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Game title |
Version |
Latest Report |
Message |
Virtua Tennis 3 |
v1.9.4 |
2024-10-14 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
Virtua Tennis 3 |
v1.9.4 |
2024-10-15 |
Savedata version requested on save: 3 |
eFootball 2025 by MP |
v1.9.4 |
2024-10-15 |
Savedata version requested on save: 3 |
eFootball |
v1.9.4 |
2024-10-12 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
eFootball |
v1.9.4 |
2024-10-15 |
Savedata version requested on save: 3 |
EA FC 2024 BY MR-PATCH |
v1.9.4 |
2024-10-15 |
Savedata version requested on save: 3 |
eFootball |
v1.9.4 |
2024-10-15 |
Savedata version requested: 3 |
eFootball Euro y Copa America By T. Bendezu |
v1.9.4 |
2024-10-15 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
eFootball Euro y Copa America By T. Bendezu |
v1.9.4 |
2024-10-15 |
Savedata version requested on save: 3 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-10-05 |
sceKernelCreateThread(name=nipvp): unsupported attributes 00001007 |
eFootball 24 Idandroid Official |
v1.9.4 |
2024-10-09 |
Unknown GetPointer 00000000 PC 08816130 LR 08816144 |
eFootball 24 Idandroid Official |
v1.9.4 |
2024-10-15 |
Savedata version requested: 3 |
eFootball 24 Idandroid Official |
v1.9.4 |
2024-10-14 |
Savedata version requested on save: 3 |
EFOOTBALL NEW PATCH SEASON 2025.... |
v1.9.4 |
2024-10-15 |
Savedata version requested: 3 |
Star Wars: The Force Unleashed |
v1.12 |
2024-05-26 |
WriteToHardware: Invalid address 000020ec near PC 08c03694 LR 08c035ac |
EAFC24 BY RAFZZ |
v1.9.4 |
2024-10-14 |
Unknown GetPointer 00000000 PC 0881c2d8 LR 0881c2e8 |
EAFC24 BY RAFZZ |
v1.8.0 |
2024-08-13 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
EAFC24 BY RAFZZ |
v1.9.4 |
2024-10-15 |
Savedata version requested on save: 3 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.4-1 |
2024-10-15 |
sceKernelCreateThread(name=nipvp): unsupported attributes 00001007 |
EAFC24 BY RAFZZ |
v1.9.4 |
2024-10-15 |
Savedata version requested: 3 |
EFOOTBALL NEW PATCH SEASON 2024 |
v1.9.4 |
2024-10-11 |
Savedata version requested: 3 |
eFootball 2024 LaLiga Hypermotion By Bendezu |
v1.9.4 |
2024-10-15 |
Savedata version requested on save: 3 |
eFootball 2024 LaLiga Hypermotion By Bendezu |
v1.9.4 |
2024-10-11 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
eFootball 2024 LaLiga Hypermotion By Bendezu |
v1.9.4 |
2024-10-15 |
Savedata version requested: 3 |
EFOOTBALL NEW PATCH SEASON 2024 |
v1.9.4 |
2024-10-15 |
Unknown GetPointer 00000000 PC 08816130 LR 08816144 |
EFOOTBALL NEW PATCH SEASON 2024 |
v1.9.4 |
2024-10-15 |
Savedata version requested on save: 3 |
EFOOTBALL NEW PATCH SEASON 2024 |
v1.9.4 |
2024-10-15 |
Savedata version requested: 3 |
God of War®: Ghost of Sparta |
v1.12 |
2023-09-24 |
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 r6p1-01rel0 [Revision 96995].
01f34015:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 Cull
#version 100
// Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 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 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;
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);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(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;
ldot = dot(toLight, worldnormal);
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 ;
}
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
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_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 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogc |
God of War®: Ghost of Sparta |
v1.12 |
2023-09-24 |
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 r6p1-01rel0 [Revision 96995].
