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Game title Version Latest Report Message
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.20.3 2026-04-29 0=sceUtilityScreenshotInitStart(09ca95e8)
WWE 2K26 L.T.I.N V-1 LETSKIMOD™ v1.20.3 2026-04-29 sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid)
eFootball Mx CL26 v1.18.1 2026-04-29 Unknown GetPointer 00000000 PC 0884a918 LR 0884a938
SPACE INVADERS Galaxy beat v1.12.3 2026-04-29 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 92160
SPACE INVADERS Galaxy beat v1.12.3 2026-04-29 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 147069000
SPACE INVADERS Galaxy beat v1.12.3 2026-04-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146129136
SPACE INVADERS Galaxy beat v1.12.3 2026-04-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146120776
SPACE INVADERS Galaxy beat v1.12.3 2026-04-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 5177420
SPACE INVADERS Galaxy beat v1.12.3 2026-04-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143597400
SPACE INVADERS Galaxy beat v1.12.3 2026-04-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148439040
SPACE INVADERS Galaxy beat v1.12.3 2026-04-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 800
SPACE INVADERS Galaxy beat v1.12.3 2026-04-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167770768
SPACE INVADERS Galaxy beat v1.12.3 2026-04-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145510224
SPACE INVADERS Galaxy beat v1.12.3 2026-04-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147037508
SPACE INVADERS Galaxy beat v1.12.3 2026-04-29 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00001234, pos=0, access=1, data=2, text=2
SPACE INVADERS Galaxy beat v1.12.3 2026-04-29 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=1, text=1
Killzone™: Liberation v1.18.1 2026-04-29 sceDmacMemcpy(dest=04113a00, src=09444770, size=880): overlapping read
Resistance: Retribution™ v1.20.3 2026-04-29 Branch in branch delay slot at 04488000 with different target
Resistance: Retribution™ v1.20.3 2026-04-29 Branch in RSRTComp delay slot at 0448df78 in block starting at 0448df4c
Resistance: Retribution™ v1.20.3 2026-04-29 Branch in Jump delay slot at 0448df70 in block starting at 0448df4c
Resistance: Retribution™ v1.20.3 2026-04-29 Branch in Jump delay slot at 0448df68 in block starting at 0448df4c
Resistance: Retribution™ v1.20.3 2026-04-29 Branch in Jump delay slot at 0448df64 in block starting at 0448df4c
Resistance: Retribution™ v1.20.3 2026-04-29 Branch in branch delay slot at 0448df7c with different target
Resistance: Retribution™ v1.20.3 2026-04-29 Branch in Jump delay slot at 0448df74 in block starting at 0448df4c
Resistance: Retribution™ v1.20.3 2026-04-29 Branch in Jump delay slot at 0448df6c in block starting at 0448df4c
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.18.1 2026-04-29 sceDmacMemcpy(dest=096e1ae0, src=096d1ae0, size=65536): overlapping read
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2026-04-29 WriteToHardware: Invalid address 000010d1 near PC 0883d39c LR 0883d3a4
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2026-04-29 ReadFromHardware: Invalid address ffff3f50 near PC 0883d358 LR 0883d358
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2026-04-29 MIPSCompileOp: Invalid instruction d08fd650
eFootball TM ARTS King BLACK v1.20.3 2026-04-29 Savedata version requested: 3
eFootball Lop - Play v1.11.3 2026-04-29 Unknown GetPointer 10beefb7 PC 0884d5b0 LR 0884d7d4
SBK®09 Superbike World Championship v1.9.4 2026-04-29 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08f85050): duplicate handler
Prince of Persia - Rival Swords v1.20.2 2026-04-28 Block transfer invalid: 00000000/0 -> 00000000/0, 289x77x4 (989,622)->(558,908)
Dragon Ball Z: Tenkaichi Tag Team v1.20.3 2026-04-28 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 10180000:0001d002 Tex FragUber TFuncMod AlphaTest0 > vs: 00000000:0000000a THR C #version 320 es // Driver: PowerVR Rogue GE8322 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:0000000a THR C in vec4 position; in highp float fog; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; uniform lowp float u_rotation; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; }
eFootball Lop - Play v1.9.4 2026-04-28 ReadFromHardware: Invalid address 72d601e0 near PC 72d601e0 LR 08000018
NETWORK UTILITY DISC CHINESE Ver. 1.00C v1.20.3 2026-04-28 __KernelStopThread: thread 338 does not exist (ApctlThread deleted)
NETWORK UTILITY DISC CHINESE Ver. 1.00C v1.20.3 2026-04-28 __KernelStopThread: thread 338 does not exist (ApctlThread stopped)
