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Game title Version Latest Report Message
Resistance: Retribution™ v1.9.4 2020-04-06 Unknown GE command : 03151515
WWE 2K20 PSP BY D ARCHITECT 01 v1.9.4 2020-04-06 80630006=sceAtracSetData(2, 08d4b180, 000055b0): invalid RIFF header
雅恋 ~MIYAKO~ v1.6.3-492-g9fddfff66 2020-04-06 GL ran out of GPU memory; switching to low memory mode
Resistance: Retribution™ v1.9.4 2020-04-06 Unknown GE command : 11124556
Prince of Persia - Revelations v1.9.4 2020-04-06 80630006=sceAtracSetDataAndGetID(0906ea80, 00000800): invalid RIFF header
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041cf800, src=093db150, size=5120): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041e4400, src=09caec10, size=5120): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041cf800, src=09cd7110, size=5120): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041bf400, src=09cad800, size=5120): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041aa000, src=096ed090, size=9216): overlapping read
Obscure: The Aftermath v1.9.4 2020-04-06 sceDmacMemcpy(dest=0936ae60, src=097b28c0, size=8192): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041c5000, src=096ed090, size=9216): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041ac400, src=08e93e00, size=9216): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041e4400, src=08df32b0, size=5120): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041a2c00, src=09354ed0, size=5120): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041da000, src=09654680, size=5120): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041da000, src=09c52bc0, size=5120): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041c7400, src=09c4a750, size=9216): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041c7400, src=090a3b60, size=9216): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=0419f800, src=09682ce0, size=5120): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041ed000, src=093bfb60, size=9216): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041ac400, src=091f9190, size=9216): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041ac400, src=09a4b570, size=9216): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041a2000, src=09654680, size=5120): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=0419dc00, src=0964ce20, size=5120): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041bd000, src=09651e60, size=5120): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=0419dc00, src=093e33a0, size=8192): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041eb000, src=090a3b60, size=9216): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041ee800, src=0964ce20, size=5120): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041ee800, src=0964e230, size=5120): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041a3400, src=099a3130, size=9216): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041f3800, src=097e6940, size=8192): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=0419f000, src=0909d280, size=9216): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041d6400, src=09a17180, size=9216): overlapping read
WWE SmackDown vs. RAW 2010 v1.6.3-492-g9fddfff66 2020-04-06 80630007=sceAtracSetData(2, 08bd5640, 00016c98): atracID uses different codec type than data
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041cb400, src=08df5ad0, size=9216): overlapping read
WWE SmackDown vs. RAW 2010 v1.6.3-492-g9fddfff66 2020-04-06 80630007=sceAtracSetData(2, 08bd5640, 00004890): atracID uses different codec type than data
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041c7000, src=096ee540, size=5120): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041c0800, src=0996a0a0, size=9216): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041e9000, src=0995dec0, size=9216): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041e9000, src=09569a10, size=9216): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041bac00, src=09c7edd0, size=5120): overlapping read
진・삼국무쌍 MULTI RAID v1.9.3 2020-04-06 sceDmacMemcpy(dest=0416dc00, src=09ccd070, size=4096): overlapping read
Tomb Raider : Legend v1.4.2 2020-04-06 sceDmacMemcpy(dest=041ccc00, src=09953974, size=4096): overlapping read
Ben 10 Alien Force: Vilgax Attacks v1.9.4 2020-04-06 Bad index address 00000000!
