Recent logs - TEKKEN 6

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Game title Version Latest Report Message
TEKKEN 6 v1.17.1 2025-09-02 scePsmfPlayerSetPsmf*: incorrect PSMF magic (b4186b80), bad data
TEKKEN 6 v1.11.3-1679-g195662497 2025-08-29 WriteToHardware: Invalid address 150e815c near PC 08000000 LR 08000000
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00108e24!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00109f00!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00108c1c!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00108bf4!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00108c44!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00108ab4!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00109fa0!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00109e9c!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00108e14!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 001089ec!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00108a8c!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 001085a4!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00108c94!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 001084c4!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00108664!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00108a14!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00108514!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00109244!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00108a3c!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00108bcc!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00108e74!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 0010849c!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00108c6c!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00109154!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 001092d0!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00108a64!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00108dec!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00108e4c!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00108dfc!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00109324!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00109210!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 0010926c!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 001091cc!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 0010a004!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 0010939c!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 001091ac!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 001092d4!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00108d9c!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00108dc4!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 001084ec!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00109d34!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00109de8!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00109f3c!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 00109d70!
TEKKEN 6 v1.7.4 2025-08-26 Bad vertex address 0010a040!
TEKKEN 6 v1.19.3 2025-08-23 __KernelStopThread: thread 360 does not exist (helper deleted)
TEKKEN 6 v1.6.3 2025-08-18 Error in shader program link: info: Link Error: Vertex shader is missing. Link Error: Fragment shader is missing. fs: 00000000:00a1d022 Tex TexAlpha Fog 2x TFuncMod AlphaTest0 > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01f00000:000d0b5c HWX C T N Fog Tex TexProjNrm UVMtx Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out highp vec3 v_texcoord; out highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(normal, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
TEKKEN 6 v1.18.1 2025-08-15 __KernelStopThread: thread 363 does not exist (helper deleted)
TEKKEN 6 v1.12.3 2025-08-14 Jump to invalid address: 038c6700
TEKKEN 6 v1.12.3 2025-08-14 Branch in Jump delay slot at 08e31a04 in block starting at 08e21d80
TEKKEN 6 v1.12.3 2025-08-14 Branch in Jump delay slot at 08e31a00 in block starting at 08e21d80
TEKKEN 6 v1.12.3 2025-08-14 Branch in Jump delay slot at 08e319f0 in block starting at 08e21d80
TEKKEN 6 v1.12.3 2025-08-14 Jump to invalid address: 02a027c0
TEKKEN 6 v1.12.3 2025-08-14 Jump to invalid address: 02a9f400
TEKKEN 6 v1.12.3 2025-08-14 Jump to invalid address: 02a02740
TEKKEN 6 v1.12.3 2025-08-14 Branch in Jump delay slot at 08e31990 in block starting at 08e21d80
TEKKEN 6 v1.12.3 2025-08-14 Jump to invalid address: 038c6120
TEKKEN 6 v1.12.3 2025-08-14 Jump to invalid address: 038c6500
TEKKEN 6 v1.12.3 2025-08-14 Branch in Jump delay slot at 08e31980 in block starting at 08e21d80
TEKKEN 6 v1.12.3 2025-08-14 Jump to invalid address: 038c6300
TEKKEN 6 v1.12.3 2025-08-14 Jump to invalid address: 038c6f60
TEKKEN 6 v1.12.3 2025-08-14 Branch in Jump delay slot at 08e31960 in block starting at 08e21d80