Assassin's Creed: Bloodlines™ v1.11.3 2026-04-28 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bbc8f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2026-04-28 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bbc8f4, 4, 00000000, 0)
NETWORK UTILITY DISC CHINESE Ver. 1.00C v1.20.3 2026-04-28 __KernelStopThread: thread 360 does not exist (ApctlThread deleted)
NETWORK UTILITY DISC CHINESE Ver. 1.00C v1.20.3 2026-04-28 __KernelStopThread: thread 360 does not exist (ApctlThread stopped)
NETWORK UTILITY DISC CHINESE Ver. 1.00C v1.20.3 2026-04-28 __KernelStopThread: thread 340 does not exist (ApctlThread stopped)
NETWORK UTILITY DISC CHINESE Ver. 1.00C v1.20.3 2026-04-28 __KernelStopThread: thread 340 does not exist (ApctlThread deleted)
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2026-04-29 WriteToHardware: Invalid address 210959f4 near PC 0880dcc8 LR 0880dcc8
Patapon 3 - DxD Edition v1.0 v1.11.2 2026-04-28 ReadFromHardware: Invalid address 2ede4b72 near PC 0883c208 LR 0883c208
eFootball 2026 By Komo Valeri v1.16.5 2026-04-28 Texture cache ran out of GPU memory; switching to low memory mode
Bakugan™: Defenders of the Core v1.11.2 2026-04-28 Savedata version requested: 3
Bakugan™: Defenders of the Core v1.11.2 2026-04-28 Branch in RSZeroComp delay slot at 08000100 in block starting at 08000020
Bakugan™: Defenders of the Core v1.11.2 2026-04-28 Jump to invalid address: 0bd440b0
eFootball Lop - Play v1.11.2 2026-04-28 Jump to invalid address: 0bd43cb0
eFootball Lop - Play v1.11.2 2026-04-28 Jump to invalid address: 072439a0
eFootball Lop - Play v1.11.2 2026-04-28 Jump to invalid address: 0bd43bb0
eFootball Lop - Play v1.11.2 2026-04-28 MIPSCompileOp: Invalid instruction 726bb09c
eFootball Lop - Play v1.11.2 2026-04-28 Jump to invalid address: 0bd4ffb0
eFootball Lop - Play v1.11.2 2026-04-28 Jump to invalid address: 0bd4fcb0
eFootball Lop - Play v1.11.2 2026-04-28 Jump to invalid address: 0bd4fbb0
eFootball Lop - Play v1.11.2 2026-04-28 Jump to invalid address: 0724f8a0
eFootball Lop - Play v1.11.2 2026-04-28 Jump to invalid address: 0bd4fab0
eFootball Lop - Play v1.11.2 2026-04-28 MIPSCompileOp: Invalid instruction 724f2cb4
RESISTANCE® ~報復の刻~ v1.8.0 2026-04-28 CALL to illegal address 02bb0e60 - ignoring! data=bf0e10
SBK®09 Superbike World Championship v1.9.4 2026-04-28 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0909b6d0): duplicate handler
RESISTANCE® ~報復の刻~ v1.8.0 2026-04-28 JUMP to illegal address 0d73ce68 - ignoring! data=747474
RESISTANCE® ~報復の刻~ v1.8.0 2026-04-28 Unknown GE command : 03002752
PES eFOOTBALL 2026 JRplay v1.15.4 2026-04-28 sceDmacMemcpy(dest=04154000, src=094902f0, size=557056): overlapping read
eFootball Chelito 19 v1.20.3 2026-04-28 Vulkan error in shader compilation: info: ERROR: 0:38: 'gl_Position' : identifier not previously declared ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 40000000:00000920 HWX T Flat Cull layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (location = 0) in vec3 position; layout (location = 1) in vec2 texcoord; layout (location = 1) flat out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; 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(0.0, 0.0, 1.0, 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; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (u_depthRange.y >= 1.0) { gl_ClipDistance[0] = outPos.z; } else if (u_depthRange.x + u_depthRange.y <= 65534.0) { gl_ClipDistance[0] = outPos.w - outPos.z; } else { gl_ClipDistance[0] = 0.0; } 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)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001; if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
eFootball Chelito 19 v1.20.3 2026-04-28 Vulkan error in shader compilation: info: ERROR: 0:39: 'gl_Position' : identifier not previously declared ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 40000000:00000928 HWX C T Flat Cull layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (location = 0) in vec3 position; layout (location = 1) in vec2 texcoord; layout (location = 5) in vec4 color0; layout (location = 1) flat out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; 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(0.0, 0.0, 1.0, 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; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (u_depthRange.y >= 1.0) { gl_ClipDistance[0] = outPos.z; } else if (u_depthRange.x + u_depthRange.y <= 65534.0) { gl_ClipDistance[0] = outPos.w - outPos.z; } else { gl_ClipDistance[0] = 0.0; } 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)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001; if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
