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Game title Version Latest Report Message
周刊少年大乱斗 集结!顶上大决战 v1.11.3 2022-05-28 Ignoring invalid video decode address 090bafc0/9fff680
Metara v1.12.3 2022-05-28 __KernelStopThread: thread 405 does not exist
Metara v1.12.3 2022-05-28 __KernelStopThread: thread 286 does not exist
Metara v1.12.3 2022-05-28 sceUtilityMsgDialogInitStart: invalid status
WWE 2K22 by GAMER MODDER ........ v1.12.3 2022-05-28 80630007=sceAtracSetData(2, 08d13140, 0001bb58): atracID uses different codec type than data
WWE 2K22 by GAMER MODDER ........ v1.12.3 2022-05-28 80630007=sceAtracSetData(2, 08d13140, 000170f8): atracID uses different codec type than data
FINAL FANTASY v1.12.3 2022-05-28 sceDmacMemcpy(dest=041d0c00, src=09db89b0, size=8192): overlapping read
WWE SmackDown vs. RAW 2010 v1.12.3 2022-05-28 WriteToHardware: Invalid address 00000114 near PC 08b0375c LR 08b0374c
Ben 10 Ultimate Alien: Cosmic Destruction v1.12.3 2022-05-28 scePsmfPlayerSetPsmf*: incorrect PSMF magic (004f2803), bad data
BEN 10: Protector of Earth v1.12.3 2022-05-28 Video out requested, not supported: mode=0 size=512,512
Ben 10 Ultimate Alien: Cosmic Destruction v1.12.3 2022-05-28 scePsmfPlayerSetPsmf*: incorrect PSMF magic (207af1d0), bad data
WWE SVR 12 BY OUSSAMA BEN DZ v1.12.3 2022-05-28 80630007=sceAtracSetData(2, 08d4b180, 000078b0): atracID uses different codec type than data
FINAL FANTASY v1.12.3 2022-05-28 sceDmacMemcpy(dest=041d0a00, src=0997eef0, size=8192): overlapping read
Manhunt 2® v1.10.2 2022-05-28 Unknown GetPointer 00000000 PC 08b3cf80 LR 08000030
Manhunt 2® v1.10.2 2022-05-28 Unknown syscall in known module 'ThreadManForKernel': 0x56c039b5
Manhunt 2® v1.10.2 2022-05-28 Unknown syscall in known module 'ThreadManForKernel': 0x1fb15a32
Manhunt 2® v1.10.2 2022-05-28 Unknown syscall in known module 'ThreadManForKernel': 0x58b1f937
Manhunt 2® v1.10.2 2022-05-28 Unknown syscall in known module 'SysclibForKernel': 0xb49a7697
Manhunt 2® v1.10.2 2022-05-28 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2
Grand Theft Auto: Liberty City Stories v1.4.2-425-g7a7ccee5e 2022-05-28 Error in shader program link: info: The fragment shader uses varying v_texcoord, but previous shader does not write to it. Out of resource error. / fs: #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; uniform vec3 u_texenv; 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(mix(p.rgb, u_texenv.rgb, t.rgb), p.a); fragColor0 = v; } / vs: #version 330 #define lowp #define mediump #define highp 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); }
MONSTER HUNTER FREEDOM 2 v1.12.3 2022-05-28 sceDmacMemcpy(dest=0414e000, src=0934d4d0, size=172768): overlapping read
Ben 10 Ultimate Alien: Cosmic Destruction v1.12.3 2022-05-28 scePsmfPlayerSetPsmf*: incorrect PSMF magic (00e467f0), bad data
討鬼伝 v1.9.0 2022-05-28 WriteToHardware: Invalid address 00000204 near PC 0887c404 LR 0887c404
eFootball PES 2022 By ERYE CHANNEL v1.11.3 2022-05-28 Unknown GetPointer 6eac020f PC 0884d7a4 LR 0884d7c4
Tomb Raider: Anniversary™ v1.12.3 2022-05-28 sceDmacMemcpy(dest=041f3000, src=08dbd940, size=5120): overlapping read
太閤立志伝Ⅴ v1.12.3 2022-05-28 sceDmacMemcpy(dest=041a71c0, src=09336b80, size=1024): overlapping read
MotoGP 08 - By CahNdutz v1.12.3 2022-05-28 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 08fb05d0): duplicate handler
METAL GEAR SOLID PORTABLE OPS v1.12.3 2022-05-28 Failed decrypting the PRX (ret = -1, size = 2693412, psp_size = 2693760)!
