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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 |
(homebrew) |
v1.8.0 |
2022-07-01 |
WriteToHardware: Invalid address 00000030 near PC 08982488 LR 089842b4 |
(homebrew) |
v1.10.3 |
2022-07-01 |
MFIC instruction hit (70020024) at 08912f8c |
(homebrew) |
v1.10.3 |
2022-06-30 |
MFIC instruction hit (70020024) at 0891e518 |
(homebrew) |
v1.10.3 |
2022-06-26 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08e98870): duplicate handler |
(homebrew) |
v1.10.3 |
2022-06-26 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090b0b20): duplicate handler |
(homebrew) |
v1.10.3 |
2022-06-26 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08e98880): duplicate handler |
(homebrew) |
v1.10.3 |
2022-06-26 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092b05f0): duplicate handler |
(homebrew) |
v1.10.3 |
2022-06-26 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0903a6a0): duplicate handler |
(homebrew) |
v1.10.3 |
2022-06-26 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08f8fc70): duplicate handler |
(homebrew) |
v1.10.3 |
2022-06-26 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09741f20): duplicate handler |
(homebrew) |
v1.10.3 |
2022-06-26 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092b10f0): duplicate handler |
(homebrew) |
v1.10.3 |
2022-06-26 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0927f2f0): duplicate handler |
(homebrew) |
v1.10.3 |
2022-06-23 |
MFIC instruction hit (70020024) at 089b3874 |
(homebrew) |
v1.9.4 |
2022-06-22 |
Unknown GetPointer 00000000 PC 088ec15c LR 08000030 |
(homebrew) |
v1.10.3 |
2022-06-21 |
MFIC instruction hit (70020024) at 0889255c |
(homebrew) |
v1.10.3 |
2022-06-21 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08f6f9e0): duplicate handler |
(homebrew) |
v1.10.3 |
2022-06-26 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09075110): duplicate handler |
(homebrew) |
v1.10.3 |
2022-06-20 |
MFIC instruction hit (70020024) at 0895eae8 |
(homebrew) |
v1.10.2 |
2022-06-20 |
MIPSCompileOp: Invalid instruction b0e00980 |
(homebrew) |
v1.10.3 |
2022-06-20 |
MFIC instruction hit (70020024) at 08ace960 |
(homebrew) |
v1.10.3 |
2022-06-30 |
MFIC instruction hit (70020024) at 08a7c070 |
(homebrew) |
v1.6.3 |
2022-06-19 |
Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking
fs: 00000000:0120000e Tex Fog StenToAlpha StenUniform TFuncRepl
#version 100
precision lowp float;
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb, p.a);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 03710000:41c90b54 HWX T N Fog Tex TexProjNNrm UVMtx Bones:8 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:1 WScale 1
#version 100
precision highp float;
attribute mediump vec4 w1, w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
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 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;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6 + w2.w * u_bone7;
vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875;
mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = 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 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = (u_texmtx * vec4(normalize(normal), 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
(homebrew) |
v1.6.3 |
2022-06-19 |
Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking
fs: 00000000:01a00002 Tex Fog 2x StenToAlpha StenUniform TFuncMod
#version 100
precision lowp float;
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 03710000:41c00b14 HWX T N Fog Tex Bones:8 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:1 WScale 1
#version 100
precision highp float;
attribute mediump vec4 w1, w2;
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 mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
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 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;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6 + w2.w * u_bone7;
vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875;
mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = 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 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
(homebrew) |
v1.6.3 |
2022-06-19 |
Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking
fs: 00000000:00a00022 Tex TexAlpha Fog 2x TFuncMod
#version 100
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
}
vs: 03710000:41c00b14 HWX T N Fog Tex Bones:8 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:1 WScale 1
#version 100
precision highp float;
attribute mediump vec4 w1, w2;
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 mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
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 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;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6 + w2.w * u_bone7;
vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875;
mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = 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 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
(homebrew) |
v1.6.3 |
2022-06-19 |
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 r2p1_05rel0 [Revision 96995].
03710000:41c00b14 HWX T N Fog Tex Bones:8 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:1 WScale 1
#version 100
precision highp float;
attribute mediump vec4 w1, w2;
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 mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
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 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;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6 + w2.w * u_bone7;
vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875;
mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = 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 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
(homebrew) |
v1.6.3 |
2022-06-19 |
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 r2p1_05rel0 [Revision 96995].
