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 |
Hits |
Message |
| Need For Speed™ ProStreet |
v1.10.3 |
2023-08-07 |
11 |
Bad index address 00000000! |
| Need For Speed™ ProStreet |
v1.10.3 |
2023-08-07 |
3 |
Unusual bezier/spline vtype: 12000380, morph: 0, bones: 1 |
| Need For Speed™ ProStreet |
v1.10.3 |
2023-08-07 |
3 |
BlockTransfer: Bad destination transfer address 93c58780! |
| Need For Speed™ ProStreet |
v1.10.3 |
2023-08-07 |
1 |
Unknown GE command : ef5d3fff |
| Prince of Persia - Rival Swords |
v1.9.4 |
2024-04-16 |
2 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:163: 'outerProduct' : no matching overloaded function found
ERROR: 0:163: '=' : cannot convert from 'const float' to '4X4 matrix of float'
ERROR: 2 compilation errors. No code generated.
81000000:0000ab18 HWX C T N Tex Light: Bezier TessT TessN
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
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_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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
uniform sampler2D u_tess_points;
uniform sampler2D u_tess_weights_u;
uniform sampler2D u_tess_weights_v;
uniform int u_spline_counts;
vec2 tess_sample(in vec2 points[16], mat4 weights) {
vec2 pos = vec2(0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
vec3 tess_sample(in vec3 points[16], mat4 weights) {
vec3 pos = vec3(0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
vec4 tess_sample(in vec4 points[16], mat4 weights) {
vec4 pos = vec4(0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
struct Tess {
vec3 pos;
vec2 tex;
vec4 col;
vec3 nrm;
};
void tessellate(out Tess tess) {
ivec2 point_pos = ivec2(position.z, normal.z) * 3;
ivec2 weight_idx = ivec2(position.xy);
vec3 _pos[16];
vec2 _tex[16];
vec4 _col[16];
int index_u, index_v;
index_u = (0 + point_pos.x);
index_v = (0 + point_pos.y);
_pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
_tex[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy;
index_u = (1 + point_pos.x);
index_v = (0 + point_pos.y);
_pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
_tex[1] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy;
index_u = (2 + point_pos.x);
index_v = (0 + point_pos.y);
_pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
_tex[2] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy;
index_u = (3 + point_pos.x);
index_v = (0 + point_pos.y);
_pos[3] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
_tex[3] = texelFetch(u_tess_points, ivec2( |
| WWE 2K22 |
v1.15.4 |
2023-08-10 |
297 |
80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data |
| WWE 2K23 by Gamer Modder and Finn |
v1.9.4 |
2025-03-17 |
48 |
80630007=sceAtracSetData(2, 08d4b180, 00004100): atracID uses different codec type than data |
| WWE 2K23 by Gamer Modder and Finn |
v1.9.4 |
2024-09-02 |
14 |
80630007=sceAtracSetData(2, 08d4b180, 00010000): atracID uses different codec type than data |
| eFootball Play-C |
v1.9.4 |
2026-11-04 |
20,791 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16) |
| Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.10.3 |
2023-08-06 |
1 |
WriteToHardware: Invalid address 00000498 near PC 08a4b6cc LR 08b19e58 |
| eFootball Chelito 19 |
v1.10.3 |
2023-08-05 |
1 |
Savedata version requested: 3 |
| WWE 2K23 by Gamer Modder and Finn |
v1.9.4 |
2025-01-21 |
84 |
80630007=sceAtracSetData(3, 08d4b180, 00015700): atracID uses different codec type than data |
| God of War: Ragnarok |
v1.9.4 |
2026-10-21 |
100 |
Rendering to framebuffer offset: 04162000 +256x0 |
| God of War™: Ghost of Sparta |
v1.10.3 |
2023-08-04 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147002140 |
| God of War™: Ghost of Sparta |
v1.10.3 |
2023-08-04 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146993220 |
| PES LIGA ONLINE |
v1.11.3 |
2023-09-24 |
46 |
Savedata version requested on save: 3 |
| eFootball ,RUDY ALBA,CHELITO,L. DROID |
v1.13.2 |
2023-12-21 |
126 |
Savedata version requested on save: 3 |
| God of War: Chains of Olympus |
v1.10.3 |
2023-08-04 |
1 |
Trying to relocate non-loaded section (null) |
| eFootball 2023 By LUKAACAMILO V4 |
v1.12.3 |
2023-08-04 |
4 |
Savedata version requested on save: 3 |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.9.4 |
2025-05-25 |
271 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): invalid RIFF header |
| God of War®: Ghost of Sparta |
v1.10.3 |
2023-07-31 |
1 |
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 r10p0-00rel0 [Revision 96995].