PES 22 BY HAROUN Z v1.12.3 2022-05-28 Garbage libstub address 558149cc or end 6830cafb
eFootball PES 2022 By NTM Unit v1.11.3 2022-05-28 Unknown GetPointer 00000000 PC 08808448 LR 08808460
Silent Hill Zero v1.12.3 2022-05-28 Unexpected mpeg first timestamp: 1fb8168285a / 2179719506010
テイルズ オブ ファンタジア なりきりダンジョンX v1.12.3 2022-05-28 sceDmacMemcpy(dest=099d4f40, src=041bbc30, size=1024): overlapping read
MotoGP 08 - By CahNdutz v1.12.3 2022-05-28 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 094005e0): duplicate handler
Ben 10 Ultimate Alien: Cosmic Destruction v1.11.3 2022-05-28 scePsmfPlayerSetPsmf*: incorrect PSMF magic (05ddf84e), bad data
Ben 10 Ultimate Alien: Cosmic Destruction v1.11.3 2022-05-28 scePsmfPlayerSetPsmf*: incorrect PSMF magic (40382584), bad data
Resistance: Retribution™ v1.12.3 2022-05-28 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 r7p0-00rel0 [Revision 96995]. 01f15551:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull #version 100 // Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp 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_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); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.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 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * ligh
Call of Duty : Roads to Victory™ v1.9.4 2022-05-28 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]. 01f10044:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 #version 100 precision highp float; 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 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Loonies 8192 v1.12.3 2022-05-28 FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000
Loonies 8192 v1.12.3 2022-05-28 MFIC instruction hit (70020024) at 089941c4
FINAL FANTASY v1.12.3 2022-05-28 sceDmacMemcpy(dest=04174000, src=08f344f0, size=131072): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.12.3 2022-05-28 Failed decrypting the PRX (ret = -1, size = 1424032, psp_size = 1424368)!
MONSTER HUNTER FREEDOM UNITE™ v1.12.3 2022-05-28 Failed decrypting the PRX (ret = -4, size = 7314029, psp_size = 7314368)!
MONSTER HUNTER FREEDOM UNITE™ v1.12.3 2022-05-28 sceKernelLoadModule: unsupported options size=00000014, flags=08806b20, pos=0, access=-80, data=0, text=0
MONSTER HUNTER FREEDOM UNITE™ v1.12.3 2022-05-28 sceKernelLoadModule: unsupported options size=00000014, flags=08806b20, pos=0, access=20, data=0, text=0
MONSTER HUNTER FREEDOM UNITE™ v1.12.3 2022-05-28 sceKernelLoadModule: unsupported options size=00000014, flags=088b37b4, pos=0, access=20, data=0, text=0
MONSTER HUNTER FREEDOM UNITE™ v1.12.3 2022-05-28 Failed decrypting the PRX (ret = -1, size = 1553268, psp_size = 1553616)!
MONSTER HUNTER FREEDOM UNITE™ v1.12.3 2022-05-28 Failed decrypting the PRX (ret = -1, size = 5212321, psp_size = 5212672)!
MONSTER HUNTER FREEDOM UNITE™ v1.12.3 2022-05-28 Failed decrypting the PRX (ret = -1, size = 4800544, psp_size = 4800880)!
MONSTER HUNTER FREEDOM™ 2 v1.12.3 2022-05-28 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
LEGO® Indiana Jones™ 2 v1.12.3 2022-05-28 80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header
MLB 11 The Show™ v1.12.3 2022-05-28 Failed decrypting the PRX (ret = -1, size = 2693412, psp_size = 2693760)!
MLB 11 The Show™ v1.12.3 2022-05-28 Failed decrypting the PRX (ret = -4, size = 5069184, psp_size = 5069520)!
MLB 11 The Show™ v1.12.3 2022-05-28 sceIoAssign(disc0:, umd0:, isofs:, IOASSIGN_RDONLY, 00000000, 0)
MLB 11 The Show™ v1.12.3 2022-05-28 sceMpegRingbufferPut(): invalid mpeg data
WWE All Stars v1.12.3 2022-05-28 __KernelStopThread: thread 603 does not exist
METAL GEAR ACID v1.12.3 2022-05-28 MPEG user data found
METAL GEAR ACID v1.12.3 2022-05-28 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
METAL GEAR ACID v1.12.3 2022-05-28 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
METAL GEAR ACID v1.12.3 2022-05-28 sceMpegRingbufferPut(): invalid mpeg data
頭文字D STREET STAGE v1.12.3 2022-05-28 sceDmacMemcpy(dest=041d1a00, src=091fba80, size=2048): overlapping read
MotoGP™22 | By CahNdutz v1.12.3 2022-05-28 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09439260): duplicate handler
Ben 10 Ultimate Alien: Cosmic Destruction v1.11.3 2022-05-28 scePsmfPlayerSetPsmf*: incorrect PSMF magic (c0818c00), bad data
