Recent logs - WWE'12

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
WWE'12 v1.6.3 2019-04-25 sceDmacMemcpy(dest=0413c690, src=09601fb0, size=65552): overlapping read
WWE'12 v1.8.0 2019-04-24 Unknown GetPointer c3becf80 PC 089fb7b8 LR 089fb7c4
WWE'12 v1.4-2-g648bc5d 2019-04-24 sceDmacMemcpy(dest=0413ca10, src=0960e0a0, size=65552): overlapping read
WWE'12 v1.6.3 2019-04-24 sceDmacMemcpy(dest=0415dcb0, src=09721390, size=65552): overlapping read
WWE'12 v1.5.3 2019-04-24 Branch in RSZeroComp delay slot at 08f91830 in block starting at 08f9182c
WWE'12 v1.5.3 2019-04-24 MIPSCompileOp: Invalid instruction 01db0054
WWE'12 v1.5.3 2019-04-24 Branch in RSZeroComp delay slot at 08f91808 in block starting at 08f917f0
WWE'12 v1.5.3 2019-04-24 Branch in RSZeroComp delay slot at 08f91788 in block starting at 08f91780
WWE'12 v1.5.3 2019-04-24 Branch in JumpReg delay slot at 08f918e0 in block starting at 08f918e0
WWE'12 v1.5.3 2019-04-24 Branch in RSZeroComp delay slot at 08f91898 in block starting at 08f9187c
WWE'12 v1.5.3 2019-04-24 Branch in RSZeroComp delay slot at 08f917c0 in block starting at 08f91790
WWE'12 v1.5.3 2019-04-24 MIPSCompileOp: Invalid instruction 01db01d4
WWE'12 v1.5.3 2019-04-24 Branch in RSZeroComp delay slot at 08f918d8 in block starting at 08f918bc
WWE'12 v1.5.3 2019-04-24 MIPSCompileOp: Invalid instruction ec3f581e
WWE'12 v1.8.0 2019-04-23 80630006=sceAtracSetData(2, 08d4b180, 00002f00): invalid RIFF header
WWE'12 v1.8.0 2019-04-23 80630006=sceAtracSetData(2, 08d6b1c0, 00000c00): invalid RIFF header
WWE'12 v1.8.0 2019-04-23 80630006=sceAtracSetData(2, 08d6b1c0, 00000b00): invalid RIFF header
WWE'12 v1.8.0 2019-04-23 80630007=sceAtracSetData(2, 08d4b180, 00001900): atracID uses different codec type than data
WWE'12 v1.6.2 2019-04-23 sceDmacMemcpy(dest=0413f650, src=09684e30, size=65552): overlapping read
WWE'12 v1.7.5 2019-04-22 sceDmacMemcpy(dest=04154420, src=095b2bc0, size=65552): overlapping read
WWE'12 v1.6.3-492-g9fddfff66 2019-04-22 sceDmacMemcpy(dest=041b2390, src=09357bc0, size=65552): overlapping read
WWE'12 v1.8.0 2019-04-21 sceDmacMemcpy(dest=041285a0, src=093cbb00, size=65552): overlapping read
WWE'12 v1.8.0 2019-04-21 sceDmacMemcpy(dest=0412d830, src=09619ab0, size=65552): overlapping read
WWE'12 v1.8.0 2019-04-21 sceDmacMemcpy(dest=04150340, src=0937a890, size=65552): overlapping read
WWE'12 v1.6.3 2019-04-21 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; 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; fragColor0 = v; } vs: 00000000:00000910 HWX T Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; 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; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
WWE'12 v1.7.5 2019-04-21 sceDmacMemcpy(dest=0418a270, src=095a0ed0, size=65552): overlapping read
WWE'12 v1.8.0 2019-04-20 sceDmacMemcpy(dest=04199cb0, src=098371d0, size=65552): overlapping read
WWE'12 v1.8.0 2019-04-20 sceDmacMemcpy(dest=0416f470, src=097d8580, size=65552): overlapping read
WWE'12 v1.7.5 2019-04-20 sceDmacMemcpy(dest=0412d900, src=09649d20, size=65552): overlapping read
WWE'12 v1.7.5 2019-04-20 sceDmacMemcpy(dest=041876d0, src=093a58f0, size=65552): overlapping read
WWE'12 v1.7.5 2019-04-20 sceDmacMemcpy(dest=04171320, src=094cbac0, size=65552): overlapping read
WWE'12 v1.8.0 2019-04-19 sceDmacMemcpy(dest=04141cf0, src=096dea70, size=65552): overlapping read
WWE'12 v1.8.0 2019-04-19 Bad vertex address 000057f0!
