Recent logs - v1.9.4

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Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
eFootball Chelito 19 v1.9.4 2025-08-26 6 MIPSCompileOp: Invalid instruction 0000000e
Patapon 3 Overhaul Public Demo v1.10.3 2025-07-02 3 WriteToHardware: Invalid address 00000024 near PC 08ac80b4 LR 08ac80b4
Pro Evolution Soccer 2011 v1.10.3 2024-03-04 5 sceKernelCreateThread(name=ScePafJob): unsupported attributes 00000008
Pro Evolution Soccer 2011 v1.10.3 2024-03-04 1 sceKernelCreateThread(name=ScePafThread): unsupported attributes 00000008
eFOOTBALL PSP GAME BY NEXTGEN v1.9.4 2025-05-05 16 Savedata version requested on save: 3
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-10-07 163 80630007=sceAtracSetData(2, 08d4b180, 00006000): atracID uses different codec type than data
eFootball 2024 By Master Pes v1.10.3 2024-03-04 1 Unknown syscall in known module 'SysclibForKernel': 0xb49a7697
eFootball 2024 By Master Pes v1.10.3 2024-03-04 1 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349120
eFootball 2024 By Master Pes v1.10.3 2024-03-04 2 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -65536
eFootball 2024 By Master Pes v1.10.3 2024-03-04 2 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771616
eFootball 2024 By Master Pes v1.10.3 2024-03-04 1 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1
eFootball 2024 By Master Pes v1.10.3 2024-03-04 2 sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006
eFootball 2024 By Master Pes v1.10.3 2024-03-04 2 Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8
eFootball 2024 By Master Pes v1.10.3 2024-03-04 2 Unknown syscall in known module 'ThreadManForKernel': 0x616403ba
eFootball 2024 By Master Pes v1.10.3 2024-03-04 2 Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999
eFootball 2024 By Master Pes v1.10.3 2024-03-04 2 Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca
eFootball 2024 By Master Pes v1.10.3 2024-03-04 2 Unknown syscall in known module 'ThreadManForKernel': 0x18260574
eFootball 2024 By Master Pes v1.10.3 2024-03-04 2 Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e
eFootball 2024 By Master Pes v1.10.3 2024-03-04 2 Unknown syscall in known module 'ThreadManForKernel': 0x86255ada
eFootball 2024 By Master Pes v1.10.3 2024-03-04 2 Unknown syscall in known module 'ThreadManForKernel': 0x8125221d
eFootball 2024 By Master Pes v1.10.3 2024-03-04 2 Unknown syscall in known module 'ThreadManForKernel': 0x278c0df5
eFootball 2024 By Master Pes v1.10.3 2024-03-04 2 sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006
eFootball 2024 By Master Pes v1.10.3 2024-03-04 5 Unknown syscall in known module 'ThreadManForKernel': 0xd6da4ba1
eFootball 2024 By Master Pes v1.10.3 2024-03-04 2 sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006
eFootball 2024 By Master Pes v1.10.3 2024-03-04 2 Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE.
eFootball 2024 By Master Pes v1.10.3 2024-03-04 2 Ignoring func export sceNetIfhandle/c80181a2, already implemented in HLE.
eFootball 2024 By Master Pes v1.10.3 2024-03-04 2 Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d
eFootball 2024 By Master Pes v1.10.3 2024-03-04 2 Unknown syscall in known module 'ThreadManForKernel': 0x39810265
eFootball 2024 By Master Pes v1.10.3 2024-03-04 2 Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff
eFootball 2024 By Master Pes v1.10.3 2024-03-04 2 Unknown syscall in known module 'ThreadManForKernel': 0xaf36d708
eFootball 2024 By Master Pes v1.10.3 2024-03-04 2 Unknown syscall in known module 'ThreadManForKernel': 0x89b3d48c
eFootball 2024 By Master Pes v1.10.3 2024-03-04 2 Unknown syscall in known module 'ThreadManForKernel': 0x56c039b5
eFootball 2024 By Master Pes v1.10.3 2024-03-04 2 Unknown syscall in known module 'ThreadManForKernel': 0x1fb15a32
eFootball 2024 By Master Pes v1.10.3 2024-03-04 2 Unknown syscall in known module 'ThreadManForKernel': 0x58b1f937
eFootball 2024 By Master Pes v1.10.3 2024-03-04 6 Unknown syscall in known module 'ThreadManForKernel': 0x4e3a1105
eFootball 2024 By Master Pes v1.10.3 2024-03-04 6 Unknown syscall in known module 'ThreadManForKernel': 0x3f53e640
eFootball 2024 By Master Pes v1.10.3 2024-03-04 6 Unknown syscall in known module 'ThreadManForKernel': 0x28b6489c
WWE 2K22 EN ESPAÑOL BY ANT v1.9.4 2024-11-08 22 Render to area containing texture at 040cc000 +64x0
WWE 2K BY ANTP v1.10.3 2024-03-03 1 Render to area containing texture at 040cc000 +64x0
Mortal Kombat: Unchained v1.10.3 2024-03-03 1 MIPSCompileOp: Invalid instruction 479d0000
Mortal Kombat: Unchained v1.10.3 2024-03-03 2 MIPSCompileOp: Invalid instruction 00006739
Mortal Kombat: Unchained v1.10.3 2024-03-03 1 MIPSCompileOp: Invalid instruction 7fff7fff
FIFA 22 By Tutoriales Bendezu v1.10.3 2024-03-03 1 Branch in RSZeroComp delay slot at 44249b7a in block starting at 44249782
FIFA 22 By Tutoriales Bendezu v1.10.3 2024-03-03 4 MIPSCompileOp: Invalid instruction 7fff6739
FIFA 22 By Tutoriales Bendezu v1.10.3 2024-03-03 4 MIPSCompileOp: Invalid instruction 00006739
Pro Evolution Soccer 2014 v1.13.1 2024-11-26 23 Savedata version requested on save: 3
PES 2020 By [email protected] v1.10.3 2024-03-11 7 Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a
PES 2020 By [email protected] v1.10.3 2024-03-11 6 Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f
eFootball 2024 Beta By Tutoriales Bendezu v1.17.1 2024-08-02 3 sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006
WWE GOD MODE 23 v1.8.0 2024-05-22 2 Render to area containing texture at 040cc000 +64x0
