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Game title |
Version |
Latest Report |
Message |
Los Simpson™ El Videojuego |
v1.16.6 |
2024-06-11 |
00000000=sceDisplaySetHoldMode(00000001): unsupported |
Los Simpson™ El Videojuego |
v1.16.6 |
2024-06-11 |
UNIMPL sceKernelSelfStopUnloadModule(00000001, 00000000, 00000000): game may have crashed |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-27 |
00000400=sceGeEdramSetAddrTranslation(00001000) |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-25 |
00000400=sceGeEdramSetAddrTranslation(00000200) |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Jump to invalid address: 02c8f480 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Jump to invalid address: 02c8f460 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Jump to invalid address: 02c8f440 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
MIPSCompileOp: Invalid instruction 00000b9f |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Jump to invalid address: 02c8f420 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
MIPSCompileOp: Invalid instruction 00000b9e |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Jump to invalid address: 02c8f400 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Jump to invalid address: 02c8f3e0 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Jump to invalid address: 02c8f3c0 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Jump to invalid address: 02c8f3a0 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Branch in Jump delay slot at 08b50178 in block starting at 08b50000 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Branch in JumpReg delay slot at 08b50174 in block starting at 08b50000 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Jump to invalid address: 02c8f940 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Jump to invalid address: 02c8f920 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Jump to invalid address: 02c8f900 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
MIPSCompileOp: Invalid instruction 00000bc5 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Jump to invalid address: 02c8f8e0 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Jump to invalid address: 02c8f8c0 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Jump to invalid address: 02c8f8a0 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Jump to invalid address: 02c8f880 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
MIPSCompileOp: Invalid instruction 00000bc1 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Jump to invalid address: 02c8f860 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Jump to invalid address: 02c8f840 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
MIPSCompileOp: Invalid instruction 00000bbf |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Jump to invalid address: 02c8f820 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
MIPSCompileOp: Invalid instruction 00000bbe |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Jump to invalid address: 02c8f800 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
MIPSCompileOp: Invalid instruction 00000bbd |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Jump to invalid address: 02c8f7e0 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
MIPSCompileOp: Invalid instruction 00000bbc |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Jump to invalid address: 02c8f7c0 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
MIPSCompileOp: Invalid instruction 00000bbb |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Jump to invalid address: 02c8f7a0 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
MIPSCompileOp: Invalid instruction 00000bba |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Jump to invalid address: 02c8f780 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
MIPSCompileOp: Invalid instruction 00000bb9 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-04 |
Jump to invalid address: 02c8f760 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-04-21 |
Waiting thread for 20 that was already waiting for 20 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-04-20 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c98210, pos=0, access=1, data=2, text=2 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-04-20 |
sceKernelLoadModule: unsupported options size=00000014, flags=08caf9fc, pos=0, access=1, data=1, text=1 |
Los Simpson™ El Videojuego |
v1.16.6 |
2024-04-02 |
Unusual bezier/spline vtype: 120017c1, morph: 0, bones: 1 |
Los Simpson™ El Videojuego |
v1.16.6 |
2024-03-20 |
80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data |
Los Simpson™ El Videojuego |
v1.16.6 |
2024-03-20 |
80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-02-21 |
UNIMPL sceIoDevctl("disc0:/PSP_GAME/USRDIR", 02425823, 00000000, 0, 09fff660, 4) |
Los Simpson™ El Videojuego |
v1.13.2 |
2024-02-09 |
__KernelStopThread: thread 345 does not exist |
Los Simpson™ El Videojuego |
v1.16.6 |
2024-01-15 |
Rendering to framebuffer offset at 04161800 +64x0 (stride 1024) |
Los Simpson™ El Videojuego |
v1.16.6 |
2024-01-14 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a51d8, pos=0, access=1, data=2, text=2 |
Los Simpson™ El Videojuego |
v1.16.6 |
2023-11-10 |
__KernelStopThread: thread 308 does not exist (helper deleted) |
Los Simpson™ El Videojuego |
v1.16.6 |
2023-11-10 |
Unexpected mpeg first timestamp: d59a080000 / 917412249600 |
Los Simpson™ El Videojuego |
v1.16.5 |
2023-10-26 |
sceKernelLoadModule: unsupported options size=00000014, flags=08806b10, pos=0, access=48, data=0, text=0 |
Los Simpson™ El Videojuego |
v1.16.5 |
2023-10-03 |
MFIC instruction hit (70020024) at 088b63a8 |
Los Simpson™ El Videojuego |
v1.16.5 |
2023-10-03 |
sceKernelCreateThread(name=PGE Support): unsupported attributes 00001006 |
Los Simpson™ El Videojuego |
v1.18.1 |
2025-01-03 |
Can't draw: No current render step. Step count: 0 |
Los Simpson™ El Videojuego |
v1.16.6 |
2023-11-10 |
Could not setup streams, unexpected stream count: 13414 |
Los Simpson™ El Videojuego |
v1.16.2 |
2023-09-23 |
sceNetAdhocMatchingInit(12288) at 0892bd40 |
Los Simpson™ El Videojuego |
v1.15.4 |
2023-08-24 |
sceDmacMemcpy(dest=098489c0, src=0992e360, size=835520): overlapping read |
Los Simpson™ El Videojuego |
v1.13.2-2464-g698f5a183 |
2023-07-19 |
UI scissor out of bounds in GameSettingsScreen: 280,0-1187,720 / 1384,720 |
Los Simpson™ El Videojuego |
v1.10-6-g8ac4efd3c |
2023-07-16 |
Error in shader compilation: info: Fragment shader compilation failed.
ERROR: 0:351: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion)
ERROR: 0:351: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:351: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (or there is no acceptable conversion)
ERROR: 0:351: '+' : wrong operand types no operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:354: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right op
postshader
#ifdef GL_ES
precision mediump float;
#endif
// PPSSPP: Grabbed from Processing and slightly modified.
// FXAA shader, GLSL code adapted from:
// http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA
// Whitepaper describing the technique:
// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
//======================================================================================================================================================================
//Extra options:
#define FXAA 0 //ON:1/OFF:0 /default FXAA, info above
//there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below
//================
#define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters
#define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics
//================
#define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242
//================
#define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress
//================
#define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/
#define samples 4 //Default: 4 /higher = more glow, worser performance
#define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality
#define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts
#define Bpower 0.5 //Default: 0.5 /amount of bloom mixed
//================
#define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o
#define Cpower 0.5 //Default: 0.5 /amount of effect mixed
//================
#define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default
#define value 7.5 //Default: 7.5 /higher = more visible effect
//================
#define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate
#define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect
//================
#define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
#define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader
#define brightness 1.0 //Default: 1.0
#define contrast 1.0 //Default: 1.0 //neg |
Los Simpson™ El Videojuego |
v1.15.4 |
2023-07-13 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
Los Simpson™ El Videojuego |
v1.15.4 |
2023-07-03 |
Error in shader compilation: info: Fragment shader compilation failed.
Internal compiler error: unexpected operator
001c6aae:00000382 Tex Flat WriteMask TClampST ReplaceBlend_6A:10_B:10_Eq:5 TFuncMod
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 001c6aae:00000382 Tex Flat WriteMask TClampST ReplaceBlend_6A:10_B:10_Eq:5 TFuncMod
precision highp int;
uniform sampler2D tex;
uniform float u_texNoAlpha;
uniform float u_texMul;
uniform sampler2D fbotex;
uniform vec3 u_blendFixA;
uniform vec3 u_blendFixB;
uniform vec4 u_texclamp;
uniform vec2 u_texclampoff;
uniform uint u_colorWriteMask;
flat in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
uint packUnorm4x8R(vec4 v) {
highp vec4 f = clamp(v, 0.0, 1.0);
uvec4 u = uvec4(255.0 * f);
return u.x | (u.y << 0x8u) | (u.z << 0x10u) | (u.w << 0x18u);
}
vec4 unpackUnorm4x8R(highp uint x) {
highp uvec4 u = uvec4(x & 0xFFu, (x >> 0x8u) & 0xFFu, (x >> 0x10u) & 0xFFu, (x >> 0x18u) & 0xFFu);
highp vec4 f = vec4(u);
return f * (1.0 / 255.0);
}
void main() {
lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0);
vec2 fixedcoord = vec2((clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z) + u_texclampoff.x), (clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w) + u_texclampoff.y));
vec4 t = texture(tex, fixedcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlpha);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texMul, 0.0, 1.0);
v.rgb = abs(v.rgb - destColor.rgb);
fragColor0 = v;
highp uint v32 = packUnorm4x8R(fragColor0);
highp uint d32 = packUnorm4x8R(destColor);
v32 = (v32 & u_colorWriteMask & 0x00FFFFFFu) | (d32 & (~u_colorWriteMask | 0xFF000000u));
fragColor0 = unpackUnorm4x8R(v32);
}
|
Los Simpson™ El Videojuego |
v1.15.4 |
2023-07-03 |
Error in shader compilation: info: Fragment shader compilation failed.
