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Game title |
Version |
Latest Report |
Message |
Dante's Inferno™ |
v1.17.1 |
2024-10-28 |
sceDmacMemcpy(dest=084f0020, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.17.1 |
2024-07-22 |
sceDmacMemcpy(dest=08620020, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.7.2 |
2024-02-22 |
sceDmacMemcpy(dest=086b00a0, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.7.2 |
2024-02-20 |
sceDmacMemcpy(dest=08470020, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.16.5 |
2023-10-08 |
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 r10p0-00rel0 [Revision 96995].
01710551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01710551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 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 vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
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 lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
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 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() {
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);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
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);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
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);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0) |
Dante's Inferno™ |
v1.16.5 |
2023-10-08 |
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 r10p0-00rel0 [Revision 96995].
01b15051:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01b15051:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 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 vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
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 lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
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;
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() {
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);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
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);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * 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);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0) |
Dante's Inferno™ |
v1.16.5 |
2023-10-08 |
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 r10p0-00rel0 [Revision 96995].
01d15501:00000b29 HWX C T N LM Light: 0: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01d15501:00000b29 HWX C T N LM Light: 0: c:1 t:0 2: c:1 t:1 3: c:1 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 vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
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 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;
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() {
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);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
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);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * specularColor * ldot * lightScale;
}
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);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0) |
Dante's Inferno™ |
v1.18.1 |
2024-11-15 |
sceDmacMemcpy(dest=086d00a0, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.17.1 |
2024-07-22 |
sceDmacMemcpy(dest=084a0020, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.13.1 |
2023-06-27 |
sceDmacMemcpy(dest=08680020, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.12.3 |
2022-02-19 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
Dante's Inferno™ |
v1.12.3 |
2022-02-19 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
Dante's Inferno™ |
v1.12.3 |
2022-01-06 |
sceDmacMemcpy(dest=084c0020, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.11.3 |
2021-06-12 |
sceDmacMemcpy(dest=086e00a0, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.9.4 |
2023-02-13 |
sceDmacMemcpy(dest=086f00a0, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.9.4 |
2020-09-28 |
sceDmacMemcpy(dest=086e0020, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.9.3-171-g347433910 |
2020-03-16 |
Render to area containing texture at 04110000 +480x64 |
Dante's Inferno™ |
v1.9.4 |
2019-11-29 |
sceDmacMemcpy(dest=08480020, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.9.4 |
2021-03-31 |
Unknown GetPointer 00000000 PC 08000000 LR 08000000 |
Dante's Inferno™ |
v1.9.3 |
2023-06-28 |
sceDmacMemcpy(dest=086400a0, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.7.5 |
2019-10-06 |
sceDmacMemcpy(dest=086a0020, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.9.4 |
2021-04-04 |
Unknown GetPointer 00000000 PC 089d8558 LR 089d8558 |
Dante's Inferno™ |
v1.8.0 |
2019-06-28 |
sceDmacMemcpy(dest=086b0020, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.9.4 |
2024-04-10 |
sceDmacMemcpy(dest=086300a0, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.9.4 |
2024-11-24 |
Render to area containing texture at 04110000 +256x0 |
Dante's Inferno™ |
v1.7.5 |
2019-03-10 |
sceDmacMemcpy(dest=084d0020, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.7.5 |
2021-06-13 |
sceDmacMemcpy(dest=08410020, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.7.4 |
2024-04-16 |
sceDmacMemcpy(dest=086200a0, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.7.5 |
2018-12-15 |
sceDmacMemcpy(dest=08690020, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.9.4 |
2024-09-16 |
sceDmacMemcpy(dest=086900a0, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.6.3 |
2022-11-06 |
sceDmacMemcpy(dest=08670020, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.9.4 |
2024-04-10 |
sceDmacMemcpy(dest=086700a0, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.6.3 |
2018-06-16 |
sceDmacMemcpy(dest=084b0020, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.9.3 |
2023-06-27 |
sceDmacMemcpy(dest=086a00a0, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.6.3 |
2018-06-15 |
sceDmacMemcpy(dest=086c00a0, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.6.3 |
2023-04-23 |
sceDmacMemcpy(dest=086800a0, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.9.4 |
2024-10-20 |
sceDmacMemcpy(dest=086100a0, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.6.3 |
2018-06-13 |
sceDmacMemcpy(dest=08490020, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.9.4 |
2024-02-23 |
sceDmacMemcpy(dest=086600a0, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.9.4 |
2024-11-24 |
sceDmacMemcpy(dest=086000a0, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.9.4 |
2024-11-16 |
sceDmacMemcpy(dest=08400020, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.5.4 |
2024-10-01 |
sceDmacMemcpy(dest=086500a0, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.4-2-g648bc5d |
2018-02-17 |
sceDmacMemcpy(dest=086700a0, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.9.4 |
2024-11-26 |
Video out requested, not supported: mode=0 size=0,0 |
Dante's Inferno™ |
v1.7.5 |
2024-02-29 |
Render to area containing texture at 00110000 +256x0 |