL FANTASY VII- v1.18.1 2025-01-21 sceDmacMemcpy(dest=0860caa0, src=09589740, size=122880): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo v1.18.1 2025-01-21 80630006=sceAtracSetDataAndGetID(08e7c0c0, 0002d700): invalid RIFF header
PES FL 2022 v1.18.1 2025-01-21 Unknown GetPointer 00000000 PC 0884d7a4 LR 0884d7c4
PATAPON™ 2 v1.18.1 2025-01-21 UNIMPL sceUtilityGameSharingInitStart(096a19f8)
Tomb Raider : Legend v1.18.1 2025-01-20 sceDmacMemcpy(dest=041f2000, src=099d2bf0, size=5120): overlapping read
Spider-Man 3 v1.18.1 2025-01-20 MIPSCompileOp: Invalid instruction 45af6ba0
Spider-Man 3 v1.18.1 2025-01-20 MIPSCompileOp: Invalid instruction 45af6c17
Spider-Man 3 v1.18.1 2025-01-20 MIPSCompileOp: Invalid instruction 450c0705
Spider-Man 3 v1.18.1 2025-01-20 MIPSCompileOp: Invalid instruction 45af70e4
Spider-Man 3 v1.18.1 2025-01-20 MIPSCompileOp: Invalid instruction 450bfeb8
Spider-Man 3 v1.18.1 2025-01-20 MIPSCompileOp: Invalid instruction 45af674a
ときめきメモリアル Girl's Side Premium 3 v1.18.1 2025-01-20 sceDmacMemcpy(dest=08565c40, src=098a1200, size=139200): overlapping read
MONSTER HUNTER FREEDOM™ 2 v1.18.1 2025-01-20 sceDmacMemcpy(dest=0414e000, src=093e56d0, size=143456): overlapping read
太閤立志伝Ⅴ v1.9.0 2025-01-20 Texture cache ran out of GPU memory; switching to low memory mode
Tomb Raider : Legend v1.18.1 2025-01-20 sceDmacMemcpy(dest=041e5400, src=09264120, size=5120): overlapping read
FRONTIER GATE Boost+ v1.16.6 2025-01-20 Branch in Jump delay slot at 09674f98 in block starting at 09673a00
FRONTIER GATE Boost+ v1.16.6 2025-01-20 Branch in Jump delay slot at 09674ee8 in block starting at 09673a00
FRONTIER GATE Boost+ v1.16.6 2025-01-20 Branch in Jump delay slot at 09674e48 in block starting at 09673a00
FRONTIER GATE Boost+ v1.16.6 2025-01-20 Branch in Jump delay slot at 09674da8 in block starting at 09673a00
FRONTIER GATE Boost+ v1.16.6 2025-01-20 Branch in Jump delay slot at 09674d08 in block starting at 09673a00
FRONTIER GATE Boost+ v1.16.6 2025-01-20 Branch in Jump delay slot at 09674c68 in block starting at 09673a00
FRONTIER GATE Boost+ v1.16.6 2025-01-20 Branch in Jump delay slot at 09674bc8 in block starting at 09673a00
FRONTIER GATE Boost+ v1.16.6 2025-01-20 Branch in Jump delay slot at 09674b28 in block starting at 09673a00
FRONTIER GATE Boost+ v1.16.6 2025-01-20 Branch in Jump delay slot at 09674a88 in block starting at 09673a00
FRONTIER GATE Boost+ v1.16.6 2025-01-20 Branch in Jump delay slot at 096749e8 in block starting at 09673a00
FRONTIER GATE Boost+ v1.16.6 2025-01-20 Branch in Jump delay slot at 09674948 in block starting at 09673a00
FRONTIER GATE Boost+ v1.16.6 2025-01-20 Branch in Jump delay slot at 096748a8 in block starting at 09673a00
Grand Theft Auto: Vice City Stories v1.11.3 2025-01-20 Branch in JumpReg delay slot at 08aac048 in block starting at 08aac040
Grand Theft Auto: Vice City Stories v1.11.3 2025-01-20 MIPSCompileOp: Invalid instruction b055e244
Resistance: Retribution™ v1.18.1 2025-01-20 sceDmacMemcpy(dest=04088000, src=09d83ca0, size=557056): overlapping read
SBK® Superbike World Championship v1.18.1-792-g1a03d60022 2025-01-20 Can't draw: No current render step. Step count: 0
MONSTER HUNTER FREEDOM™ 2 v1.18.1 2025-01-20 sceDmacMemcpy(dest=0414e000, src=093bb6d0, size=143456): overlapping read
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in branch delay slot at 08fe9a1c with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in Jump delay slot at 08fe95a0 in block starting at 08fe9560
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Jump to invalid address: 03fb7900
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Jump to invalid address: 03fa4a60
Gangs of London™ v1.15.4 2025-01-20 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r10p0-00dev0 [Revision 96995]. 01f70444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f70444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = color0.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outP
Gangs of London™ v1.15.4 2025-01-20 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r10p0-00dev0 [Revision 96995]. 01f70444:00010b08 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f70444:00010b08 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = color0.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; gl_Position = outPos; }
Gangs of London™ v1.15.4 2025-01-20 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r10p0-00dev0 [Revision 96995]. 01f70444:00010b09 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f70444:00010b09 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = color0.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; gl_Position = outPos; }
Gangs of London™ v1.15.4 2025-01-20 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r10p0-00dev0 [Revision 96995]. 01f70444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f70444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMi
Gangs of London™ v1.15.4 2025-01-20 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r10p0-00dev0 [Revision 96995]. 01f10444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f10444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMi
Pro Evolution Soccer 2013 v1.14.4 2025-01-20 Replacement rowPitch=1024, but w=2048 (level=0)
PES CONMEBOL LIBERTADORES 2021 NIZZER GAMES v1.14.4 2025-01-20 Replacement rowPitch=2048, but w=4096 (level=0)
Pursuit Force v1.18.1 2025-01-20 __KernelStopThread: thread 518 does not exist (helper deleted)
Tom Clancy's Splinter Cell® Essentials v1.17.1 2025-01-20 MIPSCompileOp: Invalid instruction 00074fa9
