Recent logs - NBA2K13

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Game title Version Latest Report Message
NBA2K13 v1.20.3 2026-04-24 Branch in branch delay slot at 080bb138 with different target
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:51: S0027: Cannot modify an input variable 00000000:00000938 HWX C T Tex Cull #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; 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; in float h_depth; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w; float rotAngle = 0.017453; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.635492; vec4 outPos = depthRoundZVP(mul(u_proj, viewPos)); v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:50: S0027: Cannot modify an input variable 00000000:00000930 HWX T Tex Cull #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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; 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; in float h_depth; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w; float rotAngle = 0.017453; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.635492; vec4 outPos = depthRoundZVP(mul(u_proj, viewPos)); v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:53: S0027: Cannot modify an input variable 01010000:00000928 HWX C T Light: MatUp:1 Cull #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; in float h_depth; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w; float rotAngle = 0.017453; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.635492; vec4 outPos = depthRoundZVP(mul(u_proj, viewPos)); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:47: S0027: Cannot modify an input variable 00000000:00000128 HWX C Cull #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; in float h_depth; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w; float rotAngle = 0.017453; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.635492; vec4 outPos = depthRoundZVP(mul(u_proj, viewPos)); v_color0 = color0; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:73: S0027: Cannot modify an input variable 01310000:00120b30 HWX T N Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 MatUp:1 Cull #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 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 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 vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } 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); viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w; float rotAngle = 0.017453; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.635492; vec4 outPos = depthRoundZVP(mul(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 = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:87: S0027: Cannot modify an input variable 01f40000:00000b30 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:4 Cull #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 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 vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } 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); viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w; float rotAngle = 0.017453; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.635492; vec4 outPos = depthRoundZVP(mul(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 = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:52: S0027: Cannot modify an input variable 01010000:00000920 HWX T Light: MatUp:1 Cull #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; in float h_depth; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w; float rotAngle = 0.017453; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.635492; vec4 outPos = depthRoundZVP(mul(u_proj, viewPos)); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:56: S0027: Cannot modify an input variable 01010000:00000930 HWX T Tex Light: MatUp:1 Cull #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; 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; in float h_depth; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w; float rotAngle = 0.017453; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.635492; vec4 outPos = depthRoundZVP(mul(u_proj, viewPos)); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:16: S0027: Cannot modify an input variable 00000000:0000000a THR C #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; in float h_depth; void main() { v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NBA2K13 v1.18.1 2026-03-20 MIPSCompileOp: Invalid instruction 000f423f
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd610 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd75c in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd9d8 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd6e8 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd954 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd9d0 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd94c in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd9cc in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd998 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cda90 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd7e4 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd768 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd858 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd6f0 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd7dc in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd91c in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd760 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd9d4 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd7d8 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cda54 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cda4c in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cda98 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd7e0 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cda44 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd614 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cda14 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cda48 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd8e0 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd8dc in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd860 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd8d4 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd9c8 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cda94 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd85c in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd6e0 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd7a8 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd764 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd6ec in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in JumpReg delay slot at 046482c0 in block starting at 04648200
