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Game title Version Latest Report Message
WWE'12 v1.6.3 2018-08-21 MIPSCompileOp: Invalid instruction 41f4f5fb
WWE'12 v1.6.3 2018-08-21 MIPSCompileOp: Invalid instruction 4181c7fc
WWE'12 v1.6.3 2018-08-21 MIPSCompileOp: Invalid instruction 4124a849
MediEvil Resurrection™ v1.6.3 2018-08-21 Unexpected mpeg first timestamp: df15e3f504a / 15330319487050
MediEvil Resurrection™ v1.6.3 2018-08-21 Unexpected mpeg first timestamp: 5dd1f4178dc / 6447270295772
WWE'12 v1.6.3 2018-08-21 sceDmacMemcpy(dest=0414fc80, src=093d3f90, size=65552): overlapping read
Harry Potter and the Order of the Phoenix™ v1.6.3 2018-08-21 80630011=sceAtracSetDataAndGetID(090f8250, 00000000): buffer too small
グランナイツヒストリー v1.5.4 2018-08-21 00000000=sceUtilityScreenshotInitStart(08c26ef0)
グランナイツヒストリー v1.5.4 2018-08-21 00000000=sceUtilityScreenshotInitStart(08c21560)
Ys: The Oath in Felghana v1.5.4 2018-08-21 sceDmacMemcpy(dest=04173900, src=08d43c70, size=131072): overlapping read
SBK®09 Superbike World Championship v1.6.3 2018-08-21 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091520e0): duplicate handler
SBK®09 Superbike World Championship v1.6.3 2018-08-21 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092542f0): duplicate handler
MediEvil Resurrection™ v1.6.3 2018-08-21 Unexpected mpeg first timestamp: 8b24a3fd475 / 9561842898037
Prince of Persia - Rival Swords v1.6.3 2018-08-21 GL ran out of GPU memory; switching to low memory mode
MediEvil Resurrection™ v1.6.3 2018-08-21 Unexpected mpeg first timestamp: cfc853e93f8 / 14278706762744
DISSIDIA 012[duodecim] FINAL FANTASY v1.6.3 2018-08-21 sceDmacMemcpy(dest=4989d610, src=09964940, size=1024): overlapping read
WWE'12 v1.6.3 2018-08-21 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:00800002 Tex 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = v.rgb * 2.0; gl_FragColor = v; } vs: 00000000:0000001a THR C Tex #version 100 precision highp float; attribute vec4 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Spider-Man 3 v1.6.3 2018-08-21 ReadFromHardware: Invalid address 003c0032 near PC 003c0032 LR 08951c68
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-08-21 sceDmacMemcpy(dest=0414e000, src=095d7310, size=198032): overlapping read
真・三國無雙 MULTI RAID 2 v1.6.3 2018-08-21 sceDmacMemcpy(dest=04171000, src=09aeccd8, size=4096): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.5.4 2018-08-21 sceDmacMemcpy(dest=09d63000, src=08484000, size=1152): overlapping read
WWE'12 v1.6.3 2018-08-21 sceDmacMemcpy(dest=04183240, src=0960f790, size=65552): overlapping read
Crash™ Tag Team Racing v1.6.3 2018-08-21 80630006=sceAtracSetDataAndGetID(09515840, 00014000): invalid RIFF header
SBK®09 Superbike World Championship v1.6.3 2018-08-21 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096de100): duplicate handler
Naruto Shippuden: Kizuna Drive v1.4.2 2018-08-21 Wrong magic number 071ade00
Naruto Shippuden: Kizuna Drive v1.4.2 2018-08-21 Wrong magic number 0745d028
Naruto Shippuden: Kizuna Drive v1.4.2 2018-08-21 Wrong magic number 075ac020
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2018-08-21 WriteToHardware: Invalid address f7277698 near PC 0880dcc8 LR 0880dcc8
SpongeBob SquarePants: The Yellow Avenger v1.6.3 2018-08-21 Render to area containing texture at 04170000 +0x16
SpongeBob SquarePants: The Yellow Avenger v1.6.3 2018-08-21 Render to texture with incompatible formats 5 != 3 at 04196000
Megpoid the Music# v1.5.4 2018-08-21 sceDmacMemcpy(dest=041540c0, src=09932d60, size=4096): overlapping read
DISSIDIA 012[duodecim] FINAL FANTASY v1.6.3 2018-08-21 sceDmacMemcpy(dest=4984517c, src=09954640, size=15808): overlapping read
討鬼伝 極 v1.6.3 2018-08-21 sceDmacMemcpy(dest=08d4ae00, src=09b9b940, size=24460): overlapping read
Spider-Man 3 v1.6.3 2018-08-21 ReadFromHardware: Invalid address 0000000f near PC 0000000f LR 0881e6fc
