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Game title |
Version |
Latest Report |
Message |
The Sims™ 2 |
v1.17.1 |
2024-08-21 |
WriteToHardware: Invalid address 00000300 near PC 088b53c0 LR 088b53c0 |
The Sims™ 2 |
v1.17.1 |
2024-08-21 |
ReadFromHardware: Invalid address 00000300 near PC 08836f98 LR 08837020 |
The Sims™ 2 |
v1.11.3 |
2024-05-31 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 19536 |
The Sims™ 2 |
v1.11.3 |
2024-05-31 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145983264 |
The Sims™ 2 |
v1.11.3 |
2024-05-31 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145971944 |
The Sims™ 2 |
v1.11.3 |
2024-05-31 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a1f518, pos=0, access=1, data=2, text=2 |
The Sims™ 2 |
v1.11.3 |
2024-05-31 |
Module linking debug info:
sceNetIfhandle_driver ver=0000, flags=0009, size=5, numVars=0, numFuncs=10, nidData=0822f114, firstSym=0822ee1c, varData=00000000, extra=00000000
sceMemab_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=11, nidData=0822f0e8, firstSym=0822edc4, varData=00000000, extra=00000000
SysclibForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=3, nidData=0822f098, firstSym=0822ed24, varData=00000000, extra=00000000
ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=17, nidData=0822f0a4, firstSym=0822ed3c, varData=00000000, extra=00000000
InterruptManagerForKernel ver=0000, flags=0009, size=5, numVars=0, numFuncs=2, nidData=0822f090, firstSym=0822ed14, varData=00000000, extra=00000000
|
The Sims™ 2 |
v1.11.3 |
2024-05-31 |
Module linking debug info:
ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08228844, firstSym=082286c0, varData=00000000, extra=00000000
sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228854, firstSym=082286e0, varData=00000000, extra=00000000
semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228858, firstSym=082286e8, varData=00000000, extra=00000000
|
The Sims™ 2 |
v1.11.3 |
2024-05-31 |
Crazy varData address 01011006, skipping rest of module |
The Sims™ 2 |
v1.11.3 |
2024-05-31 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a1f518, pos=0, access=1, data=1, text=1 |
The Sims™ 2 |
v1.11.3 |
2024-05-31 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145089204 |
The Sims™ 2 |
v1.17.1 |
2024-03-07 |
VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=6 IDX=1 MC=7 |
The Sims™ 2 |
v1.11.3 |
2024-01-23 |
sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2 |
The Sims™ 2 |
v1.16.6 |
2024-01-23 |
80630006=sceAtracSetDataAndGetID(08baccc0, 80020323): invalid RIFF header |
The Sims™ 2 |
v1.16.6 |
2023-11-15 |
Error in shader compilation: info: Compile failed.
WARNING: 0:64: 'function_call_constructor@vec4_vec4@12' : used without being initialised
WARNING: 0:68: 'function_call_constructor@uint_uint@33' : used without being initialised
WARNING: 0:88: 'function_call_constructor@vec3_vec3@99' : used without being initialised
WARNING: 0:104: 'function_call_constructor@float_float@141' : used without being initialised
WARNING: 4 compilation warnings.
01000000:80050b28 HWX C T N TexProjUV UVMtx Light: LightUberShader Cull
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80050b28 HWX C T N TexProjUV UVMtx Light: LightUberShader Cull
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 uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
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 mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir0, toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
}
} else {
lightScale = 1.0;
}
|
The Sims™ 2 |
v1.16.6 |
2023-11-15 |
Error in shader compilation: info: Compile failed.
WARNING: 0:63: 'function_call_constructor@vec4_vec4@12' : used without being initialised
WARNING: 0:87: 'function_call_constructor@vec3_vec3@99' : used without being initialised
WARNING: 0:103: 'function_call_constructor@float_float@141' : used without being initialised
WARNING: 3 compilation warnings.