eFootball Chelito 19 v1.20.3 2026-04-28 Vulkan error in shader compilation: info: ERROR: 0:38: 'gl_Position' : identifier not previously declared ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 00000000:00000128 HWX C Cull layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (location = 0) in vec3 position; layout (location = 5) in vec4 color0; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; 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(0.0, 0.0, 1.0, 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; v_color0 = color0; v_texcoord = splat3(0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (u_depthRange.y >= 1.0) { gl_ClipDistance[0] = outPos.z; } else if (u_depthRange.x + u_depthRange.y <= 65534.0) { gl_ClipDistance[0] = outPos.w - outPos.z; } else { gl_ClipDistance[0] = 0.0; } 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)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001; if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
eFootball Chelito 19 v1.20.3 2026-04-28 Vulkan error in shader compilation: info: ERROR: 0:39: 'gl_Position' : identifier not previously declared ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 00000000:00000928 HWX C T Cull layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (location = 0) in vec3 position; layout (location = 1) in vec2 texcoord; layout (location = 5) in vec4 color0; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; 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(0.0, 0.0, 1.0, 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; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (u_depthRange.y >= 1.0) { gl_ClipDistance[0] = outPos.z; } else if (u_depthRange.x + u_depthRange.y <= 65534.0) { gl_ClipDistance[0] = outPos.w - outPos.z; } else { gl_ClipDistance[0] = 0.0; } 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)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001; if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
eFootball Chelito 19 v1.20.3 2026-04-28 Vulkan error in shader compilation: info: ERROR: 0:37: 'gl_Position' : identifier not previously declared ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 40000000:00000120 HWX Flat Cull layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (location = 0) in vec3 position; layout (location = 1) flat out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; 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(0.0, 0.0, 1.0, 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; v_color0 = u_matambientalpha; v_texcoord = splat3(0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (u_depthRange.y >= 1.0) { gl_ClipDistance[0] = outPos.z; } else if (u_depthRange.x + u_depthRange.y <= 65534.0) { gl_ClipDistance[0] = outPos.w - outPos.z; } else { gl_ClipDistance[0] = 0.0; } 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)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001; if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
eFootball Chelito 19 v1.20.3 2026-04-28 Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 40000000:00000020 Flat Cull layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (location = 0) in vec4 position; layout (location = 2) in float fog; layout (location = 1) in vec2 texcoord; layout (location = 5) in vec4 color0; layout (location = 1) flat out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; mat2 displayRotation = mat2( u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0), u_rotation == 1.0 ? 1.0 : (u_rotation == 3.0 ? -1.0 : 0.0), u_rotation == 3.0 ? 1.0 : (u_rotation == 1.0 ? -1.0 : 0.0), u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0) ); vec4 pos = position; pos.xy = mul(displayRotation, pos.xy); vec4 outPos = pos; if (u_depthRange.y >= 1.0) { gl_ClipDistance[0] = outPos.z; } else if (u_depthRange.x + u_depthRange.y <= 65534.0) { gl_ClipDistance[0] = outPos.w - outPos.z; } else { gl_ClipDistance[0] = 0.0; } 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)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001; if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
eFootball Chelito 19 v1.20.3 2026-04-28 Vulkan error in shader compilation: info: ERROR: 0:53: 'gl_Position' : identifier not previously declared ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 01000000:80000b20 HWX T N Light: LightUberShader Cull layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (std140, set = 0, binding = 4) uniform lightVars { vec4 u_ambient; vec3 u_matdiffuse; vec4 u_matspecular; vec3 u_matemissive; uint u_lightControl; // light ubershader control bits vec3 u_lightpos[4]; vec3 u_lightdir[4]; vec3 u_lightatt[4]; vec4 u_lightangle_spotCoef[4]; vec3 u_lightambient[4]; vec3 u_lightdiffuse[4]; vec3 u_lightspecular[4]; }; layout (location = 0) in vec3 position; layout (location = 2) in vec3 normal; layout (location = 