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| Game title |
Version |
Latest Report |
Message |
| TEKKEN 6 |
v1.18.1 |
2026-07-06 |
WriteToHardware: Invalid address 30fb32cf near PC 08000000 LR 08000000 |
| TEKKEN 6 |
v1.20.4-476-g56c694d88b |
2026-07-05 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| TEKKEN 6 |
v1.20.4 |
2026-06-12 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 10180000:00000802 Tex LM FragUber TFuncMod
vs: 01000000:80000b29 HWX C T N LM Light: LightUberShader Cull
#version 320 es
// Driver: Mali-G925-Immortalis MC12 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b29 HWX C T N LM 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 lowp vec3 v_color1;
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;
float distSq;
float invDist;
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;
float distSq = dot(toLight, toLight);
float invDist = inversesqrt(distSq);
distance = distSq * invDist;
toLight *= invDist;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distSq)), 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;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u && ldot >= 0.0) {
if (u_matspecular |
| TEKKEN 6 |
v1.20.4 |
2026-06-08 |
Branch in Jump delay slot at 09fff2d4 in block starting at 09fff2d0 |
| TEKKEN 6 |
v1.20.4 |
2026-05-31 |
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].
01f21111:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:2 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))
// 01f21111:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:2 Cull
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 lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp 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 = u_matambientalpha;
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;
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) {
vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0);
float halfInvLen = inversesqrt(dot(halfVec, halfVec));
ldot = pow(max(dot(halfVec, worldnormal) * halfInvLen, 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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0);
float halfInvLen = inversesqrt(dot(halfVec, halfVec));
ldot = pow(max(dot(halfVec, worldnormal) * halfInvLen, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0);
float halfInvLen = inversesqrt(dot(halfVec, halfVec));
ldot = pow(max(dot(halfVec, worldnormal) * halfInvLen, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient2 |
| TEKKEN 6 |
v1.20.4 |
2026-05-31 |
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].
01f01111:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 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))
// 01f01111:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 Cull
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 lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp 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 = u_matambientalpha;
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;
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) {
vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0);
float halfInvLen = inversesqrt(dot(halfVec, halfVec));
ldot = pow(max(dot(halfVec, worldnormal) * halfInvLen, 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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0);
float halfInvLen = inversesqrt(dot(halfVec, halfVec));
ldot = pow(max(dot(halfVec, worldnormal) * halfInvLen, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0);
float halfInvLen = inversesqrt(dot(halfVec, halfVec));
ldot = pow(max(dot(halfVec, worldnormal) * halfInvLen, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.r |
| TEKKEN 6 |
v1.15.3 |
2026-05-07 |
Jump to invalid address: 06e8af40 |
| TEKKEN 6 |
v1.15.3 |
2026-05-07 |
Jump to invalid address: 06ea3ec0 |
| TEKKEN 6 |
v1.15.3 |
2026-05-07 |
Jump to invalid address: 06ea3dc0 |
| TEKKEN 6 |
v1.15.3 |
2026-05-07 |
Jump to invalid address: 06ea3c80 |
| TEKKEN 6 |
v1.20.3 |
2026-05-01 |
Branch in Jump delay slot at 44154020 in block starting at 0b002c5c |
| TEKKEN 6 |
v1.11.3 |
2026-04-03 |
80630011=sceAtracSetHalfwayBufferAndGetID(08bff040, 00000000, 00040000): buffer too small |
| TEKKEN 6 |
v1.11.3 |
2026-03-28 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATAE/ULUS10466DATAE/TEKKEN6.BIN, 09fd81d0, 00000002) |
| TEKKEN 6 |
v1.4.2-425-g7a7ccee5e |
2026-05-22 |
Error in shader compilation: info: Vertex shader failed to compile with the following errors:
ERROR: 0:16: error(#143) Undeclared identifier: u_proj
ERROR: error(#273) 1 compilation errors. No code generated
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
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;
v_color0 = u_matambientalpha;
}
|
| TEKKEN 6 |
v1.10.2 |
2026-03-26 |
GE Interrupt: newState might be 17 |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012d0e4! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012d0bc! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012cf54! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012cf2c! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012cf04! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012ceb4! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012ce8c! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012ce64! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012ce3c! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012ce14! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012d0e2! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012d0ba! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012d092! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012d06a! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012d02e! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012d006! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012cfc0! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012cf5c! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012cef8! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012cebc! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012cf0e! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012cedc! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012cf8c! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012cf3c! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012d09a! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012d05e! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012d022! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012cfdc! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012cfb4! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012cce4! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012ccbc! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012cc94! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012cc6c! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012cc1c! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012cbe0! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012cba4! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012cd2e! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012cd06! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012ccde! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012ccb6! |
| TEKKEN 6 |
v1.10.3 |
2026-02-19 |
Bad vertex address 0012cc8e! |
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:0920d802 Tex Fog LM FragUber StenToAlpha Sten1 TFuncMod AlphaTest >
vs: 00000000:00000021 LM Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:0920d002 Tex Fog FragUber StenToAlpha Sten1 TFuncMod AlphaTest >
vs: 00000000:00000028 C Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:0900d002 Tex FragUber StenToAlpha Sten1 TFuncMod AlphaTest >
vs: 00000000:00000028 C Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:0900d802 Tex LM FragUber StenToAlpha Sten1 TFuncMod AlphaTest >
vs: 00000000:00000021 LM Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:0921d002 Tex Fog FragUber StenToAlpha Sten1 TFuncMod AlphaTest0 >
vs: 00000000:00000028 C Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:0021d802 Tex Fog LM FragUber TFuncMod AlphaTest0 >
vs: 00000000:00000021 LM Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:0920d002 Tex Fog FragUber StenToAlpha Sten1 TFuncMod AlphaTest >
vs: 00000000:00000020 Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:0001d002 Tex FragUber TFuncMod AlphaTest0 >
vs: 00000000:00000020 Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:0520d002 Tex Fog FragUber StenToAlpha Sten0 TFuncMod AlphaTest >
vs: 00000000:00000028 C Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:00000002 Tex FragUber TFuncMod
vs: 00000000:00000028 C Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:0001d002 Tex FragUber TFuncMod AlphaTest0 >
vs: 00000000:00000028 C Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:00200002 Tex Fog FragUber TFuncMod
vs: 00000000:00010020 TexProjPos UVMtx Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:00200802 Tex Fog LM FragUber TFuncMod
vs: 00000000:00000029 C LM Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:00000002 Tex FragUber TFuncMod
vs: 00000000:00000020 Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:00200002 Tex Fog FragUber TFuncMod
vs: 00000000:00000028 C Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:0021d002 Tex Fog FragUber TFuncMod AlphaTest0 >
vs: 00000000:00000028 C Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:0000d002 Tex FragUber TFuncMod AlphaTest >
vs: 00000000:00000028 C Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:00000000 FragUber
vs: 00000000:0000000a THR C
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 00000000:00000001 Clear
vs: 00000000:0000000a THR C
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:00000002 Tex FragUber TFuncMod
vs: 00000000:00010028 C TexProjPos UVMtx Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:00200002 Tex Fog FragUber TFuncMod
vs: 00000000:00010028 C TexProjPos UVMtx Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:00000000 FragUber
vs: 00000000:00000028 C Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:0000f002 Tex FragUber TFuncMod AlphaTest >=
vs: 00000000:00000028 C Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:00000002 Tex FragUber TFuncMod
vs: 00000000:00010020 TexProjPos UVMtx Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:00200002 Tex Fog FragUber TFuncMod
vs: 00000000:00000020 Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:0020d002 Tex Fog FragUber TFuncMod AlphaTest >
vs: 00000000:00000028 C Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:00200802 Tex Fog LM FragUber TFuncMod
vs: 00000000:00000021 LM Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:05200002 Tex Fog FragUber StenToAlpha Sten0 TFuncMod
vs: 00000000:00000020 Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:0021d002 Tex Fog FragUber TFuncMod AlphaTest0 >
vs: 00000000:00000020 Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:00000802 Tex LM FragUber TFuncMod
vs: 00000000:00000021 LM Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:00000002 Tex FragUber TFuncMod
vs: 00000000:0000000a THR C
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:0020d002 Tex Fog FragUber TFuncMod AlphaTest >
vs: 00000000:00000020 Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:0001d802 Tex LM FragUber TFuncMod AlphaTest0 >
vs: 00000000:00000021 LM Cull
|
| TEKKEN 6 |
v1.19.3 |
2026-02-09 |
Error in shader program link: info: Link failed because of missing shader.
fs: 10180000:00000382 Tex FragUber TClampST TFuncMod
vs: 00000000:0000000a THR C
|
| TEKKEN 6 |
v1.11.3 |
2026-01-29 |
80630006=sceAtracSetDataAndGetID(09a25200, 00004000): fmt definition too small (16) |
| TEKKEN 6 |
v1.17.1 |
2026-01-03 |
Could not setup streams, bad magic: 465d5350 |
| TEKKEN 6 |
v1.17.1 |
2026-01-03 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (465d5350), bad data |
| TEKKEN 6 |
v1.8.0 |
2026-01-01 |
Bad vertex address 0012bc54! |
| TEKKEN 6 |
v1.8.0 |
2026-01-01 |
Bad vertex address 0012bb64! |
| TEKKEN 6 |
v1.8.0 |
2026-01-01 |
Bad vertex address 0012bc04! |
| TEKKEN 6 |
v1.8.0 |
2026-01-01 |
Bad vertex address 0012bb14! |
| TEKKEN 6 |
v1.8.0 |
2026-01-01 |
Bad vertex address 0012bbdc! |
| TEKKEN 6 |
v1.8.0 |
2026-01-01 |
Bad vertex address 0012bb3c! |
| TEKKEN 6 |
v1.8.0 |
2026-01-01 |
Bad vertex address 0012ba9c! |