SBK®09 Superbike World Championship v1.9.4 2020-04-06 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0908eb60): duplicate handler
God of War®: Ghost of Sparta v1.9.4 2020-04-06 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145042384
God of War®: Ghost of Sparta v1.9.4 2020-04-06 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771644
SBK®09 Superbike World Championship v1.9.4 2020-04-06 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090b2750): duplicate handler
SBK®09 Superbike World Championship v1.9.4 2020-04-06 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0964f9e0): duplicate handler
MONSTER HUNTER PORTABLE 2nd G v1.6.3-492-g9fddfff66 2020-04-06 sceDmacMemcpy(dest=0414e000, src=095ca960, size=243728): overlapping read
ドラゴンボールZ 真武道会2 v1.9.4 2020-04-06 Game install with no files / data
NARUTO SHIPPUDEN: Ultimate Ninja Heroes 3 v1.9.4 2020-04-06 00000000=sceUtilityScreenshotInitStart(09a8f068)
NARUTO Shippuden: Legends: Akatsuki Rising v1.9.4 2020-04-06 sceDmacMemcpy(dest=04189140, src=08f1d510, size=128): overlapping read
WWE'12 v1.9.4 2020-04-06 Unknown GetPointer 4a13877e PC 089fb7a8 LR 089fb7c4
Obscure: The Aftermath v1.9.4 2020-04-06 sceDmacMemcpy(dest=09374e60, src=095af980, size=8192): overlapping read
Star Wars Battlefront II v1.6.3-492-g9fddfff66 2020-04-06 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00000022 Tex TexAlpha 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 = p * t; gl_FragColor = v; } vs: 01110000:00000b18 HWX C T N Tex Light: 0: c:0 t:0 MatUp:1 (failed) #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 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); vec4 outPos = 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 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Star Wars Battlefront II v1.6.3-492-g9fddfff66 2020-04-06 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00600022 Tex TexProj TexAlpha Fog TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2DProj(tex, v_texcoord); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01110000:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:0 MatUp:1 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform 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; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * 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); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Star Wars Battlefront II v1.6.3-492-g9fddfff66 2020-04-06 Error in shader compilation: info: 0:37: L0001: Expected token ')', found 'identifier' 01110000:0000010c HWX C Fog Light: 0: c:0 t:0 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute lowp vec4 color0; 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; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump float v_fogdepth; 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); vec4 outPos = 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 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Star Wars Battlefront II v1.6.3-492-g9fddfff66 2020-04-06 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00200002 Tex Fog TFuncMod #version 100 precision lowp float; uniform sampler2D tex; 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 = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01110000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 MatUp:1 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute 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 lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * 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_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Star Wars Battlefront II v1.6.3-492-g9fddfff66 2020-04-06 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00000022 Tex TexAlpha 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 = p * t; gl_FragColor = v; } vs: 01110000:00000b10 HWX T N Tex Light: 0: c:0 t:0 MatUp:1 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute 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 lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying 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); vec4 outPos = 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_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Star Wars Battlefront II v1.6.3-492-g9fddfff66 2020-04-06 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00200000 Fog #version 100 precision lowp float; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; void main() { vec4 v = v_color0 ; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01110000:0000010c HWX C Fog Light: 0: c:0 t:0 MatUp:1 (failed) #version 100 precision highp float; attribute vec3 position; attribute lowp vec4 color0; 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; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump float v_fogdepth; 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); vec4 outPos = 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 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Star Wars Battlefront II v1.6.3-492-g9fddfff66 2020-04-06 Error in shader compilation: info: 0:43: L0001: Expected token ')', found 'identifier' 01110000:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:0 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform 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; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * 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); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
