Recent logs - WWE MINI 2K22 BY DON MODDER

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Game title Version Latest Report Message
WWE MINI 2K22 BY DON MODDER v1.13.2 2023-01-18 WriteToHardware: Invalid address 00000010 near PC 0894f590 LR 0894f590
WWE MINI 2K22 BY DON MODDER v1.13.2 2023-01-18 WriteToHardware: Invalid address 00000000 near PC 0894f590 LR 0894f590
WWE MINI 2K22 BY DON MODDER v1.13.2 2023-01-18 ReadFromHardware: Invalid address 00000008 near PC 08952964 LR 08952964
WWE MINI 2K22 BY DON MODDER v1.13.2 2023-01-18 ReadFromHardware: Invalid address 00000000 near PC 08901a58 LR 08952954
WWE MINI 2K22 BY DON MODDER v1.14.4 2023-01-05 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 r6p0-00dev0 [Revision 96995]. 07f71000:41400b39 HWX C T N LM Tex Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 WScale 3 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 07f71000:41400b39 HWX C T N LM Tex Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 WScale 3 Cull attribute mediump vec4 w1; attribute mediump vec2 w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; 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 vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = color0.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular3 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); 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; vec3 projPos = outPo
WWE MINI 2K22 BY DON MODDER v1.14.4 2023-01-26 Rendering to framebuffer offset at 04000000 +480x0 (stride 512)
WWE MINI 2K22 BY DON MODDER v1.12.3 2022-11-22 Unknown GetPointer 00000000 PC 089ace34 LR 089ace44
WWE MINI 2K22 BY DON MODDER v1.11.2 2022-11-19 sceDmacMemcpy(dest=04151340, src=094de490, size=65552): overlapping read
WWE MINI 2K22 BY DON MODDER v1.11.2 2022-11-15 sceDmacMemcpy(dest=041609e0, src=0931dc90, size=65552): overlapping read
WWE MINI 2K22 BY DON MODDER v1.11.2 2022-11-12 sceDmacMemcpy(dest=04194300, src=0931b2a0, size=65552): overlapping read
WWE MINI 2K22 BY DON MODDER v1.11.2 2022-11-12 sceDmacMemcpy(dest=041aaca0, src=0939dba0, size=65552): overlapping read
WWE MINI 2K22 BY DON MODDER v1.13.2 2022-10-21 Unknown GetPointerWrite 00000000 PC 089ace3c LR 089ace44
WWE MINI 2K22 BY DON MODDER v1.11.2 2022-10-18 sceDmacMemcpy(dest=04153eb0, src=0949b930, size=65552): overlapping read
WWE MINI 2K22 BY DON MODDER v1.11.2 2022-10-17 sceDmacMemcpy(dest=040cc000, src=090ef0a0, size=262160): overlapping read
WWE MINI 2K22 BY DON MODDER v1.12.3 2022-09-29 sceDmacMemcpy(dest=04159710, src=093c0c70, size=65552): overlapping read
WWE MINI 2K22 BY DON MODDER v1.13.2 2023-01-18 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 040103c0 offset: 0 (32x64 stride 512, 5551): [C:04000000/512 Z:04088000/512 X:480 Y:64 reint: false] [C:040103c0/512 Z:040883c0/512 X:0 Y:0 reint: false]
WWE MINI 2K22 BY DON MODDER v1.14.4 2023-01-05 Unknown GetPointerWrite 00000000 PC 089ace34 LR 089ace44
WWE MINI 2K22 BY DON MODDER v1.13.2 2022-10-21 sceDmacMemcpy(dest=040cc000, src=08f9e430, size=262160): overlapping read
WWE MINI 2K22 BY DON MODDER v1.10.3 2022-06-15 Savedata version requested on save: 3
WWE MINI 2K22 BY DON MODDER v1.10.3 2022-06-15 Savedata version requested: 3
WWE MINI 2K22 BY DON MODDER v1.10.3 2022-04-19 sceDmacMemcpy(dest=0418c030, src=0901b8d0, size=262160): overlapping read
WWE MINI 2K22 BY DON MODDER v1.10.3 2022-04-19 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
WWE MINI 2K22 BY DON MODDER v1.13.2 2022-10-21 Unknown GetPointer 00000000 PC 089b03e8 LR 089b03f0
WWE MINI 2K22 BY DON MODDER v1.10.3 2022-08-27 Render to area containing texture at 04044000 +112x0
WWE MINI 2K22 BY DON MODDER v1.10.3 2022-04-13 Bad vertex address 00006c00!
WWE MINI 2K22 BY DON MODDER v1.10.3 2022-04-13 Bad vertex address 00006480!
WWE MINI 2K22 BY DON MODDER v1.10.3 2022-05-18 Bad vertex address 00005a90!
WWE MINI 2K22 BY DON MODDER v1.10.3 2022-05-18 Bad vertex address 000052e0!
WWE MINI 2K22 BY DON MODDER v1.10.3 2022-05-18 Bad vertex address 00004b30!
WWE MINI 2K22 BY DON MODDER v1.10.3 2022-05-18 Bad vertex address 00003de0!
WWE MINI 2K22 BY DON MODDER v1.11.3 2022-03-26 80630006=sceAtracSetData(2, 08ba5540, 00020000): invalid RIFF header
WWE MINI 2K22 BY DON MODDER v1.12.3 2022-03-25 1 depal unsupported: shift=7 mask=f8 offset=0
WWE MINI 2K22 BY DON MODDER v1.11.2 2022-03-23 sceDmacMemcpy(dest=040cc000, src=08fd2f80, size=262160): overlapping read
WWE MINI 2K22 BY DON MODDER v1.4-2-g648bc5d 2022-08-21 Render to area containing texture at 04000000 +112x0
WWE MINI 2K22 BY DON MODDER v1.5.4 2022-09-12 Render to area containing texture at 00000000 +112x0
WWE MINI 2K22 BY DON MODDER v1.7.2 2022-03-22 Render to area containing texture at 00044000 +112x0
WWE MINI 2K22 BY DON MODDER v1.7.4 2022-09-12 Rendering to framebuffer offset: 00000000 +480x0
WWE MINI 2K22 BY DON MODDER v1.7.4 2023-01-05 Unknown GetPointer 00000000 PC 089b03e0 LR 089b03f0
WWE MINI 2K22 BY DON MODDER v1.12.3-1018-g6f04f52f5 2022-12-08 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 040103c0 offset: 0 (32x64 stride 512, 5551)
WWE MINI 2K22 BY DON MODDER v1.9.4 2023-01-18 Rendering to framebuffer offset: 04000000 +480x0
WWE MINI 2K22 BY DON MODDER v1.9.4 2023-01-26 sceGeBreak(mode=0, unknown=08b9cc8c): unknown ptr (valid)