Internal compiler error: unexpected operator
001c2aae:00000382 Tex WriteMask TClampST ReplaceBlend_6A:10_B:10_Eq:5 TFuncMod
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 001c2aae:00000382 Tex WriteMask TClampST ReplaceBlend_6A:10_B:10_Eq:5 TFuncMod
precision highp int;
uniform sampler2D tex;
uniform float u_texNoAlpha;
uniform float u_texMul;
uniform sampler2D fbotex;
uniform vec3 u_blendFixA;
uniform vec3 u_blendFixB;
uniform vec4 u_texclamp;
uniform vec2 u_texclampoff;
uniform uint u_colorWriteMask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
uint packUnorm4x8R(vec4 v) {
highp vec4 f = clamp(v, 0.0, 1.0);
uvec4 u = uvec4(255.0 * f);
return u.x | (u.y << 0x8u) | (u.z << 0x10u) | (u.w << 0x18u);
}
vec4 unpackUnorm4x8R(highp uint x) {
highp uvec4 u = uvec4(x & 0xFFu, (x >> 0x8u) & 0xFFu, (x >> 0x10u) & 0xFFu, (x >> 0x18u) & 0xFFu);
highp vec4 f = vec4(u);
return f * (1.0 / 255.0);
}
void main() {
lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0);
vec2 fixedcoord = vec2((clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z) + u_texclampoff.x), (clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w) + u_texclampoff.y));
vec4 t = texture(tex, fixedcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlpha);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texMul, 0.0, 1.0);
v.rgb = abs(v.rgb - destColor.rgb);
fragColor0 = v;
highp uint v32 = packUnorm4x8R(fragColor0);
highp uint d32 = packUnorm4x8R(destColor);
v32 = (v32 & u_colorWriteMask & 0x00FFFFFFu) | (d32 & (~u_colorWriteMask | 0xFF000000u));
fragColor0 = unpackUnorm4x8R(v32);
}
|
Los Simpson™ El Videojuego |
v1.11 |
2023-06-23 |
ReadFromHardware: Invalid address 00000001 near PC 00000001 LR 0888e234 |
Los Simpson™ El Videojuego |
v1.15.4 |
2023-06-20 |
sceKernelLoadModule: unsupported options size=00000014, flags=08aea468, pos=0, access=1, data=2, text=2 |
Los Simpson™ El Videojuego |
v1.15.4 |
2023-06-20 |
80630011=sceAtracSetDataAndGetID(00000000, 00000000): buffer too small |
Los Simpson™ El Videojuego |
v1.15.4 |
2023-08-29 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fbfaf0, pos=0, access=1, data=2, text=2 |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-05-01 |
MIPSCompileOp: Invalid instruction 4274a670 |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-05-01 |
Branch in JumpReg delay slot at 08da59c8 in block starting at 08da58a8 |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-05-01 |
MIPSCompileOp: Invalid instruction 03f30005 |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-05-01 |
Jump to invalid address: 02a74900 |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-05-01 |
Jump to invalid address: 05f81a80 |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-05-01 |
MIPSCompileOp: Invalid instruction 40ed5556 |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-05-01 |
Jump to invalid address: 057b2740 |
Los Simpson™ El Videojuego |
v1.17.1 |
2024-05-27 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
Los Simpson™ El Videojuego |
v1.13.1-438-g15f51c306 |
2023-03-19 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16):
[DEPTH seq:1 C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] [DEPTH seq:0 C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false] |
Los Simpson™ El Videojuego |
v1.13.1-438-g15f51c306 |
2023-03-19 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16):
[DEPTH seq:31 C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] [DEPTH seq:0 C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false] |
Los Simpson™ El Videojuego |
v1.13.1-438-g15f51c306 |
2023-03-19 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16):
[DEPTH seq:57 C:04000000/512 Z:04110000/512 X:0 Y:0 reint: false] [DEPTH seq:0 C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false] |
Los Simpson™ El Videojuego |
v1.13.1-438-g15f51c306 |
2023-03-19 |
GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16):
[DEPTH seq:35 C:04088000/512 Z:04110000/512 X:0 Y:0 reint: false] [DEPTH seq:0 C:04154000/480 Z:04110000/512 X:0 Y:0 reint: false] |
Los Simpson™ El Videojuego |
v1.14.1 |
2023-03-19 |
Unimplemented HLE function sceKernelStopUnloadSelfModule |
Los Simpson™ El Videojuego |
v1.14.2 |
2023-03-16 |
UI scissor out of bounds in GameSettingsScreen: 270,0-1320,721 / 1600,720 |
Los Simpson™ El Videojuego |
v1.14.2 |
2023-03-16 |
UI scissor out of bounds in MainScreen: 46,0-1213,721 / 1600,720 |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-03-09 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-03-02 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09fff610, 4, 00000000, 0) |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-03-02 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5b0, pos=0, access=1, data=1, text=1 |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-03-02 |
sceKernelLoadModule: unsupported options size=00000014, flags=ffffdeec, pos=0, access=1, data=2, text=2 |
Los Simpson™ El Videojuego |
v1.14.2 |
2023-01-17 |
UI scissor out of bounds in GameSettingsScreen: 0,68-720,1134 / 1280,720 |
Los Simpson™ El Videojuego |
v1.14.2 |
2023-01-17 |
UI scissor out of bounds in GameSettingsScreen: 223,0-1047,720 / 720,1280 |
Los Simpson™ El Videojuego |
v1.14.2 |
2023-01-17 |