The Warriors v1.6.3-492-g9fddfff66 2020-04-06 Error in shader program link: info: (unknown reason) fs: 00000000:0001d822 Tex TexAlpha LM TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; 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; fragColor0 = v; } vs: 01070000:00000919 HWX C T LM Tex Light: MatUp:7 #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_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; 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); vec4 outPos = 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); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
ときめきメモリアル Girl's Side Premium 3 v1.6.3-456-g6d0ed4ad0 2020-04-06 sceDmacMemcpy(dest=08719c40, src=099ae600, size=189952): overlapping read
God of War®: Ghost of Sparta v1.9.4 2020-04-06 A save request is already running, not starting a new one
God of War®: Ghost of Sparta v1.9.4 2020-04-06 Unknown GetPointer 00000000 PC 08a1b4ac LR 08a1b4ac
Dragon Ball Z: Tenkaichi Tag Team v1.9.4 2020-04-06 MIPSCompileOp: Invalid instruction 6b4ea280
Dragon Ball Z: Tenkaichi Tag Team v1.9.4 2020-04-06 MIPSCompileOp: Invalid instruction 6b4ea080
Dragon Ball Z: Tenkaichi Tag Team v1.9.4 2020-04-06 MIPSCompileOp: Invalid instruction 6b228d20
Dragon Ball Z: Tenkaichi Tag Team v1.9.4 2020-04-06 MIPSCompileOp: Invalid instruction d1f268e0
Dragon Ball Z: Tenkaichi Tag Team v1.9.4 2020-04-06 MIPSCompileOp: Invalid instruction 0665e5a0
Dragon Ball Z: Tenkaichi Tag Team v1.9.4 2020-04-06 An uneaten prefix at end of block: 08000004
(homebrew) v1.9.4 2020-04-06 Unknown GetPointer 00000000 PC 08985808 LR 08985808
Field Commander™ v1.9.4 2020-04-06 MIPSCompileOp: Invalid instruction 002e3b45
Field Commander™ v1.9.4 2020-04-06 Branch in JumpReg delay slot at 040882ec in block starting at 04088000
Field Commander™ v1.9.4 2020-04-06 MIPSCompileOp: Invalid instruction 0023343c
Field Commander™ v1.9.4 2020-04-06 MIPSCompileOp: Invalid instruction 0026363e
Field Commander™ v1.9.4 2020-04-06 MIPSCompileOp: Invalid instruction 0025353d
Field Commander™ v1.9.4 2020-04-06 MIPSCompileOp: Invalid instruction 00111a1f
Field Commander™ v1.9.4 2020-04-06 MIPSCompileOp: Invalid instruction 00182328
Field Commander™ v1.9.4 2020-04-06 MIPSCompileOp: Invalid instruction 0010191e
Field Commander™ v1.9.4 2020-04-06 MIPSCompileOp: Invalid instruction 00192529
Field Commander™ v1.9.4 2020-04-06 MIPSCompileOp: Invalid instruction 00081014
Riviera~約束の地リヴィエラ~ SPECIAL EDITION v1.6.3-492-g9fddfff66 2020-04-06 WriteToHardware: Invalid address 00000000 near PC 0887924c LR 0887924c
MONSTER HUNTER PORTABLE 2nd G v1.6.3-492-g9fddfff66 2020-04-06 sceDmacMemcpy(dest=0414e000, src=095ca540, size=240416): overlapping read
SBK®09 Superbike World Championship v1.8.0 2020-04-06 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0967f620): duplicate handler
SBK®09 Superbike World Championship v1.8.0 2020-04-06 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096fc650): duplicate handler
SBK®09 Superbike World Championship v1.8.0 2020-04-06 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09676530): duplicate handler
SBK®09 Superbike World Championship v1.8.0 2020-04-06 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0919d4e0): duplicate handler
Tomb Raider: Legend™ v1.6.3 2020-04-06 sceDmacMemcpy(dest=041a4800, src=08ddaba0, size=5120): overlapping read
SBK®09 Superbike World Championship v1.8.0 2020-04-06 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09675b30): duplicate handler
SBK®09 Superbike World Championship v1.8.0 2020-04-06 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0909db30): duplicate handler
SBK®09 Superbike World Championship v1.8.0 2020-04-06 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09097d40): duplicate handler
SBK®09 Superbike World Championship v1.8.0 2020-04-06 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09118d50): duplicate handler
SBK®09 Superbike World Championship v1.8.0 2020-04-06 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0909db60): duplicate handler
Crash™ Tag Team Racing v1.9.3 2020-04-06 80630006=sceAtracSetDataAndGetID(09de2100, 00014000): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2020-04-06 80630006=sceAtracSetDataAndGetID(095c6280, 00000800): invalid RIFF header
無双OROCHI2 Special v1.4.2-199-g3249d81 2020-04-06 Unknown GE command : 4f039784
Crash™ Tag Team Racing v1.9.3 2020-04-06 80630006=sceAtracSetDataAndGetID(09b3ae80, 00014000): invalid RIFF header