WWE 2K14 v1.10.3 2024-03-01 1 80630007=sceAtracSetData(2, 08d4b180, 0001f0f0): atracID uses different codec type than data
SOULCALIBUR: Broken Destiny v1.10.3 2024-03-01 1 Render to area containing texture at 04088000 +128x32
eFootball MP New Season Patch 2024 v1.10.3 2024-03-01 1 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
eFootball Play-C v1.18 2025-10-26 37 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 0000
TEKKEN 6 v1.10.3 2024-02-29 1 Trying to write block exit to illegal destination 03e10008: pc = 03e00008
eFootball PES By HAROUN Z v1.7.5 2026-02-22 4 Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a
eFootball PES By HAROUN Z v1.7.5 2026-02-22 5 Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f
RA-PATCH EDISI FIFA WORLD CUP 2022 v1.11.3 2024-04-03 69 Savedata version requested on save: 3
WWE 2K20 REMASTERED VERSION v1.17.1 2024-04-30 55 80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data
WWE 2K20 REMASTERED VERSION v1.17.1 2024-04-30 5 80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data
WWE 2K20 REMASTERED VERSION v1.10.3 2024-04-03 5 Render to area containing texture at 040cc000 +64x0
WWE 2K20 REMASTERED VERSION v1.10.3 2024-04-03 5 Rendering to framebuffer offset: 040cc000 +65x0
EFOOTBALL 2023 BY TEGA GAMING v1.12.3-1384-gaa495cab1 2024-07-22 288 Savedata version requested on save: 3
WWE 2K22 EN ESPAÑOL BY ANT v1.9.4 2026-05-30 12 Render to area containing texture at 040cc000 +64x0
Prince of Persia - Rival Swords v1.10.3 2024-02-25 2 BlockTransfer: Bad source transfer address 38000000!
Prince of Persia - Rival Swords v1.10.3 2024-02-25 1 Unknown GE command : 34281b6e
eFootball Chelito 19 v1.10.3 2024-02-25 1 80630007=sceAtracSetData(2, 08d4b180, 000032b0): atracID uses different codec type than data
eafc24 By PUTRAag07 v1.10.3 2024-02-28 101 MIPSCompileOp: Invalid instruction 01010101
WWE 2K16 REMASTERED VERSION v1.17.1 2024-04-25 2 80630007=sceAtracSetData(2, 08d4b180, 00005a10): atracID uses different codec type than data
WWE 2K16 REMASTERED VERSION v1.10.3 2024-02-25 2 80630007=sceAtracSetData(3, 08d4b180, 00005038): atracID uses different codec type than data
Resistance: Retribution™ v1.10.3 2024-02-25 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 r10p0-00dev0 [Revision 96995]. 01f15551:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute 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 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 mediump vec3 u_lightatt2; 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 vec3 u_lightspecular3; 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; 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 * u_matambientalpha + 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * 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 ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); 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 * u_matdiffuse) * 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 * u_matambientalpha.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 * u_matdiffuse) * 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 * lightScale; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1
Resistance: Retribution™ v1.10.3 2024-02-25 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 r10p0-00dev0 [Revision 96995]. 01f15551:00030b1d HWX C T N LM Fog Tex UVUnk Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 #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 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 mediump vec3 u_lightatt2; 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 vec3 u_lightspecular3; 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; 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * 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 ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); 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 * u_matdiffuse) * 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 - 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 * u_matdiffuse) * 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 * lightScale; } 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
Resistance: Retribution™ v1.10.3 2024-02-25 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 r10p0-00dev0 [Revision 96995]. 01f05551:00030b15 HWX T N LM Fog Tex UVUnk Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute 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 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 mediump vec3 u_lightatt2; 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 vec3 u_lightspecular3; 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; 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 * u_matambientalpha + 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * 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 ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); 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 * u_matdiffuse) * 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 * u_matambientalpha.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 * u_matdiffuse) * 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 * lightScale; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0
