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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 |