DT Carnage v1.12.3 2022-05-28 sceDmacMemcpy(dest=0413c000, src=092637c0, size=4096): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.12.3 2022-05-28 sceDmacMemcpy(dest=0414e000, src=094079b0, size=231056): overlapping read
Brigada M v1.12.3 2022-05-28 sceDmacMemcpy(dest=08400000, src=4902ac00, size=65536): overlapping read
Tomb Raider: Anniversary™ v1.10.2 2022-05-28 sceDmacMemcpy(dest=041ab000, src=093341e0, size=9216): overlapping read
Bakugan™: Defenders of the Core v1.11.3 2022-05-28 WriteToHardware: Invalid address 00000fc8 near PC 089be820 LR 089fe04c
Medal of Honor Heroes™ v1.12.3 2022-05-28 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08944c94, pos=0, access=1, data=1, text=1
TEKKEN 6 v1.11.3 2022-05-28 WriteToHardware: Invalid address 0000016c near PC 08971e08 LR 08972534
Lord of Arcana v1.12.3 2022-05-28 sceKernelLoadModule: unsupported options size=00000014, flags=09fbfaf0, pos=0, access=1, data=2, text=2
Ultimate Board Game Collection v1.11.3 2022-05-28 MIPSCompileOp: Invalid instruction 00000001
Ultimate Board Game Collection v1.11.3 2022-05-28 MIPSCompileOp: Invalid instruction 00000ee9
XV3 v7 by LegendCrack Z SUSCRIBE. v1.11.3 2022-05-28 ReadFromHardware: Invalid address 9fb85e50 near PC 9fb85e50 LR 0883ad10
FIFA 12 v1.12.3 2022-05-28 Video out requested, not supported: mode=0 size=0,0
FIFA 12 v1.12.3 2022-05-28 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 04132000 offset: 0 (256x256 stride 256, 8888)
FIFA 12 v1.12.3 2022-05-28 FBO using existing buffer as depthbuffer, 04132000/04110000 and 04110000/00000000
FIFA 12 v1.12.3 2022-05-28 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
FIFA 12 v1.12.3 2022-05-28 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
FIFA 12 v1.12.3 2022-05-28 sceKernelLoadModule: unsupported options size=00000014, flags=08a91210, pos=0, access=1, data=2, text=2
SBK®09 Superbike World Championship v1.11.3 2022-05-28 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096d5f10): duplicate handler
BEN 10: Protector of Earth v1.12.3 2022-05-28 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167768800
Killzone™: Liberation v1.12.3 2022-05-28 sceKernelLoadModule: unsupported options size=00000014, flags=000045b0, pos=0, access=1, data=1, text=1
Dragon Ball Z: Tenkaichi Tag Team v1.11.2 2022-05-28 WriteToHardware: Invalid address e6e5d3c0 near PC 0883ad10 LR 0883ad10
Dragon Ball Z: Tenkaichi Tag Team v1.11.2 2022-05-28 MIPSCompileOp: Invalid instruction b62cd0c0
Dragon Ball Z: Tenkaichi Tag Team v1.11.2 2022-05-28 MIPSCompileOp: Invalid instruction b5698040
Dragon Ball Z: Tenkaichi Tag Team v1.11.2 2022-05-28 MIPSCompileOp: Invalid instruction 4d61b440
Dragon Ball Z: Tenkaichi Tag Team v1.11.2 2022-05-28 MIPSCompileOp: Invalid instruction 46d4c2c0
Dragon Ball Z: Tenkaichi Tag Team v1.11.2 2022-05-28 MIPSCompileOp: Invalid instruction 46cf4a40
Dragon Ball Z: Tenkaichi Tag Team v1.11.2 2022-05-28 MIPSCompileOp: Invalid instruction 462731c0
Dragon Ball Z: Tenkaichi Tag Team v1.11.2 2022-05-28 MIPSCompileOp: Invalid instruction 9e747140
Dragon Ball Z: Tenkaichi Tag Team v1.11.2 2022-05-28 MIPSCompileOp: Invalid instruction 9c3040c0
侍道ポータブル v1.12.3 2022-05-28 Rendering to framebuffer offset: 04162000 +256x0
侍道ポータブル v1.12.3 2022-05-28 sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.12.3 2022-05-28 WriteToHardware: Invalid address 0c000000 near PC 08000000 LR 08000000
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.12.3 2022-05-28 WriteToHardware: Invalid address 00000004 near PC 08000000 LR 08000000
Driver 76 v1.12.3 2022-05-28 BlockTransfer: Bad source transfer address aa000000!
FIFA 13 v1.11.3 2022-05-28 __KernelStopThread: thread 302 does not exist
ナルティメットインパクト v1.12.3 2022-05-28 sceDmacMemcpy(dest=04128900, src=090e9dc0, size=128): overlapping read
ドラゴンボール タッグバーサス v1.11.3 2022-05-28 Jump to invalid address: 00e2df40
Dante's Inferno™ v1.12.3 2022-05-28 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 r8p0-00dev0 [Revision 96995]. 03f11555:41c00b39 HWX C T N LM Tex Bones:8 Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:0 MatUp:1 WScale 1 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute mediump vec4 w1, w2; 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 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - 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 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.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 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecul