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Game title |
Version |
Latest Report |
Message |
BEN 10: Protector of Earth |
v1.14.4 |
2023-03-27 |
sceUtilityMsgDialogInitStart: invalid status |
BEN 10: Protector of Earth |
v1.13.2 |
2023-03-26 |
Jump to invalid address: 029f16a0 PC 08a7c054 LR 00000080 |
BEN 10: Protector of Earth |
v1.13.2 |
2023-03-26 |
Branch in Jump delay slot at 08a7c050 in block starting at 08a7c044 |
BEN 10: Protector of Earth |
v1.13.2 |
2023-03-26 |
Jump to invalid address: 029f1640 PC 08a7c050 LR 00000080 |
BEN 10: Protector of Earth |
v1.13.2 |
2023-03-26 |
Jump to invalid address: 029f0380 PC 08a7c048 LR 00000080 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-03-24 |
UI scissor out of bounds in SavedataScreen: 1413,343-0,66 / 1280,800 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-03-24 |
UI scissor out of bounds in SavedataScreen: 1413,274-0,66 / 1280,800 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-03-24 |
UI scissor out of bounds in SavedataScreen: 1413,205-0,66 / 1280,800 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-03-24 |
UI scissor out of bounds in SavedataScreen: 1413,135-0,66 / 1280,800 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-03-24 |
UI scissor out of bounds in SavedataScreen: 1413,66-0,66 / 1280,800 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-03-22 |
UI scissor out of bounds in GamePauseScreen: 608,17-178,1263 / 1280,800 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-03-22 |
UI scissor out of bounds in GamePauseScreen: 0,17-601,1263 / 1280,800 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-03-22 |
UI scissor out of bounds in GamePauseScreen: 1000,17-267,783 / 800,1280 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-03-22 |
UI scissor out of bounds in GamePauseScreen: 0,17-992,783 / 800,1280 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-03-22 |
UI scissor out of bounds in MainScreen: 0,610-800,670 / 1280,800 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-03-22 |
UI scissor out of bounds in MainScreen: 0,553-800,727 / 1280,800 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-03-22 |
UI scissor out of bounds in MainScreen: 1005,8-267,791 / 800,1280 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-03-22 |
UI scissor out of bounds in MainScreen: 0,0-997,800 / 800,1280 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-03-22 |
UI scissor out of bounds in MainScreen: 0,56-997,743 / 800,1280 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-03-21 |
UI scissor out of bounds in GameSettingsScreen: 252,0-1338,721 / 1600,696 |
BEN 10: Protector of Earth |
v1.12.3-3403-g1c6f491db |
2023-03-21 |
UI scissor out of bounds in GameSettingsScreen: 280,0-1255,720 / 1548,688 |
BEN 10: Protector of Earth |
v1.14.4 |
2023-03-20 |
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 r9p0-01rel0 [Revision 96995].
01730444:00010b38 HWX C T N Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 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))
// 01730444:00010b38 HWX C T N Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 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 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 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 = color0.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(position, 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;
}
}
gl_P |
BEN 10: Protector of Earth |
v1.14.4 |
2023-03-20 |
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 r9p0-01rel0 [Revision 96995].
01730444:00010130 HWX Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 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))
// 01730444:00010130 HWX Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull
attribute vec3 position;
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(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;
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(position, 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;
}
}
gl_Position = outPos;
}
|
BEN 10: Protector of Earth |
v1.14.4 |
2023-03-15 |
Ignoring possible texturing from framebuffer at 04154000 +0x40 / 480x272 |
BEN 10: Protector of Earth |
v1.14.4 |
2023-03-12 |
00000400=sceGeEdramSetAddrTranslation(00000200) |
BEN 10: Protector of Earth |
v1.14.4 |
2023-03-12 |
__KernelStopThread: thread 338 does not exist (helper deleted) |
BEN 10: Protector of Earth |
v1.12.3-3403-g1c6f491db |
2023-03-12 |
UI scissor out of bounds in ControlMappingScreen: 486,0-714,2641 / 2640,1200 |
BEN 10: Protector of Earth |
v1.14.3 |
2023-03-10 |
UI scissor out of bounds in GamePauseScreen: 1528,15-712,390 / 1280,720 |
BEN 10: Protector of Earth |
v1.14.3 |
2023-03-10 |
UI scissor out of bounds in GamePauseScreen: 0,15-1506,390 / 1280,720 |
BEN 10: Protector of Earth |
v1.14.4 |
2023-03-07 |
80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data |
BEN 10: Protector of Earth |
v1.14.4 |
2023-03-07 |
80630007=sceAtracSetData(2, 08d4b180, 00003fd0): atracID uses different codec type than data |
BEN 10: Protector of Earth |
v1.14.4 |
2023-03-07 |
80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data |
BEN 10: Protector of Earth |
v1.6.3 |
2023-03-07 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:00000802 Tex LM TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in vec3 v_color1;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
fragColor0 = v;
}
vs: 01010000:00000919 HWX C T LM Tex Light: MatUp:1
#version 300 es
precision highp float;
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_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out highp vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
BEN 10: Protector of Earth |
v1.14.1 |
2023-02-23 |
UI scissor out of bounds in GameSettingsScreen: 239,0-967,544 / 1148,544 |
BEN 10: Protector of Earth |
v1.14 |
2023-02-15 |
UI scissor out of bounds in MainScreen: 0,0-1221,817 / 1632,816 |
BEN 10: Protector of Earth |
v1.14.3 |
2023-03-10 |
UI scissor out of bounds in GamePauseScreen: 433,26-267,1254 / 1280,720 |
BEN 10: Protector of Earth |
v1.14.3 |
2023-03-10 |
UI scissor out of bounds in GamePauseScreen: 0,26-420,1254 / 1280,720 |
BEN 10: Protector of Earth |
v1.14.1 |
2023-02-14 |
UI scissor out of bounds in GamePauseScreen: 860,26-400,694 / 720,1280 |
BEN 10: Protector of Earth |
v1.14.1 |
2023-02-14 |
UI scissor out of bounds in GamePauseScreen: 0,26-847,694 / 720,1280 |
BEN 10: Protector of Earth |
v1.14.1 |
2023-02-14 |
UI scissor out of bounds in GameSettingsScreen: 269,0-1486,817 / 1768,816 |
BEN 10: Protector of Earth |
v1.14.4 |
2023-02-14 |
Error in shader compilation: info: Fragment shader failed to compile with the following errors:
ERROR: 0:2: error(#61) Required extension isn't found, extension 'GL_ARB_shader_stencil_export' is not supported
ERROR: error(#273) 1 compilation errors. No code generated
stencil_fs
#version 330
#extension GL_ARB_shader_stencil_export : require
// Driver: ATI Radeon HD 4200 - GLSL 330
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
float roundAndScaleTo255f(in float x) { return floor(x * 255.99); }
in highp vec2 v_texcoord; // TEXCOORD0
uniform float stencilValue;
out vec4 fragColor0;
void main() {
vec4 index = texture(tex, v_texcoord.xy);
vec4 outColor = index.aaaa;
gl_FragStencilRefARB = int(roundAndScaleTo255f(index.a));
fragColor0 = outColor;
}
|
BEN 10: Protector of Earth |
v1.13.2 |
2023-02-09 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 800 |
BEN 10: Protector of Earth |
v1.13.2 |
2023-02-09 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145463692 |