Midnight Club L.A. Remix v1.6.3 2018-08-21 Error in shader program link: info: Vertex info ----------- 0(2) : error C0121: #version 300 must be followed by es 0(2) : error C0201: unsupported version 300 0(6) : error C7532: global type vec2 requires "#version 100" or later 0(6) : error C5060: out can't be used with non-varying v_texcoord0 0(8) : error C7532: global type vec4 requires "#version 100" or later 0(13) : error C7532: global variable gl_Position requires "#version 100" or later Fragment info ------------- 0(2) : error C0121: #version 300 must be followed by es 0(2) : error C0201: unsupported version 300 0(6) : error C7532: global type sampler2D requires "#version 100" or later 0(8) : error C7532: global type vec2 requires "#version 100" or later 0(9) : error C7532: global type vec4 requires "#version 100" or later 0(9) : error C5060: out can't be used with non-varying _gl_FragColor 0(10) : error C7532: global type float requires "#version 100" or later 0(18) : error C7532: global function fract requires "#version 100" or later 0(18) : error C7532: global function cos requires "#version 100" or later 0(19) : error C7532: global function texture requires "#version 130" or later 0(22) : error C7532: global function dot requires "#version 100" or later 0(23) : error C7532: global function mix requires "#version 100" or later fs: postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif uniform sampler2D sampler0; in vec2 v_texcoord0; out vec4 _gl_FragColor; float amount; float intensity; void main() { amount = 1.0; intensity = 0.5; float pos0 = ((v_texcoord0.y + 1.0) * 170.0) * amount; float pos1 = cos(((fract(pos0) - 0.5) * 3.141592502593994140625) * intensity) * 1.5; vec4 rgb = texture(sampler0, v_texcoord0); vec4 color = (rgb * 0.5) + (((rgb * 0.5) * rgb) * 1.2000000476837158203125); color *= vec4(0.89999997615814208984375, 1.0, 0.699999988079071044921875, 0.0); color *= (1.10000002384185791015625 - (0.60000002384185791015625 * (dot(v_texcoord0 - vec2(0.5), v_texcoord0 - vec2(0.5)) * 2.0))); _gl_FragColor = mix(vec4(0.0), color, vec4(pos1)); } vs: postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif out vec2 v_texcoord0; in vec2 a_texcoord0; in vec4 a_position; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; gl_Position.z = 2.0 * gl_Position.z - gl_Position.w; }
Midnight Club L.A. Remix v1.6.3 2018-08-21 Error in shader compilation: info: 0(2) : error C0121: #version 300 must be followed by es 0(2) : error C0201: unsupported version 300 0(6) : error C7532: global type sampler2D requires "#version 100" or later 0(8) : error C7532: global type vec2 requires "#version 100" or later 0(9) : error C7532: global type vec4 requires "#version 100" or later 0(9) : error C5060: out can't be used with non-varying _gl_FragColor 0(10) : error C7532: global type float requires "#version 100" or later 0(18) : error C7532: global function fract requires "#version 100" or later 0(18) : error C7532: global function cos requires "#version 100" or later 0(19) : error C7532: global function texture requires "#version 130" or later 0(22) : error C7532: global function dot requires "#version 100" or later 0(23) : error C7532: global function mix requires "#version 100" or later postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif uniform sampler2D sampler0; in vec2 v_texcoord0; out vec4 _gl_FragColor; float amount; float intensity; void main() { amount = 1.0; intensity = 0.5; float pos0 = ((v_texcoord0.y + 1.0) * 170.0) * amount; float pos1 = cos(((fract(pos0) - 0.5) * 3.141592502593994140625) * intensity) * 1.5; vec4 rgb = texture(sampler0, v_texcoord0); vec4 color = (rgb * 0.5) + (((rgb * 0.5) * rgb) * 1.2000000476837158203125); color *= vec4(0.89999997615814208984375, 1.0, 0.699999988079071044921875, 0.0); color *= (1.10000002384185791015625 - (0.60000002384185791015625 * (dot(v_texcoord0 - vec2(0.5), v_texcoord0 - vec2(0.5)) * 2.0))); _gl_FragColor = mix(vec4(0.0), color, vec4(pos1)); }