01000000:80000b28 HWX C T N Light: LightUberShader Cull
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b28 HWX C T N Light: LightUberShader Cull
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 uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
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 mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir0, toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
}
} else {
lightScale = 1.0;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0;
}
dif |
The Sims™ 2 |
v1.16.6 |
2023-10-22 |
sceKernelLoadModule: unsupported options size=00000014, flags=08caf9fc, pos=0, access=1, data=1, text=1 |
The Sims™ 2 |
v1.16.6 |
2023-10-22 |
sceKernelLoadModule: unsupported options size=00000014, flags=0892b22c, pos=0, access=1, data=2, text=2 |
The Sims™ 2 |
v1.16.6 |
2023-10-17 |
sceGeBreak(mode=0, unknown=08dfeba8): unknown ptr (valid) |
The Sims™ 2 |
v1.16.6 |
2024-01-23 |
Video out requested, not supported: mode=0 size=0,0 |
The Sims™ 2 |
v1.15.4 |
2023-10-15 |
ReadFromHardware: Invalid address 00000300 near PC 088b535c LR 08837020 |
The Sims™ 2 |
v1.15.4 |
2023-09-28 |
ReadFromHardware: Invalid address 00000004 near PC 089364c4 LR 08936908 |
The Sims™ 2 |
v1.15.4 |
2023-09-28 |
ReadFromHardware: Invalid address 00000011 near PC 089148c4 LR 08914890 |
The Sims™ 2 |
v1.15.4 |
2023-09-06 |
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].
01710444:00050b20 HWX T N TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 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))
// 01710444:00050b20 HWX T N TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 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 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_depthRange;
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;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
|
The Sims™ 2 |
v1.15.4 |
2023-09-04 |
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].
01f14444:00050b28 HWX C T N TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 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))
// 01f14444:00050b28 HWX C T N TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull
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 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 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_depthRange;
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;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z |
The Sims™ 2 |
v1.16.6 |
2023-10-17 |
GE Interrupt: newState might be 1 |
The Sims™ 2 |
v1.12.3 |
2023-07-28 |
GE Interrupt: newState might be 0 |
The Sims™ 2 |
v1.12.3 |
2023-07-28 |
GE Interrupt: newState might be 7 |
The Sims™ 2 |
v1.15.4 |
2023-06-30 |
__KernelStopThread: thread 374 does not exist (helper deleted) |
The Sims™ 2 |
v1.14.4 |
2023-04-26 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c38, pos=0, access=1, data=2, text=2 |
The Sims™ 2 |
v1.14.4 |
2023-04-19 |
sceKernelLoadModule: unsupported options size=00000014, flags=0898786c, pos=0, access=1, data=2, text=2 |
The Sims™ 2 |
v1.14.4 |
2023-04-19 |
sceKernelLoadModule: unsupported options size=00000014, flags=0898786c, pos=0, access=1, data=1, text=1 |
The Sims™ 2 |
v1.14.4 |
2023-04-11 |
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 r10p0-00dev0 [Revision 96995].
