Recent logs - TEKKEN 6

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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!