Midnight Club L.A. Remix v1.6.3 2018-08-21 Error in shader compilation: info: 0(2) : error C0121: #version 300 must be followed by es 0(2) : error C0201: unsupported version 300 0(6) : error C7532: global type sampler2D requires "#version 100" or later 0(8) : error C7532: global type vec2 requires "#version 100" or later 0(9) : error C7532: global type vec4 requires "#version 100" or later 0(9) : error C5060: out can't be used with non-varying _gl_FragColor 0(10) : error C7532: global type float requires "#version 100" or later 0(17) : error C7532: global type vec3 requires "#version 100" or later 0(17) : error C7532: global function texture requires "#version 130" or later 0(19) : error C7532: global type int requires "#version 100" or later 0(81) : error C7532: global function mix requires "#version 100" or later postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif uniform sampler2D sampler0; in vec2 v_texcoord0; out vec4 _gl_FragColor; float amount; float power; void main() { amount = 0.60000002384185791015625; power = 0.5; vec3 color = texture(sampler0, v_texcoord0).xyz; vec4 sum = vec4(0.0); for (int i = -3; i < 3; i++) { sum += (texture(sampler0, v_texcoord0 + (vec2(-1.0, float(i)) * 0.0040000001899898052215576171875)) * amount); sum += (texture(sampler0, v_texcoord0 + (vec2(0.0, float(i)) * 0.0040000001899898052215576171875)) * amount); sum += (texture(sampler0, v_texcoord0 + (vec2(1.0, float(i)) * 0.0040000001899898052215576171875)) * amount); } float _90 = color.x; bool _92 = _90 < 0.300000011920928955078125; bool _99; if (_92) { _99 = color.y < 0.300000011920928955078125; } else { _99 = _92; } bool _106; if (_99) { _106 = color.z < 0.300000011920928955078125; } else { _106 = _99; } vec3 bloom; if (_106) { bloom = ((sum.xyz * sum.xyz) * 0.01200000010430812835693359375) + color; } else { float _121 = color.x; bool _122 = _121 < 0.5; bool _128; if (_122) { _128 = color.y < 0.5; } else { _128 = _122; } bool _134; if (_128) { _134 = color.z < 0.5; } else { _134 = _128; } if (_134) { bloom = ((sum.xyz * sum.xyz) * 0.0089999996125698089599609375) + color; } else { bloom = ((sum.xyz * sum.xyz) * 0.0074999998323619365692138671875) + color; } } bloom = mix(color, bloom, vec3(power)); _gl_FragColor = vec4(bloom.x, bloom.y, bloom.z, _gl_FragColor.w); _gl_FragColor.w = 1.0; }
Midnight Club L.A. Remix v1.6.3 2018-08-21 Error in shader program link: info: Vertex info ----------- 0(2) : error C0121: #version 300 must be followed by es 0(2) : error C0201: unsupported version 300 0(6) : error C7532: global type vec2 requires "#version 100" or later 0(6) : error C5060: out can't be used with non-varying v_texcoord0 0(8) : error C7532: global type vec4 requires "#version 100" or later 0(13) : error C7532: global variable gl_Position requires "#version 100" or later Fragment info ------------- 0(2) : error C0121: #version 300 must be followed by es 0(2) : error C0201: unsupported version 300 0(6) : error C7532: global type sampler2D requires "#version 100" or later 0(8) : error C7532: global type vec2 requires "#version 100" or later 0(9) : error C7532: global type vec4 requires "#version 100" or later 0(9) : error C5060: out can't be used with non-varying _gl_FragColor 0(10) : error C7532: global type float requires "#version 100" or later 0(17) : error C7532: global type vec3 requires "#version 100" or later 0(17) : error C7532: global function texture requires "#version 130" or later 0(19) : error C7532: global type int requires "#version 100" or later 0(81) : error C7532: global function mix requires "#version 100" or later fs: postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif uniform sampler2D sampler0; in vec2 v_texcoord0; out vec4 _gl_FragColor; float amount; float power; void main() { amount = 0.60000002384185791015625; power = 0.5; vec3 color = texture(sampler0, v_texcoord0).xyz; vec4 sum = vec4(0.0); for (int i = -3; i < 3; i++) { sum += (texture(sampler0, v_texcoord0 + (vec2(-1.0, float(i)) * 0.0040000001899898052215576171875)) * amount); sum += (texture(sampler0, v_texcoord0 + (vec2(0.0, float(i)) * 0.0040000001899898052215576171875)) * amount); sum += (texture(sampler0, v_texcoord0 + (vec2(1.0, float(i)) * 0.0040000001899898052215576171875)) * amount); } float _90 = color.x; bool _92 = _90 < 0.300000011920928955078125; bool _99; if (_92) { _99 = color.y < 0.300000011920928955078125; } else { _99 = _92; } bool _106; if (_99) { _106 = color.z < 0.300000011920928955078125; } else { _106 = _99; } vec3 bloom; if (_106) { bloom = ((sum.xyz * sum.xyz) * 0.01200000010430812835693359375) + color; } else { float _121 = color.x; bool _122 = _121 < 0.5; bool _128; if (_122) { _128 = color.y < 0.5; } else { _128 = _122; } bool _134; if (_128) { _134 = color.z < 0.5; } else { _134 = _128; } if (_134) { bloom = ((sum.xyz * sum.xyz) * 0.0089999996125698089599609375) + color; } else { bloom = ((sum.xyz * sum.xyz) * 0.0074999998323619365692138671875) + color; } } bloom = mix(color, bloom, vec3(power)); _gl_FragColor = vec4(bloom.x, bloom.y, bloom.z, _gl_FragColor.w); _gl_FragColor.w = 1.0; } vs: postshader #version 300 #ifdef GL_ARB_shading_language_420pack #extension GL_ARB_shading_language_420pack : require #endif out vec2 v_texcoord0; in vec2 a_texcoord0; in vec4 a_position; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; gl_Position.z = 2.0 * gl_Position.z - gl_Position.w; }
SBK® Superbike World Championship v1.6.3 2018-08-21 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 08ebe0c0): duplicate handler
(homebrew) v1.6.3 2018-08-21 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:01a0d822 Tex TexAlpha LM Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01730000:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 vec3 u_lightpos1; 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 lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Fifa 2010 World Cup Sud Africa v1.6.3 2018-08-21 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:0080d022 Tex TexAlpha 2x TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; 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 = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 01730000:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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 vec3 u_lightpos1; 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 lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Fifa 2010 World Cup Sud Africa v1.6.3 2018-08-21 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:0080d022 Tex TexAlpha 2x TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; 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 = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 01730000:00000b18 HWX C T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 vec3 u_lightpos1; 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 lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
God of War®: Ghost of Sparta v1.6.3 2018-08-21 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 r6p2-01rel0 [Revision 96995]. 01f34504:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 #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 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 lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform 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 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; 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(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 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
God of War: Chains of Olympus v1.6.3 2018-08-21 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:00800822 Tex TexAlpha LM 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = v.rgb * 2.0; gl_FragColor = v; } vs: 01030000:00000b19 HWX C T N LM Tex Light: MatUp:3 #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 vec4 u_uvscaleoffset; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