03710000:41c90b54 HWX T N Fog Tex TexProjNNrm UVMtx Bones:8 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:1 WScale 1
#version 100
precision highp float;
attribute mediump vec4 w1, w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
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 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;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6 + w2.w * u_bone7;
vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875;
mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = 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 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = (u_texmtx * vec4(normalize(normal), 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
(homebrew) |
v1.10.3 |
2022-06-23 |
MFIC instruction hit (70020024) at 08a2a9dc |
(homebrew) |
v1.10.3 |
2022-06-19 |
MFIC instruction hit (70020024) at 08a3f970 |
(homebrew) |
v1.10.3 |
2022-06-29 |
MFIC instruction hit (70020024) at 089f2584 |
(homebrew) |
v1.10.3 |
2022-06-18 |
MFIC instruction hit (70020024) at 089be43c |
(homebrew) |
v1.7.5 |
2022-06-17 |
Error in shader program link: info: (unknown reason)
fs: thin3d
#if __VERSION__ >= 130
#define attribute in
#define varying out
#endif
attribute vec3 Position;
attribute vec4 Color0;
attribute vec2 TexCoord0;
varying vec4 oColor0;
varying vec2 oTexCoord0;
uniform mat4 WorldViewProj;
void main() {
gl_Position = WorldViewProj * vec4(Position, 1.0);
oColor0 = Color0;
oTexCoord0 = TexCoord0;
}
vs:
(null) |
(homebrew) |
v1.10.2 |
2022-06-16 |
Could not setup streams, unexpected stream count: 35208 |
(homebrew) |
v1.10.2 |
2022-06-16 |
Could not setup streams, unexpected stream count: 24195 |
(homebrew) |
v1.10.2 |
2022-06-16 |
Unexpected mpeg first timestamp: 30000000000 / 3298534883328 |
(homebrew) |
v1.10.2 |
2022-06-13 |
sceDmacMemcpy(dest=04000000, src=09288980, size=557056): overlapping read |
(homebrew) |
v1.10.2 |
2022-06-10 |
MFIC instruction hit (70020024) at 08a386b0 |
(homebrew) |
v1.9.3 |
2022-06-04 |
MFIC instruction hit (70020024) at 08b0f334 |
(homebrew) |
v1.9.3-260-g81118454f |
2022-06-06 |
MFIC instruction hit (70020024) at 0889dc24 |
(homebrew) |
v1.10.3 |
2022-05-31 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09739900): duplicate handler |
(homebrew) |
v1.10.3 |
2022-05-31 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0971f210): duplicate handler |
(homebrew) |
v1.10.3 |
2022-05-31 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0971bc60): duplicate handler |
(homebrew) |
v1.10.3 |
2022-05-31 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08ebe120): duplicate handler |
(homebrew) |
v1.10.3 |
2022-05-31 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09718c00): duplicate handler |
(homebrew) |
v1.10.3 |
2022-05-31 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08f6e830): duplicate handler |
(homebrew) |
v1.10.3 |
2022-05-31 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096b64d0): duplicate handler |
(homebrew) |
v1.10.3 |
2022-05-31 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0966c970): duplicate handler |
(homebrew) |
v1.10.3 |
2022-05-31 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0963cb10): duplicate handler |
(homebrew) |
v1.10.3 |
2022-05-31 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09642ff0): duplicate handler |
(homebrew) |
v1.10.3 |
2022-05-31 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092b9980): duplicate handler |
(homebrew) |
v1.10.3 |
2022-06-26 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 095ee5e0): duplicate handler |
(homebrew) |
v1.10.3 |
2022-05-31 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 095243e0): duplicate handler |
(homebrew) |
v1.10.3 |
2022-06-26 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090c5af0): duplicate handler |
(homebrew) |
v1.8.0 |
2022-05-30 |
Unknown GetPointer 00000000 PC 089ad208 LR 089ad280 |
(homebrew) |
v1.8.0 |
2022-05-30 |
Unknown GetPointer 00000000 PC 0892bf90 LR 0892c008 |
(homebrew) |
v1.4.2 |
2022-05-28 |
Wrong magic number 40329628 |
(homebrew) |
v1.4.2 |
2022-05-28 |
Wrong magic number 40331828 |
(homebrew) |
v1.4.2 |
2022-05-28 |
Wrong magic number 4033a8e8 |
(homebrew) |
v1.4.2 |
2022-05-28 |
Wrong magic number 40330b68 |
(homebrew) |
v1.4.2 |
2022-05-28 |
Wrong magic number 4033c928 |
