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Game title |
Version |
Latest Report |
Message |
God of War: Ragnarok |
v1.9.4 |
2024-09-03 |
Render to area containing texture at 04161800 +192x0 |
God of War: Ragnarok |
v1.9.4 |
2024-09-02 |
Unknown GetPointer 00000000 PC 0881a388 LR 0881a388 |
God of War: Ragnarok |
v1.9.4 |
2024-08-29 |
Render to area containing texture at 04161800 +256x0 |
God of War: Ragnarok |
v1.6.3 |
2024-08-03 |
Render to area containing texture at 00161800 +128x0 |
God of War: Ragnarok |
v1.7.1 |
2023-12-20 |
Attempting to texture from target (src=00162000 / target=00162000 / flags=7) |
God of War: Ragnarok |
v1.17.1 |
2024-07-21 |
Can't draw: No current render step. Step count: 0 |
God of War: Ragnarok |
v1.9.4 |
2023-10-21 |
Failed decrypting the PRX (ret = -1, size = 4419857, psp_size = 4420208)! |
God of War: Ragnarok |
v1.14.1 |
2023-11-15 |
Attempting to texture from current render target (src=04162000 / target=04162000 / flags=7), making a copy |
God of War: Ragnarok |
v1.16.5 |
2023-10-17 |
Failed decrypting the PRX (ret = -4, size = 5616137, psp_size = 5616480)! |
God of War: Ragnarok |
v1.15.4 |
2023-10-06 |
80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00006440, 00006440, 09fbba6c[ffffffff]): invalid ea3 magic bytes |
God of War: Ragnarok |
v1.16.5 |
2023-09-30 |
Game install with no files / data |
God of War: Ragnarok |
v1.7.1 |
2024-09-22 |
Render to area containing texture at 00161800 +64x0 |
God of War: Ragnarok |
v1.7.1 |
2024-09-22 |
Rendering to framebuffer offset: 00161800 +64x0 |
God of War: Ragnarok |
v1.9.4 |
2024-09-08 |
Render to area containing texture at 04161800 +64x0 |
God of War: Ragnarok |
v1.7.5 |
2024-09-30 |
Rendering to framebuffer offset: 00162000 +256x0 |
God of War: Ragnarok |
v1.7.5 |
2024-09-30 |
Render to area containing texture at 00162000 +256x0 |
God of War: Ragnarok |
v1.7.5 |
2024-09-30 |
Ignoring possible render to texture at 00161800 +0x64 / 480x272 |
God of War: Ragnarok |
v1.9.4 |
2023-09-23 |
Render to area containing texture at 04161800 +384x0 |
God of War: Ragnarok |
v1.9.4 |
2023-09-23 |
Ignoring possible render to texture at 04161800 +0x64 / 512x272 |
God of War: Ragnarok |
v1.16.6 |
2023-11-11 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2 |
God of War: Ragnarok |
v1.16.6 |
2023-11-11 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1 |
God of War: Ragnarok |
v1.16.6 |
2023-11-11 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
God of War: Ragnarok |
v1.9.4 |
2024-09-08 |
Rendering to framebuffer offset: 04161800 +64x0 |
God of War: Ragnarok |
v1.11.3 |
2023-09-16 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-00dev0 [Revision 96995].
01f34444:00000b3d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 Cull
#version 100
// Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
attribute 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 mediump vec3 u_lightatt1;
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 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;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalize(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
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 <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
God of War: Ragnarok |
v1.11.3 |
2023-09-16 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-00dev0 [Revision 96995].
01f34444:00000f3d HWX C T N LM Fog RevN Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 Cull
#version 100
// Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
attribute 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 mediump vec3 u_lightatt1;
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 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;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalize(mul(vec4(-normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
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 <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
God of War: Ragnarok |
v1.17.1 |
2024-10-04 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
God of War: Ragnarok |
v1.17.1 |
2024-08-03 |
Rendering to framebuffer offset at 04161800 +64x0 (stride 1024) |
God of War: Ragnarok |
v1.9.4 |
2024-05-10 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000005, pos=0, access=1, data=1, text=1 |
God of War: Ragnarok |
v1.9.4 |
2024-09-30 |
Render to texture with different formats 0 != 3 |
God of War: Ragnarok |
v1.9.4 |
2024-09-30 |
Render to texture with different strides 1024 != 512 |
God of War: Ragnarok |
v1.9.4 |
2024-09-17 |
Render to area containing texture at 04162000 +256x0 |
God of War: Ragnarok |
v1.9.4 |
2024-09-17 |
Ignoring possible render to texture at 04161800 +0x64 / 480x272 |
God of War: Ragnarok |
v1.15.4-1272-g9305d235e |
2024-03-12 |
Rendering to framebuffer offset at 04162000 +384x0 (stride 512) |
God of War: Ragnarok |
v1.9.4 |
2024-10-08 |
Rendering to framebuffer offset: 04162000 +256x0 |
God of War: Ragnarok |
v1.14.4 |
2024-08-09 |
Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272 |
God of War: Ragnarok |
v1.9.4 |
2024-10-04 |
sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2 |
God of War: Ragnarok |
v1.9.4 |
2024-10-04 |
sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1 |
God of War: Ragnarok |
v1.9.4 |
2024-10-04 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2 |
God of War: Ragnarok |
v1.9.4 |
2024-10-04 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1 |
God of War: Ragnarok |
v1.9.4 |
2024-10-04 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
God of War: Ragnarok |
v1.9.4 |
2024-10-04 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
God of War: Ragnarok |
v1.17.1 |
2024-10-04 |
00000400=sceGeEdramSetAddrTranslation(00000800) |