01f14444:00050b38 HWX C T N Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 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))
// 01f14444:00050b38 HWX C T N Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull
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 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 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_depthRange;
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;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = ( |
The Sims™ 2 |
v1.14.4 |
2023-04-05 |
Truncating vertex count from 29685 to 21845 |
The Sims™ 2 |
v1.14.4 |
2023-04-05 |
Truncating vertex count from 22218 to 21845 |
The Sims™ 2 |
v1.6.3 |
2023-03-26 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:0080d022 Tex TexAlpha 2x TFuncMod AlphaTest >
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying highp vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
v.rgb = v.rgb * 2.0;
gl_FragColor = v;
}
vs: 01310000:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 MatUp:1
#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 vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
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;
varying lowp vec4 v_color0;
varying highp 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);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
The Sims™ 2 |
v1.14.4 |
2023-02-22 |
Unknown GetPointer 00000000 PC 0891e4e4 LR 0891e520 |
The Sims™ 2 |
v1.14.4 |
2023-02-07 |
Truncating vertex count from 34647 to 21845 |
The Sims™ 2 |
v1.14.2 |
2023-01-23 |
UI scissor out of bounds in GamePauseScreen: 721,33-334,2427 / 2460,1080 |
The Sims™ 2 |
v1.14.2 |
2023-01-23 |
UI scissor out of bounds in GamePauseScreen: 115,33-590,2427 / 2460,1080 |
The Sims™ 2 |
v1.14.2 |
2023-01-23 |
UI scissor out of bounds in GamePauseScreen: 1935,148-500,932 / 1080,2460 |
The Sims™ 2 |
v1.14.2 |
2023-01-23 |
UI scissor out of bounds in GamePauseScreen: 0,148-1919,932 / 1080,2460 |
The Sims™ 2 |
v1.14.2 |
2023-04-29 |
Attempting to texture from current render target (src=04000000 / target=04000000 / flags=7), making a copy |
The Sims™ 2 |
v1.14.2 |
2023-01-23 |
UI scissor out of bounds in CwCheatScreen: 798,0-282,2460 / 2460,1080 |
The Sims™ 2 |
v1.14.2 |
2023-01-23 |
UI scissor out of bounds in CwCheatScreen: 683,115-1777,965 / 1080,2460 |
The Sims™ 2 |
v1.14.2 |
2023-01-23 |
UI scissor out of bounds in GameSettingsScreen: 350,115-2094,965 / 1080,2460 |
The Sims™ 2 |
v1.17.1 |
2024-09-04 |
sceNetAdhocMatchingInit(131072) at 0889e5ac |
The Sims™ 2 |
v1.12.3 |
2022-03-24 |
ReadFromHardware: Invalid address 3dd7c6e0 near PC 3dd7c6e0 LR 3dd7c6e0 |
The Sims™ 2 |
v1.11.3 |
2022-01-29 |
Jump to invalid address: 02be6340 PC 08adf444 LR 00000000 |
The Sims™ 2 |
v1.11.3 |
2022-01-29 |
Jump to invalid address: 02c4bcb0 PC 08adf440 LR 00000000 |
The Sims™ 2 |
v1.11.3 |
2022-01-29 |
Jump to invalid address: 02be5c20 PC 08adf438 LR 00000000 |
The Sims™ 2 |
v1.11.3 |
2022-01-29 |
Jump to invalid address: 02c4bc88 PC 08adf434 LR 00000000 |
The Sims™ 2 |
v1.11.3 |
2022-01-29 |
Jump to invalid address: 02be5320 PC 08adf42c LR 00000000 |
The Sims™ 2 |
v1.11.3 |
2022-01-29 |
Jump to invalid address: 02c4bc70 PC 08adf428 LR 00000000 |
The Sims™ 2 |
v1.11.3 |
2022-01-29 |
Failed decrypting the PRX (ret = -1, size = 2567365, psp_size = 2567712)! |
The Sims™ 2 |
v1.12.3 |
2023-09-09 |
An uneaten prefix at end of block: 08a0d770 |
The Sims™ 2 |
v1.12.3 |
2021-11-29 |
An uneaten prefix at end of block: 089be064 |
The Sims™ 2 |
v1.11.3 |
2021-11-20 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
The Sims™ 2 |
v1.11.3 |
2021-08-17 |
sceKernelCreateSema(RealSignal) unsupported options parameter, size = 612 |
The Sims™ 2 |
v1.11.3 |
2021-08-17 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 144853504 |
The Sims™ 2 |
v1.11.3 |