WWE'12 v1.8.0 2019-04-19 sceDmacMemcpy(dest=0415e340, src=09551310, size=65552): overlapping read
WWE'12 v1.8.0 2019-04-19 sceDmacMemcpy(dest=041324d0, src=0936bb40, size=65552): overlapping read
WWE'12 v1.8.0 2019-04-18 MIPSCompileOp: Invalid instruction b3645008
WWE'12 v1.8.0 2019-04-18 sceDmacMemcpy(dest=0412c530, src=093ade60, size=65552): overlapping read
WWE'12 v1.8.0 2019-04-18 sceDmacMemcpy(dest=0412c010, src=093b01f0, size=65552): overlapping read
WWE'12 v1.7.5 2019-04-16 sceDmacMemcpy(dest=041ba560, src=09744260, size=65552): overlapping read
WWE'12 v1.7.5 2019-04-16 sceDmacMemcpy(dest=04133120, src=0963baa0, size=65552): overlapping read
WWE'12 v1.6.3-432-gfd6c3145d 2019-04-16 sceDmacMemcpy(dest=0417ee40, src=097847c0, size=65552): overlapping read
WWE'12 v1.8.0 2019-04-15 sceDmacMemcpy(dest=041588f0, src=096d41d0, size=65552): overlapping read
WWE'12 v1.8.0 2019-04-15 Unknown GetPointer 00000000 PC 08915fbc LR 08915fbc
WWE'12 v1.8.0 2019-04-15 sceDmacMemcpy(dest=041af040, src=09428d20, size=65552): overlapping read
WWE'12 v1.8.0 2019-04-14 Savedata version requested on save: 3
WWE'12 v1.5.3 2019-04-13 Error in shader program link during preload: info: Error: input v_texcoord not declared in output from previous stage. Error: Linking failed. fs: 00000000:0000001a Tex TFuncUnk #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(p.rgb + t.rgb, p.a); fragColor0 = v; } vs: 00000000:0001d000 UVMtx TessC TessRevN #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj * vec4(position.xyz, 1.0); }
WWE'12 v1.5.3 2019-04-13 Error in shader program link during preload: info: Error: input v_texcoord not declared in output from previous stage. Error: Linking failed. fs: 00000000:0000000a Tex TFuncBlend #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec3 u_texenv; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a); fragColor0 = v; } vs: 00000000:00000000 #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj * vec4(position.xyz, 1.0); }
WWE'12 v1.7.4 2019-04-13 sceDmacMemcpy(dest=0412de00, src=09616d60, size=65552): overlapping read
WWE'12 v1.8.0 2019-04-13 sceDmacMemcpy(dest=04131830, src=095f70b0, size=65552): overlapping read
WWE'12 v1.8.0 2019-04-13 sceDmacMemcpy(dest=0415dac0, src=096b5df0, size=65552): overlapping read
WWE'12 v1.6.3 2019-04-12 MIPSCompileOp 694b92c9 failed
WWE'12 v1.6.3-492-g9fddfff66 2019-04-12 sceDmacMemcpy(dest=04130490, src=0960e1e0, size=65552): overlapping read
WWE'12 v1.6.3-492-g9fddfff66 2019-04-12 sceDmacMemcpy(dest=041285d0, src=095fea70, size=65552): overlapping read
WWE'12 v1.7.5 2019-04-12 sceDmacMemcpy(dest=041878c0, src=09764de0, size=65552): overlapping read
WWE'12 v1.7.5 2019-04-12 sceDmacMemcpy(dest=0412d1e0, src=0964a180, size=65552): overlapping read
WWE'12 v1.8.0 2019-04-11 Unknown GetPointer 00000000 PC 08916004 LR 08916004
WWE'12 v1.7.5 2019-04-11 sceDmacMemcpy(dest=0412aeb0, src=0961e5c0, size=65552): overlapping read
WWE'12 v1.5.4 2019-04-11 sceDmacMemcpy(dest=04140cf0, src=096db630, size=65552): overlapping read
WWE'12 v1.7.5 2019-04-11 sceDmacMemcpy(dest=04187df0, src=09358a70, size=65552): overlapping read
WWE'12 v1.7.5 2019-04-10 sceDmacMemcpy(dest=0412d380, src=0937e650, size=65552): overlapping read
WWE'12 v1.8.0 2019-04-10 sceDmacMemcpy(dest=0418f170, src=094511a0, size=65552): overlapping read
WWE'12 v1.7.5 2019-04-09 sceDmacMemcpy(dest=04161fb0, src=09583550, size=65552): overlapping read
WWE'12 v1.7.5 2019-04-09 sceDmacMemcpy(dest=0412e580, src=0964d2e0, size=65552): overlapping read
WWE'12 v1.7.4 2019-04-08 80630006=sceAtracSetData(2, 08d4b180, 0000df80): invalid RIFF header
WWE'12 v1.8.0 2019-04-08 sceDmacMemcpy(dest=0415d2f0, src=09478500, size=65552): overlapping read
WWE'12 v1.8.0 2019-04-08 sceDmacMemcpy(dest=04133aa0, src=0936f8c0, size=65552): overlapping read
WWE'12 v1.7.4 2019-04-08 80630006=sceAtracSetData(2, 08d4b180, 00008f1c): invalid RIFF header