1) in vec2 texcoord; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; 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); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; uint comp; uint type; float attenuation; for (uint i = 0; i < 4; i++) { if ((u_lightControl & (0x1u << i)) != 0x0u) { comp = (u_lightControl >> uint(0x4u + 0x4u * i)) & 0x3u; type = (u_lightControl >> uint(0x4u + 0x4u * i + 0x2u)) & 0x3u; toLight = u_lightpos[i]; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt[i], vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir[i], toLight); if (angle >= u_lightangle_spotCoef[i].x) { lightScale = attenuation * (u_lightangle_spotCoef[i].y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef[i].y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0; } diffuse = (u_lightdiffuse[i] * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u && ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } lightSum1 += u_lightspecular[i] * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient[i] * ambientColor.rgb + diffuse) * lightScale; } } v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_u
eFootball Chelito 19 v1.20.3 2026-04-28 Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 40000000:00000002 THR Flat layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (location = 0) in vec4 position; layout (location = 2) in float fog; layout (location = 1) in vec2 texcoord; layout (location = 5) in vec4 color0; layout (location = 1) flat out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; }
eFootball Chelito 19 v1.20.3 2026-04-28 Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 00000000:0000000a THR C layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (location = 0) in vec4 position; layout (location = 2) in float fog; layout (location = 1) in vec2 texcoord; layout (location = 5) in vec4 color0; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; }
PES 2013 v1.17 2026-04-28 sceNetAdhocMatchingInit(32768) at 08a71be0
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2026-04-28 WriteToHardware: Invalid address 18029090 near PC 0880dcc8 LR 0880dcc8
MLB 11 The Show™ v1.20.3 2026-04-28 Branch in Jump delay slot at 09ffc128 in block starting at 09ffc01c
MLB 11 The Show™ v1.20.3 2026-04-28 Branch in Jump delay slot at 09ffc0bc in block starting at 09ffc01c
MLB 11 The Show™ v1.20.3 2026-04-28 Branch in Jump delay slot at 09ffc0c0 in block starting at 09ffc01c
MLB 11 The Show™ v1.20.3 2026-04-28 Branch in Jump delay slot at 09ffc0d8 in block starting at 09ffc01c
MLB 11 The Show™ v1.20.3 2026-04-28 Branch in Jump delay slot at 09ffc100 in block starting at 09ffc01c
MLB 11 The Show™ v1.20.3 2026-04-28 Branch in Jump delay slot at 09ffc0f0 in block starting at 09ffc01c
MLB 11 The Show™ v1.20.3 2026-04-28 Branch in Jump delay slot at 09ffc10c in block starting at 09ffc01c
MLB 11 The Show™ v1.20.3 2026-04-28 Branch in Jump delay slot at 09ffc0d4 in block starting at 09ffc01c
MLB 11 The Show™ v1.20.3 2026-04-28 Branch in Jump delay slot at 09ffc108 in block starting at 09ffc01c
MLB 11 The Show™ v1.20.3 2026-04-28 Branch in Jump delay slot at 09ffc104 in block starting at 09ffc01c
MLB 11 The Show™ v1.20.3 2026-04-28 Branch in Jump delay slot at 09ffc0c8 in block starting at 09ffc01c
MLB 11 The Show™ v1.20.3 2026-04-28 Branch in Jump delay slot at 09ffc0f4 in block starting at 09ffc01c
MLB 11 The Show™ v1.20.3 2026-04-28 Branch in Jump delay slot at 09ffc0ec in block starting at 09ffc01c
MLB 11 The Show™ v1.20.3 2026-04-28 Branch in Jump delay slot at 09ffc0e8 in block starting at 09ffc01c
MLB 11 The Show™ v1.20.3 2026-04-28 Branch in Jump delay slot at 09ffc0dc in block starting at 09ffc01c
MLB 11 The Show™ v1.20.3 2026-04-28 Branch in Jump delay slot at 09ffc0fc in block starting at 09ffc01c
MLB 11 The Show™ v1.20.3 2026-04-28 Branch in Jump delay slot at 09ffc0cc in block starting at 09ffc01c
MLB 11 The Show™ v1.20.3 2026-04-28 Branch in Jump delay slot at 09ffc118 in block starting at 09ffc01c
MLB 11 The Show™ v1.20.3 2026-04-28 Branch in Jump delay slot at 09ffc12c in block starting at 09ffc01c
MLB 11 The Show™ v1.20.3 2026-04-28 Branch in Jump delay slot at 09ffc0e4 in block starting at 09ffc01c
MLB 11 The Show™ v1.20.3 2026-04-28 Branch in Jump delay slot at 09ffc14c in block starting at 09ffc01c
MLB 11 The Show™ v1.20.3 2026-04-28 Branch in Jump delay slot at 09ffc13c in block starting at 09ffc01c
MLB 11 The Show™ v1.20.3 2026-04-28 Branch in Jump delay slot at 09ffc180 in block starting at 09ffc01c
MLB 11 The Show™ v1.20.3 2026-04-28 Branch in Jump delay slot at 09ffc130 in block starting at 09ffc01c
MLB 11 The Show™ v1.20.3 2026-04-28 Branch in Jump delay slot at 09ffc150 in block starting at 09ffc01c