BEN 10: Protector of Earth |
v1.13.2 |
2023-02-09 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146507860 |
BEN 10: Protector of Earth |
v1.13.2 |
2023-02-09 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=ffffabcd, pos=0, access=1, data=2, text=2 |
BEN 10: Protector of Earth |
v1.13.2 |
2023-02-09 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148119992 |
BEN 10: Protector of Earth |
v1.13.2 |
2023-02-09 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143639068 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-02-01 |
UI scissor out of bounds in MainScreen: 0,0-1298,817 / 1768,816 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-28 |
UI scissor out of bounds in SavedataScreen: 665,194-0,35 / 604,272 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-28 |
UI scissor out of bounds in SavedataScreen: 665,155-0,38 / 604,272 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-28 |
UI scissor out of bounds in SavedataScreen: 665,116-0,38 / 604,272 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-28 |
UI scissor out of bounds in SavedataScreen: 665,77-0,38 / 604,272 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-28 |
UI scissor out of bounds in SavedataScreen: 665,37-0,38 / 604,272 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-28 |
UI scissor out of bounds in SavedataScreen: 616,194-0,35 / 604,272 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-28 |
UI scissor out of bounds in SavedataScreen: 616,155-0,38 / 604,272 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-28 |
UI scissor out of bounds in SavedataScreen: 616,116-0,38 / 604,272 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-28 |
UI scissor out of bounds in SavedataScreen: 616,77-0,38 / 604,272 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-28 |
UI scissor out of bounds in SavedataScreen: 616,37-0,38 / 604,272 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-28 |
UI scissor out of bounds in SavedataScreen: 656,194-0,35 / 604,272 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-28 |
UI scissor out of bounds in SavedataScreen: 656,155-0,38 / 604,272 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-28 |
UI scissor out of bounds in SavedataScreen: 656,116-0,38 / 604,272 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-28 |
UI scissor out of bounds in SavedataScreen: 656,77-0,38 / 604,272 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-28 |
UI scissor out of bounds in SavedataScreen: 656,37-0,38 / 604,272 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-28 |
UI scissor out of bounds in SavedataScreen: 679,194-0,35 / 604,272 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-28 |
UI scissor out of bounds in SavedataScreen: 679,155-0,38 / 604,272 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-28 |
UI scissor out of bounds in SavedataScreen: 679,116-0,38 / 604,272 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-28 |
UI scissor out of bounds in SavedataScreen: 679,77-0,38 / 604,272 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-28 |
UI scissor out of bounds in SavedataScreen: 679,37-0,38 / 604,272 |
BEN 10: Protector of Earth |
v1.14 |
2023-01-28 |
UI scissor out of bounds in GameSettingsScreen: 302,0-1287,721 / 1600,720 |
BEN 10: Protector of Earth |
v1.13.2 |
2023-01-25 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000135, pos=0, access=1, data=2, text=2 |
BEN 10: Protector of Earth |
v1.9.0 |
2023-01-23 |
Error in shader program link: info: (unknown reason)
fs: thin3d
#ifdef GL_ES
precision mediump float;
#endif
#ifdef GL_ES
precision lowp float;
#endif
#if __VERSION__ >= 130
#define varying in
#define texture2D texture
#define gl_FragColor fragColor0
out vec4 fragColor0;
#endif
varying vec4 oColor0;
varying vec2 oTexCoord0;
uniform sampler2D Sampler0;
void main() { gl_FragColor = texture2D(Sampler0, oTexCoord0).zyxw * oColor0; }
vs: thin3d
#if __VERSION__ >= 130
#define attribute in
#define varying out
#endif
attribute vec3 Position;