01f34015:00000f3d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 Cull
#version 100
// Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 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 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;
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);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(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;
ldot = dot(toLight, worldnormal);
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 ;
}
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
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_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 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * |
eFootball Chelito 19 |
v1.9.3 |
2024-10-14 |
Unknown GetPointer 00000000 PC 08816154 LR 0881615c |
eFootball Chelito 19 |
v1.9.4 |
2024-10-15 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
eFootball Chelito 19 |
v1.9.4 |
2024-10-15 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball Chelito 19 |
v1.9.4 |
2024-10-15 |
Savedata version requested on save: 3 |
eFootball Chelito 19 |
v1.9.4 |
2024-10-15 |
Savedata version requested: 3 |
eFootball Play-C |
v1.9.4 |
2024-10-15 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
討鬼伝 極 |
v1.12 |
2023-08-07 |
WriteToHardware: Invalid address 8c9201c1 near PC 08000000 LR 08000000 |
eFootball Play-C |
v1.9.4 |
2024-10-15 |
Savedata version requested on save: 3 |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.9.4 |
2024-10-15 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.9.4 |
2024-10-15 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.9.4 |
2024-10-15 |
Savedata version requested: 3 |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.9.4 |
2024-10-15 |
Savedata version requested on save: 3 |
EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.9.4 |
2024-10-15 |
Savedata version requested on save: 3 |
eFottball Hend Asean |
v1.9.4 |
2024-10-15 |
Unknown GetPointer 00000000 PC 08816130 LR 08816144 |
eFottball Hend Asean |
v1.9.4 |
2024-10-15 |
Savedata version requested on save: 3 |
eFottball Hend Asean |
v1.9.4 |
2024-10-15 |
Savedata version requested: 3 |
Shinobido: Tales of the Ninja |
v1.12 |
2023-04-24 |
__KernelStopThread: thread 308 does not exist |
Shinobido: Tales of the Ninja |
v1.12 |
2023-04-24 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 29328 |
Pro Evolution Soccer 2013 |
v1.12 |
2023-04-23 |
MIPSCompileOp: Invalid instruction 77777488 |
Pro Evolution Soccer 2013 |
v1.12 |
2023-04-23 |
MIPSCompileOp: Invalid instruction 74880000 |
Pro Evolution Soccer 2013 |
v1.12 |
2024-08-17 |
Branch in RSRTComp delay slot at 0001004c in block starting at 00010014 |
Pro Evolution Soccer 2013 |
v1.12 |
2024-08-17 |
MIPSCompileOp: Invalid instruction 4a500481 |
Pro Evolution Soccer 2013 |
v1.12 |
2024-08-17 |
MIPSCompileOp: Invalid instruction 42930900 |
Pro Evolution Soccer 2013 |
v1.15.4 |
2023-09-29 |
Branch in Jump delay slot at 00010000 in block starting at 00010000 |
Pro Evolution Soccer 2013 |
v1.12 |
2023-04-23 |
Jump to invalid address: 074c4f00 |
FIFA 13 |
v1.12 |
2023-04-11 |
Unknown GetPointer 00000100 PC 08b590e4 LR 08b590ec |
Ben 10 Alien Force: Vilgax Attacks |
v1.12 |
2023-04-08 |
Branch in JumpReg delay slot at 08e07a88 in block starting at 08e07a60 |
Ben 10 Alien Force: Vilgax Attacks |
v1.12 |
2023-04-08 |
Jump to invalid address: 03821ae0 PC 08e07a88 LR 088ca724 |
Ben 10 Alien Force: Vilgax Attacks |
v1.12 |
2023-04-08 |
Branch in Jump delay slot at 08e07a84 in block starting at 08e07a60 |
Ben 10 Alien Force: Vilgax Attacks |
v1.12 |
2023-04-08 |
Jump to invalid address: 07e66b00 PC 08e07a84 LR 088ca724 |
Ben 10 Alien Force: Vilgax Attacks |
v1.12 |
2023-04-08 |
Jump to invalid address: 0376c980 PC 08e07a74 LR 088ca724 |
Ben 10 Alien Force: Vilgax Attacks |
v1.12 |
2023-04-08 |
Branch in Jump delay slot at 08e07a70 in block starting at 08e07a60 |
Ben 10 Alien Force: Vilgax Attacks |
v1.12 |
2023-04-08 |
Jump to invalid address: 038be7c0 PC 08e07a70 LR 088ca724 |
Ben 10 Alien Force: Vilgax Attacks |
v1.12 |
2023-04-08 |
Branch in Jump delay slot at 08e07a6c in block starting at 08e07a60 |
Ben 10 Alien Force: Vilgax Attacks |
v1.12 |
2023-04-08 |
Jump to invalid address: 0381ec40 PC 08e07a6c LR 088ca724 |
Ben 10 Alien Force: Vilgax Attacks |
v1.12 |
2023-04-08 |
Jump to invalid address: 030315a0 PC 08e07a60 LR 088ca724 |
eFooTBall Play Cesar Patch |
v1.9.4 |
2024-10-15 |
Savedata version requested: 3 |
eFootball 2023 PPSSPP |
v1.9.4 |
2024-10-07 |
Unknown GetPointer 00000000 PC 08816130 LR 08816144 |
eFootball PES 2023 "SNE" |
v1.9.4 |
2024-10-15 |
Savedata version requested: 3 |
eFootball 2023 PPSSPP |
v1.9.4 |
2024-10-07 |
Savedata version requested on save: 3 |
Rock Band Unplugged™ |
v1.12 |
2023-03-07 |
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 r5p0-01rel0 [Revision 96995].