God of War: Chains of Olympus v1.6.3 2018-08-21 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:00800822 Tex TexAlpha LM 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = v.rgb * 2.0; gl_FragColor = v; } vs: 01030000:00120b19 HWX C T N LM Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 MatUp:3 #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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform vec3 u_lightpos1; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos0), worldnormal), 1.0 + dot(normalize(u_lightpos1), worldnormal)) * 0.5, 1.0); }
GOD EATER 2 v1.4.2 2018-08-21 Wrong magic number 00000000
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-08-21 sceDmacMemcpy(dest=0414e000, src=095d6b00, size=298912): overlapping read
JOGRESS V3 v1.6.3 2018-08-21 Unknown GetPointer 298666b8 PC 0881c430 LR 0881c440
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2018-08-21 WriteToHardware: Invalid address 15b4df84 near PC 0880dcc8 LR 0880dcc8
(homebrew) v1.4.2 2018-08-21 Bad segment number 206
NBA '08 v1.6.3 2018-08-21 Ignoring possible render to texture at 041b0000 +96x47 / 128x128
NBA '08 v1.6.3 2018-08-21 Render to area containing texture at 041a6000 +0x32
アイドルマスターSP ワンダリングスター v1.6.3 2018-08-21 BREAK instruction hit
DISSIDIA 012[duodecim] FINAL FANTASY v1.6.3 2018-08-21 sceDmacMemcpy(dest=49845190, src=09966d40, size=896): overlapping read
テイルズ オブ ザ ワールド レディアントマイソロジー v1.6.3 2018-08-21 sceUtilityOskInitStart: invalid status
GODS EATER BURST v1.6.3 2018-08-21 Error in shader program link: info: L0100 A program cannot be linked unless there are any shaders attached to it fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 00000000:00000b1c HWX C T N Fog Tex #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 vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; 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); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
(homebrew) v1.6.3 2018-08-21 MFIC instruction hit (70020024) at 0888b34c
CRISIS CORE -FINAL FANTASY VII- v1.4.2 2018-08-21 sceDmacMemcpy(dest=08675ca0, src=09d7c840, size=16384): overlapping read
デジモンワールド リ:デジタイズ v1.6.3 2018-08-21 sceDmacMemcpy(dest=0913e7e0, src=0913e600, size=480): overlapping read
Yu-Gi-Oh! GX Tag Force 3 v1.4.2 2018-08-21 ReadFromHardware: Invalid address 04c9be3e near PC 08000000 LR 08000000
Yu-Gi-Oh! GX Tag Force 3 v1.4.2 2018-08-21 WriteToHardware: Invalid address 0000db8b near PC 08000000 LR 08000000
God of War: Chains of Olympus v1.6.3 2018-08-21 WriteToHardware: Invalid address 00000029 near PC 08000000 LR 08000000
Grand Theft Auto: Vice City Stories v1.6.3 2018-08-21 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:00200800 LM Fog #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01070000:00000b05 HWX T N LM Fog Light: MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Grand Theft Auto: Vice City Stories v1.6.3 2018-08-21 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:0020d800 LM Fog AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01070000:00000b05 HWX T N LM Fog Light: MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Grand Theft Auto: Vice City Stories v1.6.3 2018-08-21 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:00a0d822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01070000:00000b15 HWX T N LM Fog Tex Light: MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Grand Theft Auto: Vice City Stories v1.6.3 2018-08-21 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01070000:00000b15 HWX T N LM Fog Tex Light: MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
無双OROCHI2 Special v1.6.3 2018-08-21 sceDmacMemcpy(dest=09d59240, src=09bed300, size=1392): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-08-21 sceDmacMemcpy(dest=0414e000, src=095d6ba0, size=240912): overlapping read
God of War: Chains of Olympus v1.4-2-g648bc5d 2018-08-21 Wrong magic number 9ac46ce0
God of War: Chains of Olympus v1.4-2-g648bc5d 2018-08-21 Wrong magic number b4a7ad30
(homebrew) v1.6.3 2018-08-21 Failed decrypting the PRX (ret = -1, size = 2996412, psp_size = 2996752)!