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd854 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd95c in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd7e8 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd958 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd950 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd8d0 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd8a0 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd6e4 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd8d8 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd72c in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd864 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd824 in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cd76c in block starting at 090cd608
NBA2K13 v1.19.3 2026-02-25 Branch in Jump delay slot at 090cda50 in block starting at 090cd608
NBA2K13 v1.12.3 2025-11-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -559038737
NBA2K13 v1.12.3 2025-11-15 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 102464
NBA2K13 v1.12.3 2025-11-15 sceGeBreak(mode=0, unknown=08dfeba8): unknown ptr (valid)
NBA2K13 v1.12.3 2025-11-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145477076
NBA2K13 v1.12.3 2025-11-15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148424880
NBA2K13 v1.11.3 2025-08-17 Unknown GetPointer 00000000 PC 08a47880 LR 08a4431c
NBA2K13 v1.20.3 2026-05-14 INVALID_MODE=sceDisplaySetFrameBuf(04000000, 512, 0, 0): must change latched framebuf first
NBA2K13 v1.20.3 2026-05-14 INVALID_MODE=sceDisplaySetFrameBuf(04000000, 512, 3, 0): must change latched framebuf first
NBA2K13 v1.17.1 2025-04-26 80630006=sceAtracSetDataAndGetID(08d0d280, 00064000): invalid RIFF header
NBA2K13 v1.18.1 2025-04-04 __KernelStopThread: thread 852 does not exist (helper deleted)
NBA2K13 v1.18.1-993-ge80941403a 2026-01-24 SCE_KERNEL_ERROR_INVALID_MODE=sceDisplaySetFrameBuf(04000000, 512, 0, 0): must change latched framebuf first
NBA2K13 v1.18.1-993-ge80941403a 2026-01-24 SCE_KERNEL_ERROR_INVALID_MODE=sceDisplaySetFrameBuf(04000000, 512, 3, 0): must change latched framebuf first
NBA2K13 v1.18.1 2025-02-14 Jump to invalid address: 0172a000
NBA2K13 v1.16.6 2025-02-12 ReadFromHardware: Invalid address e74977d5 near PC e74977d5 LR 08b93710
NBA2K13 v1.18.1 2025-02-01 ReadFromHardware: Invalid address 00000020 near PC 088bf5ec LR 08828518
NBA2K13 v1.18.1 2025-02-01 An uneaten prefix at end of block for 0880717c
NBA2K13 v1.18.1 2025-01-28 WriteToHardware: Invalid address 00000060 near PC 08a4a3a4 LR 08a4b0cc
NBA2K13 v1.18.1 2025-01-28 ReadFromHardware: Invalid address 0000003c near PC 08a4a38c LR 08a4b0cc
NBA2K13 v1.18.1 2025-01-28 ReadFromHardware: Invalid address 00000008 near PC 08a70eb4 LR 08a70ea8
NBA2K13 v1.18.1 2025-01-28 ReadFromHardware: Invalid address 0000001c near PC 08a74808 LR 08a74b30
NBA2K13 v1.18.1 2025-01-28 WriteToHardware: Invalid address 0000001c near PC 08a7482c LR 08a74b30
NBA2K13 v1.17.1 2025-01-03 ReadFromHardware: Invalid address 78310074 near PC 78310074 LR 08b93710
NBA2K13 v1.18.1-493-gbff2498a3f 2024-12-21 ReadFromHardware: Invalid address 00000000 near PC 08b28f6c LR 08b28ed8
NBA2K13 v1.18.1-493-gbff2498a3f 2024-12-21 ReadFromHardware: Invalid address 00000008 near PC 08b28f64 LR 08b28f6c
NBA2K13 v1.18.1 2024-12-16 ReadFromHardware: Invalid address f6794a80 near PC f6794a80 LR 08b93710
NBA2K13 v1.18.1 2024-12-16 ReadFromHardware: Invalid address f6794780 near PC f6794780 LR 08b93710
NBA2K13 v1.10.3 2024-12-01 Error in shader program link: info: cannot find a matched output for input v_texcoordNC0 cannot find a matched output for input v_texcoordNC1 cannot find a matched output for input v_texcoordNC2 cannot find a matched output for input v_texcoordNC3 fs: postshader #ifdef GL_ES precision mediump float; #endif //Note : Recommend to use PPSSPP v1.1.1-183-gb411fc0 or newer for full functionality, there were some bugs in earlier versions. //Note2 : Upscaling, smoothing and sharpening filters are not set to be mixed between each other since the results are pointless(they counter each other). // Awas ngelag! :u //====================================================================================================================================================================== //SMOOTHING FILTERS: //If you love smooth graphics ~ those are also great for downscaling - to do that, you need to use higher rendering res than your display res //================ #define FXAA 1 //ON:1/OFF:0 /default FXAA, orginal info below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering #define Gsmoothing 2.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ //SHARPENING FILTERS: //if you need very sharp image, add lots of aliasing //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 0.98 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 0 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ //UPSCALING FILTERS: //To use those, you have to set rendering res to smaller than window/display size(x1 for best results) and screen scaling filter to "nearest" //Starting from v1.1.1-28-g70e9979 you can also add Upscaling=True to ini file(check example) to do it automatically //================ #define xBR 1 //ON:1/OFF:0 /5xBR upscale, nice for 2D games especially those that might be buggy with higher rendering res, initially made by Hyllian - license below #define VariantB 0 //ON:1/OFF:0 /slightly less effect on fonts, dots and other small details //================ #define xHQ 0 //ON:1/OFF:0 same as 4xHQ in PPSSPP, but actually using output resolution #define scaleoffset 0.75 //Default: 0.75 /you can tweek it between 0.5 and 1.0, Note: to little = no effect, to high = ugliness //================ //OTHER FILTERS: //Most effects from here on can be fully mixed without loosing previous effects. Exceptions: Natural Colors, Advanced Cartoon //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define KIMOCHI 1 //Senpai! #define samples 3 //Default: 4 /higher = more glow, worse performance #define quality 0.22 //Default: 0.18 /lower = smaller glow, better quality #define Bpower 1.0 //Default: 1.0 /amount of bloom mixed //================ #define COLORED 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.69 //Default: 0.5 /strenght of the effect //================ #define NATURALC 0 //ON:1/OFF:0 /by popular demand, natular colors, note: this shader can't be fully mixed with smoothing/sharpening/upscaling effects #define ncpower 0.5 //Default:0.5 / higher = more natural color, check note line above //================ #define ACARTOON 0 //ON:1/OFF:0 Advanced Cartoon from Guest
NBA2K13 v1.18.1 2024-11-29 Failed to truncate file.
NBA2K13 v1.11.3 2024-11-22 Unknown GetPointer 00000000 PC 08815f0c LR 08000020
NBA2K13 v1.17.1 2024-11-13 80630007=sceAtracSetData(2, 08bd5600, 00003ea0): atracID uses different codec type than data
NBA2K13 v1.17.1 2024-11-13 80630007=sceAtracSetData(2, 08bd5600, 000029a0): atracID uses different codec type than data
NBA2K13 v1.17.1 2024-11-03 Bad bounding box data: 00a8aa
NBA2K13 v1.17.1 2024-11-03 Unknown GE command : fb6493a3
NBA2K13 v1.17.1 2024-11-01 Unknown GE command : 0303210b
NBA2K13 v1.17.1 2024-11-01 An uneaten prefix at end of block: 0893bd34
NBA2K13 v1.17.1 2024-11-13 80630007=sceAtracSetData(2, 08b9d5c0, 00038000): atracID uses different codec type than data