01f34155:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3
#version 100
precision highp float;
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 vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
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 mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
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;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(-normal, 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;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
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 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
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 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
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 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffus |
| God of War®: Ghost of Sparta |
v1.10.3 |
2023-07-31 |
2 |
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 r10p0-00rel0 [Revision 96995].
01f34155:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3
#version 100
precision highp float;
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 vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
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 mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
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;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 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;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
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 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
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 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
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 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u |
| Crash™ Tag Team Racing |
v1.10.3 |
2023-07-31 |
2 |
80630006=sceAtracSetDataAndGetID(091b5940, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.10.3 |
2023-07-31 |
6 |
80630006=sceAtracSetDataAndGetID(09199880, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.10.3 |
2023-07-31 |
3 |
80630006=sceAtracSetDataAndGetID(09581fc0, 00014000): invalid RIFF header |
| God of War®:降誕の刻印 |
v1.10.3 |
2023-07-31 |
1 |
80631003=sceAtracSetAA3DataAndGetID(08c60dc0, 0001e000, 001d74f8, 09fbba6c[ffffffff]): invalid ea3 magic bytes |
| God of War®:降誕の刻印 |
v1.10.3 |
2023-07-31 |
2 |
80631003=sceAtracSetAA3DataAndGetID(08c60dc0, 0001e000, 00164318, 09fbba6c[ffffffff]): invalid ea3 magic bytes |
| PRO EVOLUTION SOCCER VANDAMME EDITION |
v1.9.4 |
2024-06-14 |
733 |
Savedata version requested on save: 3 |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.9.4 |
2026-09-26 |
151 |
Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a |
| Shinobido: Tales of the Ninja |
v1.9.3 |
2024-07-05 |
2 |
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 r10p0-00rel0 [Revision 96995].
01f74444:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7
#version 100
precision highp float;
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 vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
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;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 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);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
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 = vec4(u_cullRangeMax.w);
}
}
gl_Position = outPos;
}
|
| TEKKEN 6 |
v1.10.3 |
2023-07-30 |
2 |
80630007=sceAtracSetData(2, 08bd5600, 00005000): atracID uses different codec type than data |
| Intelligent License |
v1.10.3 |
2023-07-30 |
1 |
sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006 |
| Intelligent License |
v1.10.3 |
2023-07-30 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8 |
| Intelligent License |
v1.10.3 |
2023-07-30 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x616403ba |
| Intelligent License |
v1.10.3 |