Tom Clancy's Splinter Cell® Essentials v1.18.1 2025-01-20 Jump to invalid address: 059fd340
Crash™ Tag Team Racing v1.18.1 2025-01-20 80630006=sceAtracSetDataAndGetID(09e8a380, 00014000): invalid RIFF header
eFootball Chelito 19 v1.8.0 2025-01-20 sceDmacMemcpy(dest=040cc000, src=091f61f0, size=557056): overlapping read
Crash™ Tag Team Racing v1.18.1 2025-01-20 80630006=sceAtracSetDataAndGetID(09c9a4c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-01-20 80630006=sceAtracSetDataAndGetID(09e38b40, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-01-20 80630006=sceAtracSetDataAndGetID(09e87f80, 00014000): invalid RIFF header
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in Jump delay slot at 08a6a5d4 in block starting at 08a6a550
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in Jump delay slot at 08a6a5dc in block starting at 08a6a550
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in Jump delay slot at 08a6a5d8 in block starting at 08a6a550
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Jump to invalid address: 021bb990
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in Jump delay slot at 08a6a5c4 in block starting at 08a6a550
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Jump to invalid address: 021bf560
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Jump to invalid address: 021bf6a0
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Jump to invalid address: 021bf500
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 MIPSCompileOp: Invalid instruction b3289750
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in Jump delay slot at 08a6a5d0 in block starting at 08a6a550
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Jump to invalid address: 021bb8a0
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Jump to invalid address: 021bc230
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in Jump delay slot at 08a6a5b4 in block starting at 08a6a550
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in Jump delay slot at 08a6a5a8 in block starting at 08a6a550
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in Jump delay slot at 08a6a5b8 in block starting at 08a6a550
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in Jump delay slot at 08a6a594 in block starting at 08a6a550
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in Jump delay slot at 08a6a5ac in block starting at 08a6a550
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Jump to invalid address: 021bca40
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in Jump delay slot at 08a6a5b0 in block starting at 08a6a550
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in Jump delay slot at 08a6a5a4 in block starting at 08a6a550
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in Jump delay slot at 08a6a588 in block starting at 08a6a550
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in Jump delay slot at 08a6a58c in block starting at 08a6a550
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in Jump delay slot at 08a6a564 in block starting at 08a6a550
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in Jump delay slot at 08a6a580 in block starting at 08a6a550
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Jump to invalid address: 021bf520
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in Jump delay slot at 08a6a570 in block starting at 08a6a550
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Jump to invalid address: 021bf540
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in Jump delay slot at 08a6a57c in block starting at 08a6a550
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in Jump delay slot at 08a6a584 in block starting at 08a6a550
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in Jump delay slot at 08a6a55c in block starting at 08a6a550
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in Jump delay slot at 08a6a560 in block starting at 08a6a550
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Jump to invalid address: 021bf4e0
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in Jump delay slot at 08a6a558 in block starting at 08a6a550
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Jump to invalid address: 021bcb20
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Jump to invalid address: 021bc960
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in Jump delay slot at 08a6a5a0 in block starting at 08a6a550
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 Branch in Jump delay slot at 08a6a590 in block starting at 08a6a550
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 ReadFromHardware: Invalid address 002812b5 near PC 08a61da0 LR 08a61da0
Crash™ Tag Team Racing v1.18.1 2025-01-20 80630006=sceAtracSetDataAndGetID(09eb06c0, 00014000): invalid RIFF header
Pursuit Force v1.18.1 2025-01-20 __KernelStopThread: thread 443 does not exist (helper deleted)
Grand Theft Auto®: Chinatown Wars™ v1.18.1 2025-01-20 Unknown GetPointerWrite 00000000 PC 08b10f98 LR 089da884
BOMBA PATCH FL 2025 v1.18 2025-01-20 sceDmacMemcpy(dest=092ed040, src=086ce940, size=1251008): overlapping read
Crash™ Tag Team Racing v1.18.1 2025-01-20 80630006=sceAtracSetDataAndGetID(09e7ff40, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-01-20 80630006=sceAtracSetDataAndGetID(09e6bec0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-01-20 80630006=sceAtracSetDataAndGetID(09e4fe00, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-01-20 80630006=sceAtracSetDataAndGetID(09e9d880, 00014000): invalid RIFF header