Recent logs

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
EA-Sports FC Lop-Play v1.11.3 2026-09-28 DestroyBlock: Invalid block number -1444974122
eFootball Lop - Play v1.9.4 2026-09-28 MIPSCompileOp: Invalid instruction 4315c000
eFootball Lop - Play v1.9.4 2026-09-28 MIPSCompileOp: Invalid instruction 0587015c
eFootball Lop - Play v1.9.4 2026-09-28 MIPSCompileOp: Invalid instruction 43161800
eFootball Lop - Play v1.9.4 2026-09-28 MIPSCompileOp: Invalid instruction 43efc000
eFootball Lop - Play v1.9.4 2026-09-28 MIPSCompileOp: Invalid instruction 43129800
eFootball Lop - Play v1.9.4 2026-09-28 MIPSCompileOp: Invalid instruction 0599016c
eFootball Lop - Play v1.9.4 2026-09-28 MIPSCompileOp: Invalid instruction 00001c01
eFootball Lop - Play v1.9.4 2026-09-28 MIPSCompileOp 69466174 failed
eFootball Lop - Play v1.9.4 2026-09-28 MIPSCompileOp: Invalid instruction 431dc000
eFootball Lop - Play v1.9.4 2026-09-28 Branch in Jump delay slot at 08020200 in block starting at 08011c7c
eFootball Lop - Play v1.9.4 2026-09-28 MIPSCompileOp: Invalid instruction 7953656c
PATCH SPARTAN11 v1.17.1-1002-g5fd8fae8b5 2026-09-28 MIPSCompileOp: Invalid instruction ccbcbcbc
PATCH SPARTAN11 v1.17.1-1002-g5fd8fae8b5 2026-09-28 MIPSCompileOp: Invalid instruction cccdcc20
eFootball Chelito 19 v1.20.4 2026-09-28 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
METAL GEAR SOLID PORTABLE OPS + v1.18.1 2026-09-28 __KernelStopThread: thread 1814 does not exist (ApctlThread deleted)
METAL GEAR SOLID PORTABLE OPS + v1.18.1 2026-09-28 __KernelStopThread: thread 1814 does not exist (ApctlThread stopped)
EAFC 26 By Komo Valeri v1.9.4 2026-09-28 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): fmt definition too small (16)
eFootball TMRagnarok v1.11 2026-09-28 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): fmt definition too small (16)
eFootball Season 2026/27 By Ardi Css v1.20.4 2026-09-28 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=0
eFootball Chelito 19 v1.17.1 2026-09-28 Unknown GetPointer 00000000 PC 0884a918 LR 0884a938
eFootball 2026 By Komo Valeri v1.17.3 2026-09-28 Unknown GetPointerWrite 00000000 PC 08a02a0c LR 0881615c
eFootball Chelito 19 v1.20.4 2026-09-28 PerformMemorySet with invalid range: 041a5600, size -165005752
EA-Sports FC PC-V v1.20.4 2026-09-28 PerformMemorySet with invalid range: 041c1300, size -579137058
Grand Theft Auto®: Chinatown Wars™ v1.20.4-479-gd82b795f6a 2026-09-27 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 r7p0-00rel1 [Revision 96995]. 01730951:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:2 MatUp:3 RangeCull #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)) // 01730951:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:2 MatUp:3 RangeCull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform vec4 u_xywh; uniform float u_NaN; uniform vec2 u_minZmaxZ; uniform vec2 u_rasterOffset; uniform vec3 u_vpScale; uniform vec3 u_vpOffset; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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; 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() { bool zClipped = false; 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); if (outPos.z < -outPos.w) { zClipped = true; } float recip = 1.0 / outPos.w; outPos.xyz = (outPos.xyz * u_vpScale.xyz) * recip + u_vpOffset.xyz; vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; float distSq; float invDist; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0); float halfInvLen = inversesqrt(dot(halfVec, halfVec)); ldot = pow(max(dot(halfVec, worldnormal) * halfInvLen, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1 - worldpos; distSq = dot(toLight, toLight); invDist = inversesqrt(distSq); distance = distSq * invDist; toLight *= invDist; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distSq)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0); float halfInvLen = inversesqrt(dot(halfVec, halfVec)); ldot = pow(max(dot(halfVec, worldnormal) * halfInvLen, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) *
eFootball Chelito 19 v1.20.4 2026-09-27 PerformMemorySet with invalid range: 041be680, size -164996216
eFootball Lop - Play v1.14.1 2026-09-27 UI scissor out of bounds in GameSettingsScreen: 211,0-980,540 / 1134,540
Grand Theft Auto®: Chinatown Wars™ v1.20.4-479-gd82b795f6a 2026-09-27 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 r7p0-00rel1 [Revision 96995]. 01f31111:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 RangeCull #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)) // 01f31111:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 RangeCull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform vec4 u_xywh; uniform float u_NaN; uniform vec2 u_minZmaxZ; uniform vec2 u_rasterOffset; uniform vec3 u_vpScale; uniform vec3 u_vpOffset; 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 lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; 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() { bool zClipped = false; 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); if (outPos.z < -outPos.w) { zClipped = true; } float recip = 1.0 / outPos.w; outPos.xyz = (outPos.xyz * u_vpScale.xyz) * recip + u_vpOffset.xyz; vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0); float halfInvLen = inversesqrt(dot(halfVec, halfVec)); ldot = pow(max(dot(halfVec, worldnormal) * halfInvLen, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0); float halfInvLen = inversesqrt(dot(halfVec, halfVec)); ldot = pow(max(dot(halfVec, worldnormal) * halfInvLen, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0); float halfInvLen = inversesqrt(dot(halfVec, halfVec)); ldot = pow(max(dot(hal