2021-08-17 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 146692488 |
The Sims™ 2 |
v1.11.3 |
2021-08-17 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145502672 |
The Sims™ 2 |
v1.11.3 |
2021-08-17 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145558236 |
The Sims™ 2 |
v1.11.3 |
2021-08-17 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145549884 |
The Sims™ 2 |
v1.11.3 |
2021-08-15 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
The Sims™ 2 |
v1.11.3 |
2021-03-11 |
sceGeBreak(mode=0, unknown=08ce04ac): unknown ptr (valid) |
The Sims™ 2 |
v1.11.1 |
2021-02-14 |
sceGeBreak(mode=0, unknown=08ce050c): unknown ptr (valid) |
The Sims™ 2 |
v1.10.3 |
2021-01-16 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
The Sims™ 2 |
v1.13.2 |
2024-08-14 |
VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=8 IDX=1 MC=4 |
The Sims™ 2 |
v1.10.3 |
2020-10-29 |
sceKernelLoadModule: unsupported options size=00000014, flags=089d33b8, pos=0, access=1, data=2, text=2 |
The Sims™ 2 |
v1.11.3 |
2024-05-31 |
sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006 |
The Sims™ 2 |
v1.10.3 |
2020-10-29 |
sceKernelLoadModule: unsupported options size=00000014, flags=088eb174, pos=0, access=1, data=1, text=1 |
The Sims™ 2 |
v1.11.3 |
2024-05-31 |
sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006 |
The Sims™ 2 |
v1.10.3 |
2020-10-29 |
Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE. |
The Sims™ 2 |
v1.10.1 |
2020-09-12 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 159909552 |
The Sims™ 2 |
v1.10.1 |
2020-09-12 |
RET: Stack empty! |
The Sims™ 2 |
v1.16.6 |
2023-10-22 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c98210, pos=0, access=1, data=2, text=2 |
The Sims™ 2 |
v1.11.3 |
2024-05-31 |
sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006 |
The Sims™ 2 |
v1.10.3 |
2020-10-29 |
Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8 |
The Sims™ 2 |
v1.10.3 |
2020-10-29 |
Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999 |
The Sims™ 2 |
v1.10.3 |
2020-10-29 |
Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca |
The Sims™ 2 |
v1.10.3 |
2020-10-29 |
Unknown syscall in known module 'ThreadManForKernel': 0x18260574 |
The Sims™ 2 |
v1.10.3 |
2020-10-29 |
Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e |
The Sims™ 2 |
v1.10.3 |
2020-10-29 |
Unknown syscall in known module 'ThreadManForKernel': 0x86255ada |
The Sims™ 2 |
v1.10.3 |
2020-10-29 |
Unknown syscall in known module 'ThreadManForKernel': 0x8125221d |
The Sims™ 2 |
v1.9.4 |
2023-06-26 |
GL ran out of GPU memory; switching to low memory mode |
The Sims™ 2 |
v1.9.4 |
2024-05-29 |
Unknown GetPointer 00000000 PC 08000000 LR 08000000 |
The Sims™ 2 |
v1.9.4 |
2023-04-20 |
Unknown GetPointer 00000000 PC 08904ec8 LR 08904ec8 |
The Sims™ 2 |
v1.9.4 |
2023-10-24 |
Unknown GetPointer 00000000 PC 088fbf14 LR 08000020 |
The Sims™ 2 |
v1.9.4 |
2022-05-22 |
Unknown GetPointer 00000000 PC 08934de4 LR 08934de4 |
The Sims™ 2 |
v1.6.3 |
2018-10-11 |
Jump to invalid address: 02966e50 |
The Sims™ 2 |
v1.6.3 |
2018-10-11 |
Jump to invalid address: 02966f30 |
The Sims™ 2 |
v1.6.3 |
2018-10-11 |
Jump to invalid address: 05dd7960 |
The Sims™ 2 |
v1.9.4 |
2024-08-01 |
An uneaten prefix at end of block for 089bdf74 |
The Sims™ 2 |
v1.9.4 |
2024-09-08 |
An uneaten prefix at end of block: 089bdf88 |
The Sims™ 2 |
v1.6 |
2020-08-20 |
Video end without audio end, potentially skipping some audio? |
The Sims™ 2 |
v1.4.2 |
2023-09-29 |
VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=8 IDX=2 MC=3 |
The Sims™ 2 |
v1.4.2 |
2021-09-19 |
VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=6 IDX=1 MC=4 |
The Sims™ 2 |
v1.9.4 |
2024-09-04 |
UNIMPL sceKernelSelfStopUnloadModule(00000001, 00000000, 00000000): game may have crashed |
The Sims™ 2 |
v1.0.1-712-g27d995b |
2015-07-05 |
Jump to invalid address: 02389950 |