attribute vec4 Color0;
attribute vec2 TexCoord0;
varying vec4 oColor0;
varying vec2 oTexCoord0;
uniform mat4 WorldViewProj;
void main() {
gl_Position = WorldViewProj * vec4(Position, 1.0);
oColor0 = Color0;
oTexCoord0 = TexCoord0;
}
|
BEN 10: Protector of Earth |
v1.13.1 |
2023-01-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09fff610, 4, 00000000, 0) |
BEN 10: Protector of Earth |
v1.13.1 |
2023-01-17 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5b0, pos=0, access=1, data=1, text=1 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-24 |
UI scissor out of bounds in MainScreen: 58,0-1298,817 / 1768,816 |
BEN 10: Protector of Earth |
v1.14.1 |
2023-01-14 |
UI scissor out of bounds in GameSettingsScreen: 336,0-1171,720 / 1432,720 |
BEN 10: Protector of Earth |
v1.14 |
2023-01-14 |
UI scissor out of bounds in MainScreen: 64,0-1174,721 / 1600,720 |
BEN 10: Protector of Earth |
v1.14.1 |
2023-01-14 |
UI scissor out of bounds in GamePauseScreen: 606,20-300,798 / 921,578 |
BEN 10: Protector of Earth |
v1.14.1 |
2023-01-10 |
UI scissor out of bounds in GameSettingsScreen: 210,0-1146,768 / 1366,685 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-06 |
UI scissor out of bounds in MainScreen: 1745,8-806,451 / 1450,816 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-06 |
UI scissor out of bounds in MainScreen: 0,54-1719,405 / 1450,816 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-06 |
UI scissor out of bounds in MainScreen: 0,0-1719,459 / 1450,816 |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-05 |
UI scissor out of bounds in GameSettingsScreen: 186,0-1085,800 / 1280,736 |
BEN 10: Protector of Earth |
v1.14.4 |
2023-01-05 |
__KernelStopThread: thread 308 does not exist (helper deleted) |
BEN 10: Protector of Earth |
v1.14.2 |
2023-01-04 |
UI scissor out of bounds in GamePauseScreen: 84,20-64,840 / 272,483 |
BEN 10: Protector of Earth |
v1.14 |
2023-01-04 |
UI scissor out of bounds in GameSettingsScreen: 280,0-1174,720 / 1424,720 |
BEN 10: Protector of Earth |
v1.13.2 |
2023-01-02 |
80630007=sceAtracSetData(2, 08d4b180, 000040e8): atracID uses different codec type than data |
BEN 10: Protector of Earth |
v1.13.2 |
2023-01-02 |
80630007=sceAtracSetData(2, 08d4b180, 00003080): atracID uses different codec type than data |
BEN 10: Protector of Earth |
v1.13.2 |
2023-01-02 |
80630007=sceAtracSetData(2, 08d4b180, 00002c20): atracID uses different codec type than data |
BEN 10: Protector of Earth |
v1.13.2 |
2023-01-02 |
80630007=sceAtracSetData(2, 08d4b180, 00002d38): atracID uses different codec type than data |
BEN 10: Protector of Earth |
v1.13.2 |
2023-01-02 |
80630007=sceAtracSetData(2, 08d4b180, 000033c8): atracID uses different codec type than data |
BEN 10: Protector of Earth |
v1.14.1 |
2022-12-31 |
Rendering to framebuffer offset at 04161800 +64x0 (stride 1024) |
BEN 10: Protector of Earth |
v1.14.4 |
2023-02-19 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
BEN 10: Protector of Earth |
v1.14.4 |
2023-02-17 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
BEN 10: Protector of Earth |
v1.13.2 |
2022-12-27 |
Unexpected mpeg first timestamp: 7ff48f881d3 / 8793022300627 |
BEN 10: Protector of Earth |
v1.14.1 |
2022-12-24 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
BEN 10: Protector of Earth |
v1.12.3 |
2022-12-19 |
Unexpected mpeg first timestamp: fb6c3ee9f53 / 17277645659987 |
BEN 10: Protector of Earth |
v1.13.2 |
2022-12-18 |
GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 04162000 offset: 0 (256x256 stride 512, 8888):
[C:04161800/512 Z:04118000/512 X:0 Y:1 reint: false] [C:04162000/512 Z:04118000/512 X:0 Y:0 reint: false] |
BEN 10: Protector of Earth |
v1.13.2 |
2022-12-18 |
Failed decrypting the PRX (ret = -4, size = 5404973, psp_size = 5405312)! |
BEN 10: Protector of Earth |
v1.13.2 |
2022-11-29 |
Unknown GE command : fe1e22d0 |
BEN 10: Protector of Earth |
v1.13.2 |
2022-11-24 |
80000107=sceDisplaySetFrameBuf(00000000, 512, 3, 0): must change latched framebuf first |