Sega Genesis Collection™ v1.20.4-479-gd82b795f6a 2026-09-27 sceDisplayWaitVblankCB: could not find waiting thread info.
eFootball Chelito 19 v1.11.3 2026-09-27 Unknown GetPointer 00000480 PC 08872bb4 LR 08872c1c
EA-Sports FC Lop-Play v1.9.4 2026-09-27 MIPSCompileOp: Invalid instruction 0000034e
Mortal Kombat: Unchained v1.15.4 2026-09-27 Unexpected mpeg first timestamp: 20000004ce9 / 2199023275241
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da804c in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da7f70 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da80ac in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da7ea8 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da818c in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da80b0 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da803c in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da811c in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da8140 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da81bc in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da8170 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da80fc in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da7fe0 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da7ea4 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da7f80 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da802c in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da805c in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da806c in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da8000 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da7f5c in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da7fbc in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da7f8c in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da819c in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da8050 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da8120 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da81a0 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da80cc in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da8030 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da7f2c in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da80d0 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da80dc in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da7ee0 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da816c in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da8110 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da7e9c in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da7ff0 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da80f0 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da7ed0 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da7fac in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da812c in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da81b0 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da8080 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da7f90 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da801c in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da7ffc in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da807c in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da8130 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da7f20 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da81ac in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da8020 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da8090 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da7f50 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da81c0 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da7f7c in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da8040 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da7e98 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da80ec in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da7f30 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da80a0 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da7ea0 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da80c0 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da7fd0 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da8060 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da7fc0 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da8070 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da8190 in block starting at 08da7ca0
BOXER'S ROAD2 ザ・リアル v1.20.4 2026-09-27 Branch in Jump delay slot at 08da7f9c in block starting at 08da7ca0
FIFA 07 v1.20.4 2026-09-27 Error in shader compilation: info: (unknown reason) 181c1a96:05000002 Tex FragUber WriteMask ReplaceBlend_6A:10_B:6_Eq:2 StenToAlpha Sten0 TFuncMod (fetch) #version 320 es #extension GL_ARM_shader_framebuffer_fetch : require // Driver: Mali-T820 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 181c1a96:05000002 Tex FragUber WriteMask ReplaceBlend_6A:10_B:6_Eq:2 StenToAlpha Sten0 TFuncMod (fetch) precision highp int; uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform vec3 u_blendFixA; uniform uint u_colorWriteMask; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { lowp vec4 destColor = gl_LastFragColorARM; vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); v.rgb = destColor.rgb * v.aaa * 2.0 - v.rgb * u_blendFixA; fragColor0 = vec4(v.rgb, 0.0); highp uint v32 = packUnorm4x8(fragColor0); highp uint d32 = packUnorm4x8(destColor); v32 = (v32 & u_colorWriteMask) | (d32 & ~u_colorWriteMask); fragColor0 = unpackUnorm4x8(v32); }