TEKKEN 6 v1.12.3 2025-08-14 Jump to invalid address: 038c6360
TEKKEN 6 v1.17.1-760-gf0e3fd277 2025-08-09 Error in shader compilation: info: Compile failed. reinterpret #version 310 es // Driver: PowerVR Rogue G6200 - GLSL 310 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp float; uniform sampler2D tex; uint packColor(vec4 val) { uint color = uint(val.r * 31.99) | (uint(val.g * 31.99) << 0x5u) | (uint(val.b * 31.99) << 0xAu); if (val.a >= 0.5) color |= 0x8000U; return color; } vec4 unpackColor(uint colorLeft, uint colorRight) { vec4 outColor = vec4(float(colorLeft & 0xFFu), float((colorLeft >> 0x8u) & 0xFFu), float(colorRight & 0xFFu), float((colorRight >> 0x8u) & 0xFFu)); outColor *= 1.0 / 255.0; return outColor; } in highp vec2 v_texcoord; // TEXCOORD0 uniform vec2 texSize; uniform float scaleFactor; uniform float z_scale; uniform float z_scale_inv; uniform float z_offset; out vec4 fragColor0; void main() { vec4 valLeft = texture(tex, v_texcoord.xy + vec2(-0.25 / texSize.x, 0.0)); vec4 valRight = texture(tex, v_texcoord.xy + vec2(0.25 / texSize.x, 0.0)); vec4 outColor = unpackColor(packColor(valLeft), packColor(valRight)); fragColor0 = outColor; }
TEKKEN 6 v1.18.1 2025-08-06 WriteToHardware: Invalid address 3d82c6b6 near PC 08000000 LR 08000000
TEKKEN 6 v1.17.1 2025-08-05 scePsmfPlayerSetPsmf*: incorrect PSMF magic (7464d018), bad data
TEKKEN 6 v1.17.1 2025-08-05 scePsmfPlayerSetPsmf*: incorrect PSMF magic (400c32f0), bad data
TEKKEN 6 v1.15.3 2025-08-02 MIPSCompileOp: Invalid instruction 0000005e
TEKKEN 6 v1.15.3 2025-08-02 Jump to invalid address: 03908ec0
TEKKEN 6 v1.15.3 2025-08-02 Branch in Jump delay slot at 090c4688 in block starting at 090c4680
TEKKEN 6 v1.15.3 2025-08-02 Jump to invalid address: 039042e0
TEKKEN 6 v1.17.1-334-g1786a4ddb 2025-07-25 AT3 header map lacks entry for bpf: 0 channels: 0
TEKKEN 6 v1.19.3 2025-07-18 Error in shader program link: info: Link failed because of missing fragment shader. fs: 10180000:00000382 Tex FragUber TClampST TFuncMod vs: 00000000:0000000a THR C #version 320 es // Driver: Mali-T820 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:0000000a THR C in vec4 position; in highp float fog; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; uniform lowp float u_rotation; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; }
TEKKEN 6 v1.19.3 2025-08-26 Branch in Jump delay slot at 08c0af90 in block starting at 08c00000
TEKKEN 6 v1.19.3 2025-08-26 Branch in Jump delay slot at 08c0af80 in block starting at 08c00000
TEKKEN 6 v1.19.3 2025-08-26 Branch in Jump delay slot at 08c0af8c in block starting at 08c00000
TEKKEN 6 v1.19.3 2025-09-07 Branch in Jump delay slot at 08c0af84 in block starting at 08c00000
TEKKEN 6 v1.19.3 2025-08-26 Branch in Jump delay slot at 08c0af88 in block starting at 08c00000
TEKKEN 6 v1.6.3-432-gfd6c3145d 2025-07-13 Bad vertex address 0015eda2!
TEKKEN 6 v1.6.3-432-gfd6c3145d 2025-07-13 Bad vertex address 0015ecee!
TEKKEN 6 v1.6.3-432-gfd6c3145d 2025-07-13 Bad vertex address 0015eb7c!
TEKKEN 6 v1.6.3-432-gfd6c3145d 2025-07-13 Bad vertex address 0015ed2a!
TEKKEN 6 v1.6.3-432-gfd6c3145d 2025-07-13 Bad vertex address 0015ebb8!
TEKKEN 6 v1.6.3-432-gfd6c3145d 2025-07-13 Bad vertex address 0015ecc6!
TEKKEN 6 v1.6.3-432-gfd6c3145d 2025-07-13 Bad vertex address 0015ed52!
TEKKEN 6 v1.6.3-432-gfd6c3145d 2025-07-13 Bad vertex address 0015ec80!
TEKKEN 6 v1.6.3-432-gfd6c3145d 2025-07-13 Bad vertex address 0015ed7a!
TEKKEN 6 v1.6.3-432-gfd6c3145d 2025-07-13 Bad vertex address 0015ebfc!
TEKKEN 6 v1.6.3-432-gfd6c3145d 2025-07-13 Bad vertex address 0015ec74!
TEKKEN 6 v1.6.3-432-gfd6c3145d 2025-07-13 Bad vertex address 0015ed5a!
TEKKEN 6 v1.6.3-432-gfd6c3145d 2025-07-13 Bad vertex address 0015ec1c!
TEKKEN 6 v1.6.3-432-gfd6c3145d 2025-07-13 Bad vertex address 0015ec4c!
TEKKEN 6 v1.6.3-432-gfd6c3145d 2025-07-13 Bad vertex address 0015ed1e!
TEKKEN 6 v1.6.3-432-gfd6c3145d 2025-07-13 Bad vertex address 0015ec9c!
TEKKEN 6 v1.6.3-432-gfd6c3145d 2025-07-13 Bad vertex address 0015ece2!
TEKKEN 6 v1.17.1 2025-07-13 scePsmfPlayerSetPsmf*: incorrect PSMF magic (401602f0), bad data
TEKKEN 6 v1.10.3 2025-07-12 ReadFromHardware: Invalid address 16d27024 near PC 08859724 LR 08859724
TEKKEN 6 v1.19.2 2025-07-12 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 10180000:00000802 Tex LM FragUber TFuncMod vs: 01000000:80000b21 HWX T N LM Light: LightUberShader Cull #version 320 es // Driver: PowerVR Rogue GE8320 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b21 HWX T N LM Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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_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; float distance; lowp float lightScale; mediump float ldot; lowp float angle; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u && 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; } lightSum1 += u_lightspecular0 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * ambientCol