Recent logs - TEKKEN 6

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Game title Version Latest Report Message
TEKKEN 6 v1.18.1 2025-01-22 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 r7p0-00rel0 [Revision 96995]. 03f01111:40c00b01 HWX T N LM Bones:4 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 WScale 1 #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)) // 03f01111:40c00b01 HWX T N LM Bones:4 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 WScale 1 attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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) { 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; ldot = dot(toLight, worldnormal); 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 ; } 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) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspe
TEKKEN 6 v1.18.1 2025-01-19 ReadFromHardware: Invalid address 0000001c near PC 08aa5e58 LR 08aa5e70
TEKKEN 6 v1.14.2 2025-01-18 UI scissor out of bounds in GamePauseScreen: 456,13-134,963 / 1024,552
TEKKEN 6 v1.14.2 2025-01-18 UI scissor out of bounds in GamePauseScreen: 0,13-450,963 / 1024,552
TEKKEN 6 v1.14.2 2025-01-18 UI scissor out of bounds in GamePauseScreen: 1389,7-342,305 / 1024,552
TEKKEN 6 v1.14.2 2025-01-18 UI scissor out of bounds in GamePauseScreen: 0,7-1378,305 / 1024,552
TEKKEN 6 v1.18.1 2025-01-18 WriteToHardware: Invalid address 0007d248 near PC 08000000 LR 08000000
TEKKEN 6 v1.12.3 2025-01-17 WriteToHardware: Invalid address 0007d248 near PC 08aa2b50 LR 08aa2b8c
TEKKEN 6 v1.18.1 2025-01-16 800200d2=scePsmfPlayerSetPsmfCB(090f4224, disc0:/PSP_GAME/USRDIR/movie/title.pmf): too many streams in PSMF video, bogus data
TEKKEN 6 v1.18.1 2025-01-16 800200d2=scePsmfPlayerSetPsmfCB(090f5324, disc0:/PSP_GAME/USRDIR/movie/title.pmf): too many streams in PSMF video, bogus data
TEKKEN 6 v1.18.1 2025-01-16 800200d2=scePsmfPlayerSetPsmfCB(090f6424, disc0:/PSP_GAME/USRDIR/movie/title.pmf): too many streams in PSMF video, bogus data
TEKKEN 6 v1.18.1 2025-01-16 800200d2=scePsmfPlayerSetPsmfCB(090f1a24, disc0:/PSP_GAME/USRDIR/movie/title.pmf): too many streams in PSMF video, bogus data
TEKKEN 6 v1.18.1 2025-01-08 Drawing region rate add non-zero: 0299, 0366 of 0199, 0266
TEKKEN 6 v1.18.1 2025-01-08 Bad bounding box data: 009999
TEKKEN 6 v1.18.1 2025-01-08 Bad vertex address 0a4be299!
TEKKEN 6 v1.18.1 2025-01-08 Bad vertex address 035d1299!
TEKKEN 6 v1.18.1 2025-01-08 Bad vertex address 0523e711!
TEKKEN 6 v1.18.1 2025-01-08 VTYPE with morph used: THRU=1 TC=2 COL=0 POS=2 NRM=3 WT=0 NW=7 IDX=3 MC=7
TEKKEN 6 v1.10.3 2025-01-08 Bad vertex address 00122d42!
TEKKEN 6 v1.10.3 2025-01-08 Bad vertex address 00122d1a!
TEKKEN 6 v1.10.3 2025-01-08 Bad vertex address 00122cf2!
TEKKEN 6 v1.10.3 2025-01-08 Bad vertex address 00122cca!
TEKKEN 6 v1.10.3 2025-01-08 Bad vertex address 00122c8e!
TEKKEN 6 v1.10.3 2025-01-08 Bad vertex address 00122c66!
TEKKEN 6 v1.10.3 2025-01-08 Bad vertex address 00122c20!
TEKKEN 6 v1.10.3 2025-01-08 Bad vertex address 00122bbc!
TEKKEN 6 v1.10.3 2025-01-08 Bad vertex address 00122b58!
TEKKEN 6 v1.10.3 2025-01-08 Bad vertex address 00122b1c!
TEKKEN 6 v1.10.3 2025-01-08 Bad vertex address 00122bec!
TEKKEN 6 v1.10.3 2025-01-08 Bad vertex address 00122cfa!
TEKKEN 6 v1.10.3 2025-01-08 Bad vertex address 00122cbe!
TEKKEN 6 v1.10.3 2025-01-08 Bad vertex address 00122c82!
TEKKEN 6 v1.10.3 2025-01-08 Bad vertex address 00122c14!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 00124a12!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 001249ea!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 001249c2!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 0012499a!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 0012495e!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 00124936!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 001248f0!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 0012488c!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 00124828!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 001247ec!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 0012483e!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 001248bc!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 0012486c!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 001249ca!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 0012498e!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 00124952!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 0012490c!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 001248e4!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 00124614!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 001245ec!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 001245c4!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 0012459c!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 0012454c!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 00124510!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 0012465e!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 00124636!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 0012460e!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 001245e6!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 001245be!