Tomb Raider: Anniversary™ v1.6.3 2018-08-21 sceDmacMemcpy(dest=041a2400, src=09877d20, size=9216): overlapping read
GTA: Liberty City Stories v1.6.3 2018-08-21 Error in shader program link: info: L0007 Varying 'v_color1' not found in vertex shader fs: 00000000:00000002 Tex TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); gl_FragColor = v; } vs: 00000000:00000b18 HWX C T N Tex #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 vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; 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); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
God of War®: Ghost of Sparta v1.6.3 2018-08-21 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:00a1d822 Tex TexAlpha LM Fog 2x TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; if (v.a < 0.002) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01030000:00000b1d HWX C T N LM Fog Tex Light: MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Grand Theft Auto: Vice City Stories v1.6.3 2018-08-21 Jump to invalid address: 0faf026c
Grand Theft Auto: Vice City Stories v1.6.3 2018-08-21 ReadFromHardware: Invalid address 26840004 near PC 26840004 LR 26840004
Grand Theft Auto: Vice City Stories v1.6.3 2018-08-21 MIPSCompileOp: Invalid instruction 44ab8008
Grand Theft Auto: Vice City Stories v1.6.3 2018-08-21 MIPSCompileOp: Invalid instruction 000037a8
Bunny Dodge v1.6.3 2018-08-21 Video out requested, not supported: mode=0 size=0,0
SBK® Superbike World Championship v1.4.2 2018-08-21 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 094f33f0): duplicate handler
Def Jam® Fight For NY™: The Takeover v1.6.3 2018-08-21 sceDmacMemcpy(dest=095ae540, src=08400000, size=641344): overlapping read
Yu-Gi-Oh! 5D's Tag Force5 v1.6.3 2018-08-21 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:00000002 Tex TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; 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(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 00000000:00000b10 HWX T N Tex #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; 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); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Yu-Gi-Oh! 5D's Tag Force5 v1.6.3 2018-08-21 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; 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 = p * t; fragColor0 = v; } vs: 00000000:00000918 HWX C T Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Warriors Orochi®2 v1.6.3 2018-08-21 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00002a82:00000002 Tex ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; 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(t.rgb * p.rgb, p.a); v.rgb = v.rgb * u_blendFixA; fragColor0 = v; } vs: 01530000:00000b10 HWX T N Tex Light: 0: c:0 t:0 2: c:0 t:0 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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 vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Warriors Orochi®2 v1.6.3 2018-08-21 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:0000d022 Tex TexAlpha TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; 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 = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 01530000:00000b10 HWX T N Tex Light: 0: c:0 t:0 2: c:0 t:0 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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 vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Warriors Orochi®2 v1.6.3 2018-08-21 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00002a82:0000d022 Tex TexAlpha ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; uniform sampler2D testtex; 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 = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * u_blendFixA; fragColor0 = v; } vs: 01530000:00000b10 HWX T N Tex Light: 0: c:0 t:0 2: c:0 t:0 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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 vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
FAIRYTAIL ゼレフ覚醒 v1.6.3 2018-08-21 Attempting to texture from target (src=00000000 / target=00000000 / flags=7)
ナルティメットアクセル3 v1.6.3 2018-08-21 00000000=sceUtilityScreenshotInitStart(09a65328)
Toy Story 3 v1.6.3 2018-08-21 Error in shader program link: info: fs: 00000000:00c0d002 Tex TexProj 2x TFuncMod AlphaTest > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = textureProj(tex, v_texcoord); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 01170000:00050b58 HWX C T N Tex TexProjUV UVMtx Light: 0: c:0 t:0 MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * 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); }
デジモンワールド リ:デジタイズ v1.6.3 2018-08-21 sceDmacMemcpy(dest=090ce928, src=090ce400, size=1320): overlapping read
Toy Story 3 v1.6.3 2018-08-21 Error in shader program link: info: fs: 00000000:00800002 Tex 2x TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; 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(t.rgb * p.rgb, p.a); v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 00000000:00000918 HWX C T Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
MONSTER HUNTER FREEDOM UNITE™ v1.6.3-355-g1f274a207 2018-08-21 WriteToHardware: Invalid address 000000ac near PC 09aafb20 LR 09aafa88
Grand Theft Auto: Liberty City Stories v1.6.3 2018-08-21 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:00200800 LM Fog #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01070000:00000305 HWX N LM Fog Light: MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
デジモンワールド リ:デジタイズ v1.6.3 2018-08-21 sceDmacMemcpy(dest=090e3b90, src=090e3500, size=1680): overlapping read
Grand Theft Auto: Liberty City Stories v1.6.3 2018-08-21 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:0020d800 LM Fog AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01170000:00000305 HWX N LM Fog Light: 0: c:0 t:0 MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
TEKKEN DARK RESURRECTION v1.6.3 2018-08-21 sceDmacMemcpy(dest=49d33900, src=49d038c0, size=2048): overlapping read
マクロストライアングルフロンティア v1.6.3 2018-08-21 80630006=sceAtracSetDataAndGetID(0988b3c0, 00002980): invalid RIFF header
マクロストライアングルフロンティア v1.6.3 2018-08-21 80630006=sceAtracSetDataAndGetID(0987c280, 00008be8): invalid RIFF header
マクロストライアングルフロンティア v1.6.3 2018-08-21 80630006=sceAtracSetDataAndGetID(098593c0, 00004278): invalid RIFF header
マクロストライアングルフロンティア v1.6.3 2018-08-21 80630006=sceAtracSetDataAndGetID(09859000, 000033c8): invalid RIFF header