01f10484:00050b39 HWX C T N LM Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull
#version 100
// Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 mediump mat4 u_texmtx;
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 mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
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);
vec4 outPos = mul(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;
lowp float angle;
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 * u_matdiffuse) * 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);
angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse1 * u_matdiffuse) * 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 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 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 |
Resistance: Retribution™ |
v1.12 |
2023-02-24 |
Unknown GetPointer 0c1782b8 PC 08cd674c LR 08cd6754 |
Resistance: Retribution™ |
v1.12 |
2023-02-24 |
D3D error in shader compilation: info: C:\Users\vic20\Documents\psp\Shader@0x0E7DCC40(77,16-55): error X4505: maximum temp register index exceeded
C:\Users\vic20\Documents\psp\Shader@0x0E7DCC40(77,12-69): error X4505: maximum temp register index exceeded
/ code: #define vec2 float2
#define vec3 float3
#define vec4 float4
#define ivec2 int2
#define ivec4 int4
#define mat4 float4x4
#define mat3x4 float4x3
#define splat3(x) vec3(x, x, x)
#define lowp
#define mediump
#define highp
#pragma warning( disable : 3571 )
mat4 u_proj : register(c0);
vec2 u_fogcoef : register(c18);
vec4 u_matambientalpha : register(c20);
mat3x4 u_world : register(c11);
mat3x4 u_view : register(c8);
vec4 u_uvscaleoffset : register(c17);
vec3 u_lightpos0 : register(c24);
vec3 u_lightatt0 : register(c32);
vec3 u_lightambient0 : register(c48);
vec3 u_lightdiffuse0 : register(c40);
vec3 u_lightspecular0 : register(c44);
vec3 u_lightpos1 : register(c25);
vec3 u_lightatt1 : register(c33);
vec3 u_lightdir1 : register(c29);
vec4 u_lightangle_spotCoef1 : register(c37);
vec3 u_lightambient1 : register(c49);
vec3 u_lightdiffuse1 : register(c41);
vec3 u_lightspecular1 : register(c45);
vec4 u_ambient : register(c19);
vec3 u_matdiffuse : register(c21);
vec4 u_matspecular : register(c22);
vec3 u_matemissive : register(c23);
vec4 u_cullRangeMin : register(c80);
vec4 u_cullRangeMax : register(c81);
struct VS_IN {
vec2 texcoord : TEXCOORD0;
vec3 normal : NORMAL;
vec3 position : POSITION;
};
struct VS_OUT {
vec3 v_texcoord : TEXCOORD0;
vec4 v_color0 : COLOR0;
vec3 v_color1 : COLOR1;
float v_fogdepth: TEXCOORD1;
vec4 gl_Position : POSITION;
};
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
VS_OUT main(VS_IN In) {
VS_OUT Out;
vec2 texcoord = In.texcoord;
vec3 normal = In.normal;
vec3 position = In.position;
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);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
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 * 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 * lightScale;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
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;
Out.v_color0 = clamp(lightSum0, 0.0, 1.0);
Out.v_color1 = clamp(lightSum1, 0.0, 1.0);
Out |
Grand Theft Auto: Vice City Stories |
v1.12 |
2023-02-16 |
ReadFromHardware: Invalid address 00000020 near PC 08acfcb8 LR 08acfb8c |