TEKKEN 6 v1.10.3 2025-01-07 Bad vertex address 0012458c!
TEKKEN 6 v1.18.1 2025-01-03 Branch in Jump delay slot at 08e41400 in block starting at 08e413f4
TEKKEN 6 v1.18.1 2025-01-03 Jump to invalid address: 03904320 PC 08e41404 LR 0885fdb0
TEKKEN 6 v1.18.1 2025-01-03 Jump to invalid address: 039042e0 PC 08e413f8 LR 0885fdb0
TEKKEN 6 v1.18.1 2025-01-03 Branch in Jump delay slot at 08e41418 in block starting at 08e413f4
TEKKEN 6 v1.18.1 2025-01-03 Jump to invalid address: 03903f20 PC 08e4140c LR 0885fdb0
TEKKEN 6 v1.18.1 2025-01-03 Jump to invalid address: 03903de0 PC 08e41400 LR 0885fdb0
TEKKEN 6 v1.18.1-421-gb608257b46 2025-01-03 ReadFromHardware: Invalid address 680e4f64 near PC 680e4f64 LR 08888f40
TEKKEN 6 v1.18.1 2024-12-31 ReadFromHardware: Invalid address 0000000a near PC 08b604c4 LR 08b608c8
TEKKEN 6 v1.18.1-362-g01b4eb41be 2024-12-26 WriteToHardware: Invalid address 0000016c near PC 08af47d4 LR 08af47d4
TEKKEN 6 v1.18.1 2024-12-25 Branch in Jump delay slot at 08020400 in block starting at 08020020
TEKKEN 6 v1.15.4 2024-12-20 ReadFromHardware: Invalid address b8e8af08 near PC b8e8af08 LR b8e8af08
TEKKEN 6 v1.18.1 2024-12-19 Exceeded immediate draw buffer size. gstate.imm_ap=1ae75b , prim=-1
TEKKEN 6 v1.18.1 2024-12-19 Imm vertex used clip value, flags=c50000
TEKKEN 6 v1.18.1 2024-12-19 Unusual bezier/spline vtype: 12000321, morph: 0, bones: 1
TEKKEN 6 v1.18.1 2024-12-16 WriteToHardware: Invalid address 450c897b near PC 0880c914 LR 0880c85c
TEKKEN 6 v1.18.1 2024-12-15 Error in shader program link: info: (unknown reason) fs: 00180000:0920d422 Tex Fog TexAlpha Double StenToAlpha Sten1 TFuncMod AlphaTest > #version 400 // Driver: Intel(R) HD Graphics 2500 - GLSL 400 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:0920d422 Tex Fog TexAlpha Double StenToAlpha Sten1 TFuncMod AlphaTest > uniform sampler2D tex; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD; fragColor0 = vec4(v.rgb, 1.0); } vs: 00000000:00000020 Cull #version 400 // Driver: Intel(R) HD Graphics 2500 - GLSL 400 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000020 Cull in vec4 position; in highp float fog; in vec2 texcoord; in lowp vec4 color0; uniform lowp float u_rotation; 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 mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 pos = position; vec4 outPos = pos; if (u_depthRange.y - u_depthRange.x >= 1.0) { gl_ClipDistance[0] = outPos.w + outPos.z; } else if (u_depthRange.x + u_depthRange.y <= 65534.0) { gl_ClipDistance[0] = outPos.w - outPos.z; } else { gl_ClipDistance[0] = 0.0; } 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_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001; gl_Position = outPos; }
TEKKEN 6 v1.11.3 2024-12-11 ReadFromHardware: Invalid address 3de4f3a4 near PC 088d97ac LR 088d97c4
TEKKEN 6 v1.11.3 2024-12-05 Error in shader program link: info: L0001 The fragment shader uniform floating-point u_pixelDelta does not match the vertex shader uniform floating-point u_pixelDelta. The precision does not match. fs: postshader #version 310 es precision mediump float; precision highp int; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec2 u_texelDelta; uniform vec4 u_time; uniform vec2 u_pixelDelta; in vec2 v_texcoord0; out vec4 _gl_FragColor; vec3 processFXAA(inout vec3 color) { float FXAA_SPAN_MAX = 8.0; float FXAA_REDUCE_MUL = 0.125; float FXAA_REDUCE_MIN = 0.0078125; vec3 rgbNW = texture(sampler0, v_texcoord0 + (vec2(-1.0) * u_texelDelta)).xyz; vec3 rgbNE = texture(sampler0, v_texcoord0 + (vec2(1.0, -1.0) * u_texelDelta)).xyz; vec3 rgbSW = texture(sampler0, v_texcoord0 + (vec2(-1.0, 1.0) * u_texelDelta)).xyz; vec3 rgbSE = texture(sampler0, v_texcoord0 + (vec2(1.0) * u_texelDelta)).xyz; vec3 rgbM = texture(sampler0, v_texcoord0).xyz; vec3 luma = vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625); float lumaNW = dot(rgbNW, luma); float lumaNE = dot(rgbNE, luma); float lumaSW = dot(rgbSW, luma); float lumaSE = dot(rgbSE, luma); float lumaM = dot(rgbM, luma); float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); vec2 dir; dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); dir.y = (lumaNW + lumaSW) - (lumaNE + lumaSE); float dirReduce = max((((lumaNW + lumaNE) + lumaSW) + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN); float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce); dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * u_texelDelta; vec3 rgbA = (texture(sampler0, v_texcoord0 + (dir * (-0.16666667163372039794921875))).xyz + texture(sampler0, v_texcoord0 + (dir * 0.16666667163372039794921875)).xyz) * 0.5; vec3 rgbB = (rgbA * 0.5) + ((texture(sampler0, v_texcoord0 + (dir * (-0.5))).xyz + texture(sampler0, v_texcoord0 + (dir * 0.5)).xyz) * 0.25); float lumaB = dot(rgbB, luma); if ((lumaB < lumaMin) || (lumaB > lumaMax)) { color = rgbA; } else { color = rgbB; } return color; } vec3 processBLOOM(inout vec3 color, vec3 colorB, mediump int hatsu) { vec4 sum = vec4(0.0); mediump int diffx = 0; mediump int diffy = 1; for (mediump int ib = -diffy; ib < diffy; ib++) { for (mediump int jb = -diffx; jb < diffx; jb++) { sum += (texture(sampler0, v_texcoord0 + (vec2(float(jb), float(ib)) * 0.00200000009499490261077880859375)) * 0.14000000059604644775390625); } } float _305 = color.x; bool _307 = _305 < 0.300000011920928955078125; bool _313; if (_307) { _313 = color.y < 0.300000011920928955078125; } else { _313 = _307; } bool _320; if (_313) { _320 = color.z < 0.300000011920928955078125; } else { _320 = _313; } vec3 bloom; if (_320) { bloom = ((sum.xyz * sum.xyz) * 0.01200000010430812835693359375) + color; } else { float _335 = color.x; bool _336 = _335 < 0.5; bool _342; if (_336) { _342 = color.y < 0.5; } else { _342 = _336; } bool _348; if (_342) { _348 = color.z < 0.5; } else { _348 = _342; } if (_348) { bloom = ((sum.xyz * sum.xyz) * 0.0089999996125698089599609375) + color; } else { bloom = ((sum.xyz * sum.xyz) * 0.0074999998323619365692138671875) + color; } } color = mix(color, bloom, vec3(1.2999999523162841796875)); if (hatsu == 1) { color = mix(colorB, color, vec3(0.5)); } return color; } vec3 processSHADEBOOS
TEKKEN 6 v1.6.3 2024-12-03 Bad vertex address 00134292!
TEKKEN 6 v1.6.3 2024-12-03 Bad vertex address 001342da!
TEKKEN 6 v1.6.3 2024-12-03 Bad vertex address 001341cc!
TEKKEN 6 v1.6.3 2024-12-03 Bad vertex address 001341ac!
TEKKEN 6 v1.6.3 2024-12-03 Bad vertex address 001341fc!
TEKKEN 6 v1.6.3 2024-12-03 Bad vertex address 0013417e!
TEKKEN 6 v1.6.3 2024-12-03 Bad vertex address 0013429e!
TEKKEN 6 v1.6.3 2024-12-03 Bad vertex address 00134276!
TEKKEN 6 v1.6.3 2024-12-03 Bad vertex address 0013412c!
TEKKEN 6 v1.6.3 2024-12-03 Bad vertex address 0013414c!
TEKKEN 6 v1.6.3 2024-12-03 Bad vertex address 0013424c!
TEKKEN 6 v1.6.3 2024-12-03 Bad vertex address 00134302!
TEKKEN 6 v1.6.3 2024-12-03 Bad vertex address 0013430a!
TEKKEN 6 v1.6.3 2024-12-03 Bad vertex address 00133f26!
TEKKEN 6 v1.6.3 2024-12-03 Bad vertex address 00133f54!
TEKKEN 6 v1.6.3 2024-12-03 Bad vertex address 0013432a!
TEKKEN 6 v1.6.3 2024-12-03 Bad vertex address 00134352!
TEKKEN 6 v1.6.3 2024-12-03 Bad vertex address 00134168!
TEKKEN 6 v1.6.3 2024-12-03 Bad vertex address 00133f04!