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Game title |
Version |
Latest Report |
Message |
TRON EVOLUTION |
v1.14.4 |
2023-01-11 |
sceUtilityOskInitStart: invalid status |
TRON EVOLUTION |
v1.14.4 |
2023-01-30 |
Ignoring possible texturing from framebuffer at 04154000 +0x128 / 256x272 |
TRON EVOLUTION |
v1.13.1 |
2022-09-01 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145851408 |
TRON EVOLUTION |
v1.13.1 |
2022-09-01 |
sceKernelCreateSema(RealSignal) unsupported options parameter, size = 612 |
TRON EVOLUTION |
v1.13.1 |
2022-08-29 |
sceGeBreak(mode=0, unknown=08ce04ac): unknown ptr (valid) |
TRON EVOLUTION |
v1.13.1 |
2022-08-27 |
sceDmacMemcpy(dest=04088000, src=09a32d30, size=557056): overlapping read |
TRON EVOLUTION |
v1.12.3 |
2022-06-26 |
Failed to read valid video stream data from header |
TRON EVOLUTION |
v1.11.3 |
2022-05-01 |
Unimplemented HLE function sceNetInetBind |
TRON EVOLUTION |
v1.11.3 |
2022-05-01 |
Unimplemented HLE function sceNetInetSelect |
TRON EVOLUTION |
v1.11.3 |
2022-05-01 |
Unimplemented HLE function sceNetInetInetAddr |
TRON EVOLUTION |
v1.12.2 |
2021-10-15 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
TRON EVOLUTION |
v1.12.2 |
2021-10-15 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
TRON EVOLUTION |
v1.10.3 |
2021-08-30 |
Ignoring func export sceNetIfhandle/c80181a2, already implemented in HLE. |
TRON EVOLUTION |
v1.10.3 |
2021-08-30 |
Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d |
TRON EVOLUTION |
v1.10.3 |
2021-08-30 |
Unknown syscall in known module 'ThreadManForKernel': 0x39810265 |
TRON EVOLUTION |
v1.10.3 |
2021-08-30 |
sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006 |
TRON EVOLUTION |
v1.10.3 |
2021-08-30 |
Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE. |
TRON EVOLUTION |
v1.10.3 |
2021-08-19 |
Unknown syscall in known module 'ThreadManForKernel': 0x4e3a1105 |
TRON EVOLUTION |
v1.10.3 |
2021-08-19 |
Unknown syscall in known module 'ThreadManForKernel': 0x3f53e640 |
TRON EVOLUTION |
v1.11.3 |
2021-06-28 |
Unknown GetPointer 00000000 PC 08975c0c LR 08975c0c |
TRON EVOLUTION |
v1.10.3 |
2021-01-28 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167768912 |
TRON EVOLUTION |
v1.13.2 |
2023-01-25 |
Ignoring possible texturing from framebuffer at 04174000 +0x64 / 128x272 |
TRON EVOLUTION |
v1.10.3 |
2020-09-09 |
sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2 |
TRON EVOLUTION |
v1.10.3 |
2020-09-09 |
sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1 |
TRON EVOLUTION |
v1.7.4 |
2020-04-11 |
D3D error in shader compilation: info: (91): error X4004: program too complex; there are more active values than registers
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float3 u_lightpos0 : register(c24);
float3 u_lightatt0 : register(c32);
float3 u_lightambient0 : register(c48);
float3 u_lightdiffuse0 : register(c40);
float3 u_lightspecular0 : register(c44);
float3 u_lightpos1 : register(c25);
float3 u_lightatt1 : register(c33);
float3 u_lightambient1 : register(c49);
float3 u_lightdiffuse1 : register(c41);
float3 u_lightspecular1 : register(c45);
float3 u_lightpos2 : register(c26);
float3 u_lightatt2 : register(c34);
float3 u_lightambient2 : register(c50);
float3 u_lightdiffuse2 : register(c42);
float3 u_lightspecular2 : register(c46);
float3 u_lightpos3 : register(c27);
float3 u_lightatt3 : register(c35);
float3 u_lightambient3 : register(c51);
float3 u_lightdiffuse3 : register(c43);
float3 u_lightspecular3 : register(c47);
float4 u_ambient : register(c19);
float4 u_matspecular : register(c22);
float3 u_matemissive : register(c23);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float4 color0 : COLOR0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);
float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world));
float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);
float4 outPos = mul(viewPos, u_proj);
float4 lightSum0 = u_ambient * In.color0 + float4(u_matemissive, 0.0);
float3 lightSum1 = 0;
float3 toLight;