WWE'12 v1.4 2019-04-07 Unknown GetPointer 00000000 PC 00000000 LR 08c3fdf4
WWE'12 v1.4 2019-04-07 WriteToHardware: Invalid address 000000d4 near PC 08c3fd6c LR 08c3fd6c
WWE'12 v1.4 2019-04-07 ReadFromHardware: Invalid address 00000488 near PC 08c3fdc4 LR 08c3fdc4
WWE'12 v1.8.0 2019-04-07 MIPSCompileOp: Invalid instruction b6dd0df4
WWE'12 v1.8.0 2019-04-07 sceDmacMemcpy(dest=04166b40, src=0944ad50, size=65552): overlapping read
WWE'12 v1.8.0 2019-04-07 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 r6p0-00dev0 [Revision 96995]. 07f71111:41000b19 HWX C T N LM Tex Bones:5 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:7 WScale 3 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump float w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; 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; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2 * u_bone4; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz ; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz ; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * color0.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * color0.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * color0.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecu
WWE'12 v1.5.4 2019-04-06 sceDmacMemcpy(dest=0412f060, src=095e5850, size=65552): overlapping read
WWE'12 v1.5.3 2019-04-06 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. fs: 00000000:00000910 LM #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00000000:00800ca2 THR T RevN #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
WWE'12 v1.8.0 2019-04-08 80020001=sceKernelCreateMutex(): invalid name
WWE'12 v1.8.0 2019-04-08 Unknown GetPointer 00000000 PC 0887b940 LR 0887b940
WWE'12 v1.8.0 2019-04-06 MIPSCompileOp: Invalid instruction cdbe8000
WWE'12 v1.8.0 2019-04-06 MIPSCompileOp: Invalid instruction cdbe800c
WWE'12 v1.8.0 2019-04-06 sceDmacMemcpy(dest=0415eaf0, src=094658d0, size=65552): overlapping read
WWE'12 v1.7.4 2019-04-06 80630006=sceAtracSetData(2, 08d4b180, 00007450): invalid RIFF header
WWE'12 v1.5.3 2019-04-05 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_texcoord that has not been declared in the vertex shader. fs: 00000000:0000000a Tex TFuncBlend #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec3 u_texenv; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a); fragColor0 = v; } vs: 00000000:00015022 THR UVMtx TessC TessRevN #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
WWE'12 v1.5.4 2019-04-05 sceDmacMemcpy(dest=04147d20, src=0962d430, size=65552): overlapping read
WWE'12 v1.7.4 2019-04-04 sceDmacMemcpy(dest=04140840, src=096867c0, size=65552): overlapping read
WWE'12 v1.7.5 2019-04-04 sceDmacMemcpy(dest=0417e740, src=09568480, size=65552): overlapping read
WWE'12 v1.7.5 2019-04-03 sceDmacMemcpy(dest=0412fbe0, src=095ee7b0, size=65552): overlapping read
WWE'12 v1.7.5 2019-04-03 sceDmacMemcpy(dest=04131450, src=0938bca0, size=65552): overlapping read
WWE'12 v1.8.0 2019-04-03 sceDmacMemcpy(dest=04162e50, src=092c2660, size=65552): overlapping read
WWE'12 v1.8.0 2019-04-02 sceDmacMemcpy(dest=041a7830, src=0946b580, size=65552): overlapping read
WWE'12 v1.7.5 2019-04-02 sceDmacMemcpy(dest=0412f810, src=0960dc50, size=65552): overlapping read
WWE'12 v1.8.0 2019-04-01 sceDmacMemcpy(dest=040f7810, src=093075f0, size=65552): overlapping read
WWE'12 v1.8.0 2019-04-01 80630006=sceAtracSetData(2, 08d4b180, 00012238): invalid RIFF header
WWE'12 v1.8.0 2019-04-01 sceDmacMemcpy(dest=0412efa0, src=09614e80, size=65552): overlapping read
WWE'12 v1.8.0 2019-04-01 Bad index address 00000634!
WWE'12 v1.8.0 2019-04-01 Bad index address 000005ec!
WWE'12 v1.8.0 2019-04-01 Bad index address 0000063a!
WWE'12 v1.8.0 2019-04-01 Bad index address 000005fa!
WWE'12 v1.8.0 2019-04-01 Bad index address 00000608!
WWE'12 v1.8.0 2019-04-01 Bad index address 00000614!
WWE'12 v1.8.0 2019-04-01 Bad index address 00000640!