Grand Theft Auto: Vice City Stories |
v1.12 |
2023-02-16 |
ReadFromHardware: Invalid address 00000024 near PC 08acfcb8 LR 08acfb8c |
Grand Theft Auto: Vice City Stories |
v1.12 |
2023-02-16 |
ReadFromHardware: Invalid address 00000010 near PC 08906344 LR 08acfb58 |
Spider-Man: Friend or Foe |
v1.13.2 |
2024-06-09 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = -65536 |
Spider-Man: Friend or Foe |
v1.13.2 |
2024-06-09 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771616 |
eFootball 2023 PPSSPP |
v1.9.4 |
2024-10-15 |
Savedata version requested: 3 |
eFootball Chelito 19 |
v1.15.4 |
2024-07-09 |
Unknown GetPointer 00000140 PC 088113d4 LR 088113dc |
eFootball 2023 By Tutoriales Bendezu |
v1.9.4 |
2024-09-27 |
sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read |
eFootball 2023 By Tutoriales Bendezu |
v1.9.4 |
2024-10-07 |
Savedata version requested on save: 3 |
eFootball 2023 By Tutoriales Bendezu |
v1.9.4 |
2024-10-15 |
Savedata version requested: 3 |
eFootball PES 2023 "SNE" |
v1.9.4 |
2024-10-15 |
Savedata version requested on save: 3 |
eFootball PES 2023 "SNE" |
v1.9.4 |
2024-10-15 |
Savedata version requested: 3 |
Pro Evolution Soccer 2013 |
v1.12 |
2023-01-05 |
80630007=sceAtracSetData(2, 08d4b1c0, 00018700): atracID uses different codec type than data |
Pro Evolution Soccer 2013 |
v1.12 |
2023-01-05 |
80630007=sceAtracSetData(2, 08d4b1c0, 0000fe00): atracID uses different codec type than data |
Pro Evolution Soccer 2013 |
v1.12 |
2023-01-05 |
80630007=sceAtracSetData(2, 08d4b1c0, 0000d800): atracID uses different codec type than data |
Pro Evolution Soccer 2013 |
v1.12 |
2023-01-05 |
80630007=sceAtracSetData(2, 08d4b1c0, 00015700): atracID uses different codec type than data |
NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.12 |
2022-12-11 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08ed48a0, 4, 00000000, 0) |
NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.12 |
2022-11-29 |
80630007=sceAtracSetData(2, 08d4b180, 00004100): atracID uses different codec type than data |
NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.12 |
2022-11-29 |
80630007=sceAtracSetData(2, 08d4b180, 00005b00): atracID uses different codec type than data |
NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.12 |
2022-11-29 |
80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data |
NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.12 |
2022-11-29 |
80630007=sceAtracSetData(2, 08d4b180, 00003100): atracID uses different codec type than data |
EFOOTBALL 2023 PSP OFFICIAL |
v1.9.4 |
2024-10-15 |
Savedata version requested: 3 |
MONSTER HUNTER FREEDOM UNITE™ |
v1.16.6 |
2024-01-14 |
sceDmacMemcpy(dest=0414e000, src=0950d030, size=175488): overlapping read |
PES 2019 BY CHELITO 19 |
v1.12 |
2022-11-26 |
80630006=sceAtracSetDataAndGetID(09a25200, 00002000): unsupported sample rate: 175172 |
FINAL FANTASY |
v1.12 |
2022-11-17 |
sceDmacMemcpy(dest=041b7000, src=09da7f20, size=1024): overlapping read |
DISSIDIA® 012[duodecim]™ FINAL FANTASY® |
v1.12 |
2022-11-07 |
WriteToHardware: Invalid address ffffffc8 near PC 088dc678 LR 088dc6d8 |
eFootball 2023 MASTER LEAGUE ONLINE TEMPORADA 58 |
v1.16.6 |
2024-03-01 |
Savedata version requested: 3 |
eFootball 2023 MASTER LEAGUE ONLINE TEMPORADA 58 |
v1.12.3 |
2023-11-17 |
Savedata version requested on save: 3 |