UI scissor out of bounds in GameSettingsScreen: 223,0-1046,720 / 1203,720 |
Los Simpson™ El Videojuego |
v1.14.2 |
2023-01-16 |
UI scissor out of bounds in GameSettingsScreen: 134,0-503,272 / 604,272 |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-01-15 |
MIPSCompileOp: Invalid instruction 00000b3d |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-01-15 |
Jump to invalid address: 03691a40 |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-01-06 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2 |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-01-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
0(74) : warning C7050: "distance" might be used before being initialized
fs: 00184000:0000d022 Tex TexAlpha Flat TFuncMod AlphaTest >
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00184000:0000d022 Tex TexAlpha Flat TFuncMod AlphaTest >
uniform sampler2D tex;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD;
fragColor0 = v;
}
vs: 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull
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 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(0.0, 0.0, 1.0, 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 l |
Los Simpson™ El Videojuego |
v1.14.4 |
2023-01-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
fs: 00184000:01000002 Tex Flat StenToAlpha StenUniform TFuncMod
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00184000:01000002 Tex Flat StenToAlpha StenUniform TFuncMod
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
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 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 40000000:00000930 HWX T Tex Flat Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40000000:00000930 HWX T Tex Flat Cull
in vec3 position;
in vec2 texcoord;
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;
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(0.0, 0.0, 1.0, 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;
v_color0 = u_matambientalpha;
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;
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;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
Los Simpson™ El Videojuego |
v1.14.4 |
2023-01-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
fs: 00194000:0000d022 Tex TexAlpha Flat TFuncMod AlphaTest > TestDiscardToZero
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00194000:0000d022 Tex TexAlpha Flat TFuncMod AlphaTest > TestDiscardToZero
uniform sampler2D tex;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) v.a = 0.0;
fragColor0 = v;
}
vs: 40000000:00000938 HWX C T Tex Flat Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40000000:00000938 HWX C T Tex Flat Cull
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;
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(0.0, 0.0, 1.0, 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;
v_color0 = color0;
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;
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;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
Los Simpson™ El Videojuego |
v1.14.4 |
2023-01-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
fs: 00184000:0000d022 Tex TexAlpha Flat TFuncMod AlphaTest >
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00184000:0000d022 Tex TexAlpha Flat TFuncMod AlphaTest >
uniform sampler2D tex;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD;
fragColor0 = v;
}
vs: 40000000:00000938 HWX C T Tex Flat Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40000000:00000938 HWX C T Tex Flat Cull
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;
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(0.0, 0.0, 1.0, 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;
v_color0 = color0;
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;
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;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
Los Simpson™ El Videojuego |
v1.14.4 |
2023-01-05 |
Error in shader program link: info: Vertex info
-----------
error: unknown builtin varying parameter (named gl_ClipDistance[0]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[1]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[2]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[3]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[4]) encountered
error: unknown builtin varying parameter (named gl_ClipDistance[5]) encountered
0(74) : warning C7050: "distance" might be used before being initialized
fs: 00184000:01000002 Tex Flat StenToAlpha StenUniform TFuncMod
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00184000:01000002 Tex Flat StenToAlpha StenUniform TFuncMod
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
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 = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull
#version 140
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9300M GS/PCI/SSE2 - GLSL 140
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 41000000:80000938 HWX C T Tex Light: LightUberShader Flat Cull
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 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(0.0, 0.0, 1.0, 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;
if (( |