(homebrew) |
v1.10.2 |
2022-05-25 |
Failed decrypting the PRX (ret = -4, size = 2025996, psp_size = 2026336)! |
(homebrew) |
v1.11.2 |
2022-05-21 |
Error in shader program link: info: L0100 A program cannot be linked unless there are any shaders attached to it
fs: |p
(null)
vs: |p
(null) |
(homebrew) |
v1.9.4 |
2022-05-20 |
Suspicious address a274dd68, skipping reloc, type = 9 |
(homebrew) |
v1.9.4 |
2022-05-20 |
Bad segment number 59 |
(homebrew) |
v1.9.4 |
2022-05-20 |
Suspicious address 088043bd, skipping reloc, type = 6 |
(homebrew) |
v1.9.4 |
2022-05-20 |
Suspicious address aef0c29c, skipping reloc, type = 15 |
(homebrew) |
v1.9.4 |
2022-05-20 |
Suspicious address afff75d1, skipping reloc, type = 5 |
(homebrew) |
v1.9.4 |
2022-05-20 |
ReadFromHardware: Invalid address 002ea83c near PC 08220cb0 LR 08220cb0 |
(homebrew) |
v1.4.2-308-g945f57af3 |
2022-05-20 |
Wrong magic number ba345300 |
(homebrew) |
v1.4.2-308-g945f57af3 |
2022-05-20 |
Wrong magic number ba345d88 |
(homebrew) |
v1.4.2-308-g945f57af3 |
2022-05-20 |
Wrong magic number ffbce9a8 |
(homebrew) |
v1.4.2-308-g945f57af3 |
2022-05-20 |
Wrong magic number b99b2d88 |
(homebrew) |
v1.4.2-308-g945f57af3 |
2022-05-20 |
Wrong magic number ba2ad300 |
(homebrew) |
v1.10.2 |
2022-05-19 |
Unknown GetPointer 00000000 PC 088c29fc LR 088c29fc |
(homebrew) |
v1.10.2 |
2022-05-19 |
Unexpected mpeg first timestamp: b000 / 45056 |
(homebrew) |
v1.11.2 |
2022-05-17 |
Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program
fs: |p
(null)
vs: thin3d
#if __VERSION__ >= 130
#define attribute in
#define varying out
#endif
attribute vec3 Position;
attribute vec4 Color0;
varying vec4 oColor0;
uniform mat4 WorldViewProj;
void main() {
gl_Position = WorldViewProj * vec4(Position, 1.0);
oColor0 = Color0;
} |
(homebrew) |
v1.10.3 |
2022-05-15 |
MIPSCompileOp: Invalid instruction 9d16fc6c |
(homebrew) |
v1.10.3 |
2022-05-15 |
Unknown GetPointer bc6bea0a PC 0884d5a0 LR 0884d7c4 |
(homebrew) |
v1.6.3 |
2022-05-14 |
00000000=sceAtracLowLevelDecode(0, 09fce250, 09fce4b0[00000130], 93e1c834, 09fce4b4[00001000]): invalid pointers |
(homebrew) |
v1.10.3 |
2022-05-07 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09062750): duplicate handler |
(homebrew) |
v1.10.3 |
2022-06-26 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 095ecae0): duplicate handler |
(homebrew) |
v1.10.3 |
2022-05-07 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08fb08d0): duplicate handler |
(homebrew) |
v1.10.3 |
2022-06-26 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08f8f850): duplicate handler |
(homebrew) |
v1.10.3 |
2022-06-26 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08f919d0): duplicate handler |
(homebrew) |
v1.9.4 |
2022-05-05 |
VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=0 NW=1 IDX=0 MC=2 |
(homebrew) |
v1.10.3 |
2022-05-04 |
Texture with unexpected bufw (full=45276) |
(homebrew) |
v1.10.3 |
2022-05-03 |
Unknown GetPointer 00000000 PC 0895bbd4 LR 0895bbd4 |
(homebrew) |
v1.10.3 |
2022-04-30 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146122760 |
(homebrew) |
v1.10.3 |
2022-04-30 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 12845132 |
(homebrew) |
v1.10.3 |
2022-04-30 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143598472 |
(homebrew) |
v1.10.3 |
2022-04-30 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148439040 |
(homebrew) |
v1.4.2 |
2022-04-30 |
Wrong magic number 0bd48090 |
(homebrew) |
v1.9.3 |
2022-05-18 |
MFIC instruction hit (70020024) at 08882760 |
(homebrew) |
v1.10.3 |
2022-04-30 |
MFIC instruction hit (70020024) at 08accfc4 |
(homebrew) |
v1.10-6-g8ac4efd3c |
2022-04-27 |
MFIC instruction hit (70020024) at 088e437c |
(homebrew) |
v1.10.3 |
2022-04-24 |
Texture with unexpected bufw (full=31043) |
(homebrew) |
v1.7 |
2022-04-23 |
Trying to write block exit to illegal destination 0058dd60: pc = 0057dd60 |
(homebrew) |
v1.7 |
2022-04-23 |
Trying to write block exit to illegal destination 0057dd60: pc = 0056dd60 |
(homebrew) |
v1.7 |
2022-04-23 |
Trying to write block exit to illegal destination 005add60: pc = 0059dd60 |
(homebrew) |
v1.7 |
2022-04-23 |
Trying to write block exit to illegal destination 0054dd60: pc = 0053dd60 |
(homebrew) |
v1.7 |
2022-04-23 |
Trying to write block exit to illegal destination 004cdd60: pc = 004bdd60 |