Resistance: Retribution™ v1.10.3 2024-02-25 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 r10p0-00dev0 [Revision 96995]. 01f15551:00030b15 HWX T N LM Fog Tex UVUnk Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute 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 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 mediump vec3 u_lightatt2; 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 vec3 u_lightspecular3; 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; 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 * u_matambientalpha + 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * 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 ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); 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 * u_matdiffuse) * 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 * u_matambientalpha.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 * u_matdiffuse) * 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 * lightScale; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = c
Resistance: Retribution™ v1.10.3 2024-02-25 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 r10p0-00dev0 [Revision 96995]. 01f05551:00030b1d HWX C T N LM Fog Tex UVUnk Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 #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 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 mediump vec3 u_lightatt2; 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 vec3 u_lightspecular3; 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; 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 * u_matambientalpha + 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * 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 ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); 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 * u_matdiffuse) * 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 * u_matambientalpha.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 * u_matdiffuse) * 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 * lightScale; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnor
Resistance: Retribution™ v1.10.3 2024-02-25 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 r10p0-00dev0 [Revision 96995]. 01f15551:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 #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 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 mediump vec3 u_lightatt2; 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 vec3 u_lightspecular3; 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; 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * 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 ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); 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 * u_matdiffuse) * 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 - 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 * u_matdiffuse) * 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 * lightScale; } 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_lig
WWE 2K16 REMASTERED VERSION v1.10.3 2024-02-25 1 80630007=sceAtracSetData(2, 08d4b180, 0000c1f8): atracID uses different codec type than data
WWE 2K16 REMASTERED VERSION v1.10.3 2024-02-25 1 80630007=sceAtracSetData(2, 08d4b180, 00006848): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.10.3 2024-02-25 2 80020001=sceKernelCreateMutex(): invalid name
WWE SmackDown vs. RAW 2K23 v1.8.0 2024-04-20 2 80630007=sceAtracSetData(2, 08d4b180, 00011860): atracID uses different codec type than data
Dragon Ball Z: Tenkaichi Tag Team v1.10.3 2024-02-24 1 Ignoring func export sceSasCore/42778a9f, already implemented in HLE.
Dragon Ball Z: Tenkaichi Tag Team v1.10.3 2024-02-24 1 Ignoring func export sceSasCore/cbcd4f79, already implemented in HLE.
Dragon Ball Z: Tenkaichi Tag Team v1.10.3 2024-02-24 1 Ignoring func export sceSasCore/74ae582a, already implemented in HLE.
Dragon Ball Z: Tenkaichi Tag Team v1.10.3 2024-02-24 1 Ignoring func export sceSasCore/5f9529f6, already implemented in HLE.
Dragon Ball Z: Tenkaichi Tag Team v1.10.3 2024-02-24 1 Ignoring func export sceSasCore/9ec3676a, already implemented in HLE.
DRAGON BALL BUDOKAI TENKAICHI 4 v1.9.4 2026-08-22 1,525 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Medal of Honor Heroes™ v1.10.3 2024-02-24 1 Render to texture with incompatible formats 3 != 1 at 04000000
CHILI CON CARNAGE v1.10.3 2024-02-24 1 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167508176
CHILI CON CARNAGE v1.10.3 2024-02-24 1 sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006
CHILI CON CARNAGE v1.10.3 2024-02-24 1 Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8
CHILI CON CARNAGE v1.10.3 2024-02-24 1 Unknown syscall in known module 'ThreadManForKernel': 0x616403ba
CHILI CON CARNAGE v1.10.3 2024-02-24 1 Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999
CHILI CON CARNAGE v1.10.3 2024-02-24 1 Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca
CHILI CON CARNAGE v1.10.3 2024-02-24 1 Unknown syscall in known module 'ThreadManForKernel': 0x18260574
CHILI CON CARNAGE v1.10.3 2024-02-24 1 Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e
CHILI CON CARNAGE v1.10.3 2024-02-24 1 Unknown syscall in known module 'ThreadManForKernel': 0x86255ada
CHILI CON CARNAGE v1.10.3 2024-02-24 1 Unknown syscall in known module 'ThreadManForKernel': 0x8125221d
CHILI CON CARNAGE v1.10.3 2024-02-24 1 Unknown syscall in known module 'ThreadManForKernel': 0x3f53e640
CHILI CON CARNAGE v1.10.3 2024-02-24 1 Unknown syscall in known module 'ThreadManForKernel': 0x278c0df5
CHILI CON CARNAGE v1.10.3 2024-02-24 1 sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006

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