2023-07-30 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999 |
| Intelligent License |
v1.10.3 |
2023-07-30 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca |
| Intelligent License |
v1.10.3 |
2023-07-30 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x18260574 |
| Intelligent License |
v1.10.3 |
2023-07-30 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e |
| Intelligent License |
v1.10.3 |
2023-07-30 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x86255ada |
| Mercury Meltdown |
v1.10.3 |
2023-07-30 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x8125221d |
| Mercury Meltdown |
v1.10.3 |
2023-07-30 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x4e3a1105 |
| Mercury Meltdown |
v1.10.3 |
2023-07-30 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x3f53e640 |
| Mercury Meltdown |
v1.10.3 |
2023-07-30 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x28b6489c |
| Mercury Meltdown |
v1.10.3 |
2023-07-30 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0xd6da4ba1 |
| Mercury Meltdown |
v1.10.3 |
2023-07-30 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x278c0df5 |
| M.A.C.H.™ |
v1.10.3 |
2023-07-30 |
1 |
Module linking debug info:
ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08228144, firstSym=08227fc0, varData=00000000, extra=00000000
sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228154, firstSym=08227fe0, varData=00000000, extra=00000000
semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228158, firstSym=08227fe8, varData=00000000, extra=00000000
|
| 初音ミク -Project DIVA- 2nd |
v1.10.3 |
2023-07-30 |
1 |
00000000=sceUtilityScreenshotInitStart(090c9220) |
| eFottball Hend Asean |
v1.9.4 |
2024-05-16 |
62 |
sceMp3Init: invalid data: not 44.1kHz |
| eFootball Chelito 19 |
v1.7.2 |
2023-09-01 |
2 |
__KernelStopThread: thread 368 does not exist |
| eFootball PES 2020 "C19" |
v1.10.3 |
2023-07-29 |
2 |
MIPSCompileOp: Invalid instruction 00003c15 |
| God of War®: Ghost of Sparta |
v1.10.3 |
2023-07-29 |
6 |
FBO using existing buffer as depthbuffer, 04060000/04000000 and 04000000/04000000 |
| EFOOTBALL 2023 BY TEGA GAMING |
v1.9.4 |
2025-04-22 |
74 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00001000): invalid RIFF header |
| Call of Duty : Roads to Victory™ |
v1.10.3 |
2023-07-28 |
1 |
Render to area containing texture at 04161800 +64x0 |
| Call of Duty : Roads to Victory™ |
v1.10.3 |
2023-07-28 |
1 |
Unknown syscall in known module 'IoFileMgrForUser': 0x05572a5f |
| Call of Duty : Roads to Victory™ |
v1.10.3 |
2023-07-28 |
2 |
FBO using existing buffer as depthbuffer, 04132000/04110000 and 04110000/04110000 |
| Call of Duty : Roads to Victory™ |
v1.10.3 |
2025-12-07 |
3 |
Unknown syscall in known module 'ThreadManForUser': 0x71ec4271 |
| TEKKEN 6 |
v1.10.3 |
2023-07-28 |
1 |
WriteToHardware: Invalid address ec6d2501 near PC 0880bff8 LR 0880bca4 |
| FIFA 13 |
v1.10.3 |
2023-07-27 |
1 |
Render to area containing texture at 04110000 +256x0 |
| FIFA 13 |
v1.10.3 |
2023-07-27 |
1 |
Rendering to framebuffer offset: 04110000 +256x0 |
| FIFA 13 |
v1.10.3 |
2023-07-27 |
1 |
Inter-buffer memcpy 04044000 -> 04000000 |
| FIFA 13 |
v1.10.3 |
2023-07-27 |
1 |
00000000=sceDisplaySetHoldMode(00000001): unsupported |
| FIFA 13 |
v1.10.3 |
2023-07-27 |
1 |
UNIMPL sceKernelSelfStopUnloadModule(00000001, 00000000, 00000000): game may have crashed |
| eFootball Libertadores 2K23 by lasso y total G |
v1.9.4 |
2026-09-11 |
11,291 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| METAL GEAR SOLID PEACE WALKER |
v1.10.3 |
2023-07-27 |
3 |
FBO using existing buffer as depthbuffer, 04040000/04000000 and 04000000/04000000 |
| eFottball Hend Asean |
v1.9.4 |
2025-01-20 |
29 |
Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a |
| eFottball Hend Asean |
v1.9.4 |
2025-01-20 |
33 |
Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f |
| WWE SmackDown vs. RAW 2011 |
v1.9.4 |
2026-07-31 |
9 |
80630007=sceAtracSetData(2, 08d4b180, 0000a9e8): atracID uses different codec type than data |