float3 diffuse;
float distance;
float lightScale;
float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt0, float3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * In.color0.rgb) * ldot;
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient0 * In.color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt1, float3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * In.color0.rgb) * ldot;
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient1 * In.color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt2, float3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * In.color0.rgb) * ldot;
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient2 * In.color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt3, float3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * In.color0.rgb) * ldot;
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnorma |
TRON EVOLUTION |
v1.7.4 |
2020-04-11 |
D3D error in shader compilation: info: (91): error X4004: program too complex; there are more active values than registers
/ code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float3 u_lightpos0 : register(c24);
float3 u_lightatt0 : register(c32);
float3 u_lightambient0 : register(c48);
float3 u_lightdiffuse0 : register(c40);
float3 u_lightspecular0 : register(c44);
float3 u_lightpos1 : register(c25);
float3 u_lightatt1 : register(c33);
float3 u_lightambient1 : register(c49);
float3 u_lightdiffuse1 : register(c41);
float3 u_lightspecular1 : register(c45);
float3 u_lightpos2 : register(c26);
float3 u_lightatt2 : register(c34);
float3 u_lightambient2 : register(c50);
float3 u_lightdiffuse2 : register(c42);
float3 u_lightspecular2 : register(c46);
float3 u_lightpos3 : register(c27);
float3 u_lightatt3 : register(c35);
float3 u_lightambient3 : register(c51);
float3 u_lightdiffuse3 : register(c43);
float3 u_lightspecular3 : register(c47);
float4 u_ambient : register(c19);
float3 u_matdiffuse : register(c21);
float4 u_matspecular : register(c22);
float3 u_matemissive : register(c23);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
float3 position : POSITION;
};
struct VS_OUT {
float3 v_texcoord : TEXCOORD0;
float4 v_color0 : COLOR0;
float3 v_color1 : COLOR1;
float4 gl_Position : POSITION;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);
float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world));
float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);
float4 outPos = mul(viewPos, u_proj);
float4 lightSum0 = u_ambient * u_matambientalpha + float4(u_matemissive, 0.0);
float3 lightSum1 = 0;
float3 toLight;
float3 diffuse;
float distance;
float lightScale;
float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt0, float3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt1, float3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt2, float3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt3, float3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLig |
TRON EVOLUTION |
v1.8.0 |
2021-09-22 |
80630006=sceAtracSetDataAndGetID(08bccc80, 00020000): invalid RIFF header |
TRON EVOLUTION |
v1.9.3-80-g73bf6098e |
2022-06-04 |
Unknown GetPointer 00000000 PC 08975eb8 LR 08000020 |
TRON EVOLUTION |
v1.6.3 |
2019-05-29 |
GL ran out of GPU memory; switching to low memory mode |
TRON EVOLUTION |
v1.7.4 |
2019-03-24 |
sceDmacMemcpy(dest=04000000, src=09922cf0, size=557056): overlapping read |
TRON EVOLUTION |
v1.9.4 |
2023-01-30 |
Ignoring possible render to texture at 04174000 +0x64 / 128x272 |
TRON EVOLUTION |
v1.6 |
2019-03-06 |
sceDmacMemcpy(dest=04000000, src=09923a00, size=557056): overlapping read |
TRON EVOLUTION |
v1.9.4 |
2022-07-11 |
Ignoring possible render to texture at 04174000 +0x128 / 128x272 |
TRON EVOLUTION |
v1.9.4 |
2023-01-30 |
Unknown syscall in known module 'sceNp': 0x7e0864df |
TRON EVOLUTION |
v1.7.5 |
2022-05-30 |
Ignoring possible render to texture at 00174000 +0x64 / 128x272 |
TRON EVOLUTION |
v1.4.2 |
2021-11-29 |
Loading module scePsmf_library with version 0101, devkit 06030010 |