| eFootball PES By HAROUN TECH |
v1.9.4 |
2026-03-31 |
2,113 |
MIPSCompileOp: Invalid instruction 01010101 |
| WWE SmackDown vs. RAW 2011 |
v1.9.4 |
2026-10-02 |
20 |
80630007=sceAtracSetData(2, 08d4b180, 0000b4d8): atracID uses different codec type than data |
| Efootball libertadores FP Edition 2023 |
v1.10.3 |
2023-07-26 |
41 |
Savedata version requested on save: 3 |
| SBK®09 Superbike World Championship |
v1.9.4 |
2025-04-18 |
14 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 093145e0): duplicate handler |
| eFootball Libertadores 2K23 by lasso y total G |
v1.9.4 |
2026-09-11 |
7,028 |
Savedata version requested on save: 3 |
| FIFA STREET 2 |
v1.13.2 |
2026-10-20 |
153 |
80630011=sceAtracSetHalfwayBufferAndGetID(08bff040, 00000000, 00040000): buffer too small |
| TEKKEN DARK RESURRECTION |
v1.15.4 |
2025-10-17 |
2 |
80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first |
| METAL GEAR SOLID PEACE WALKER |
v1.10.3 |
2023-07-23 |
1 |
Using rendered texture with rendered CLUT: texfmt=6, clutfmt=3 |
| METAL GEAR SOLID PEACE WALKER |
v1.10.3 |
2023-07-23 |
1 |
Using texture with rendered CLUT: texfmt=6, clutfmt=3 |
| METAL GEAR SOLID PEACE WALKER |
v1.10.3 |
2023-07-23 |
1 |
Render to texture with different formats 2 != 1 |
| eFootball PES 2023 "SNE" |
v1.10.3 |
2025-01-26 |
161 |
RET: Stack empty! |
| eFootball PES 2023 "SNE" |
v1.10.3 |
2023-12-13 |
4 |
Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8 |
| eFootball PES 2023 "SNE" |
v1.10.3 |
2023-12-13 |
4 |
Unknown syscall in known module 'ThreadManForKernel': 0x616403ba |
| eFootball PES 2023 "SNE" |
v1.10.3 |
2023-12-12 |
3 |
Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999 |
| eFootball PES 2023 "SNE" |
v1.10.3 |
2023-12-12 |
3 |
Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca |
| eFootball PES 2023 "SNE" |
v1.10.3 |
2023-12-12 |
3 |
Unknown syscall in known module 'ThreadManForKernel': 0x18260574 |
| eFootball PES 2023 "SNE" |
v1.10.3 |
2023-12-13 |
4 |
Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e |
| eFootball PES 2023 "SNE" |
v1.10.3 |
2023-12-12 |
3 |
Unknown syscall in known module 'ThreadManForKernel': 0x86255ada |
| eFootball PES 2023 "SNE" |
v1.10.3 |
2023-12-12 |
3 |
Unknown syscall in known module 'ThreadManForKernel': 0x8125221d |
| eFootball PES 2023 "SNE" |
v1.10.3 |
2023-12-13 |
4 |
Unknown syscall in known module 'ThreadManForKernel': 0x278c0df5 |
| eFootball PES 2023 "SNE" |
v1.11.3 |
2024-09-08 |
5 |
sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006 |
| eFootball PES 2023 "SNE" |
v1.10.3 |
2024-09-08 |
4 |
Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE. |
| eFootball PES 2023 "SNE" |
v1.10.3 |
2024-09-08 |
4 |
Ignoring func export sceNetIfhandle/c80181a2, already implemented in HLE. |
| eFootball PES 2023 "SNE" |
v1.10.3 |
2023-12-13 |
4 |
Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d |
| eFootball PES 2023 "SNE" |
v1.10.3 |
2023-12-13 |
4 |
Unknown syscall in known module 'ThreadManForKernel': 0x39810265 |
| eFootball PES 2023 "SNE" |
v1.10.3 |
2023-12-13 |
4 |
Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff |
| eFootball PES 2023 "SNE" |
v1.10.3 |
2023-12-13 |
4 |
Unknown syscall in known module 'ThreadManForKernel': 0xaf36d708 |
| eFootball PES 2023 "SNE" |
v1.10.3 |
2023-12-13 |
4 |
Unknown syscall in known module 'ThreadManForKernel': 0x89b3d48c |
| eFootball PES 2023 "SNE" |
v1.10.3 |
2023-12-13 |
4 |
Unknown syscall in known module 'ThreadManForKernel': 0x56c039b5 |
| eFootball PES 2023 "SNE" |
v1.10.3 |
2023-12-13 |
4 |
Unknown syscall in known module 'ThreadManForKernel': 0x1fb15a32 |
| eFootball PES 2023 "SNE" |
v1.10.3 |
2023-12-13 |
4 |
Unknown syscall in known module 'ThreadManForKernel': 0x58b1f937 |
| eFootball PES 2023 "SNE" |
v1.10.3 |
2023-12-13 |
11 |
Unknown syscall in known module 'ThreadManForKernel': 0xd6da4ba1 |
| eFootball PES 2023 "SNE" |
v1.10.3 |
2024-03-14 |
4 |
Unknown syscall in known module 'SysclibForKernel': 0xb49a7697 |