Recent logs - v1.9.4

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Game title Version Latest Report Message
eFootball 2024 LaLiga Hypermotion By Bendezu v1.9.4 2024-04-16 Savedata version requested on save: 3
eFootball 2024 LaLiga Hypermotion By Bendezu v1.9.4 2024-04-14 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball 2024 LaLiga Hypermotion By Bendezu v1.9.4 2024-04-17 Savedata version requested: 3
EFOOTBALL NEW PATCH SEASON 2024 v1.9.4 2024-04-17 Unknown GetPointer 00000000 PC 08816130 LR 08816144
EFOOTBALL NEW PATCH SEASON 2024 v1.9.4 2024-04-18 Savedata version requested on save: 3
EFOOTBALL NEW PATCH SEASON 2024 v1.9.4 2024-04-18 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 2024-04-16 Unknown GetPointer 00000000 PC 08816154 LR 0881615c
eFootball Chelito 19 v1.9.4 2024-04-18 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball Chelito 19 v1.9.4 2024-04-18 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball Chelito 19 v1.9.4 2024-04-18 Savedata version requested on save: 3
eFootball Chelito 19 v1.9.4 2024-04-18 Savedata version requested: 3
討鬼伝 極 v1.12 2023-08-07 WriteToHardware: Invalid address 8c9201c1 near PC 08000000 LR 08000000
eFootball 2024 Beta By Tutoriales Bendezu v1.9.4 2024-04-18 Savedata version requested: 3
eFootball 2024 Beta By Tutoriales Bendezu v1.9.4 2024-04-18 Savedata version requested on save: 3
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.9.4 2024-04-18 Savedata version requested on save: 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 2023-04-23 Branch in RSRTComp delay slot at 0001004c in block starting at 00010014
Pro Evolution Soccer 2013 v1.12 2023-04-23 MIPSCompileOp: Invalid instruction 4a500481
Pro Evolution Soccer 2013 v1.12 2023-04-23 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 2024-04-18 Savedata version requested: 3
eFootball PES 2023 "SNE" v1.9.4 2024-04-17 Savedata version requested: 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
eFootball Chelito 19 v1.15.4 2024-04-15 Unknown GetPointer 00000140 PC 088113d4 LR 088113dc
eFootball 2023 By Tutoriales Bendezu v1.9.4 2024-03-27 sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read
eFootball 2023 By Tutoriales Bendezu v1.9.4 2024-04-17 Savedata version requested on save: 3
eFootball 2023 By Tutoriales Bendezu v1.9.4 2024-04-18 Savedata version requested: 3
eFootball PES 2023 "SNE" v1.9.4 2024-04-17 Savedata version requested on save: 3
eFootball PES 2023 "SNE" v1.9.4 2024-04-17 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 2024-04-17 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
Ben 10 Alien Force: Vilgax Attacks v1.12.3 2023-05-15 Unknown GetPointer 00000020 PC 08b47688 LR 088c208c
TEKKEN DARK RESURRECTION v1.17-2-g8514a8988 2024-03-26 sceKernelLoadModule: unsupported options size=00000014, flags=08d74120, pos=0, access=1, data=1, text=1
SplinterCell v1.12 2022-10-16 Unknown GetPointer 00000000 PC 00000000 LR 088708dc
eFootball Chelito 19 v1.13.2 2024-03-28 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146059204
eFootball Chelito 19 v1.15.4 2023-11-09 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5128, pos=0, access=1, data=2, text=2
eFootball Chelito 19 v1.15.4 2024-01-02 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5128, pos=0, access=1, data=1, text=1
eFootball Libertadores 2022 By T. Bendezu. v1.9.4 2024-04-18 Savedata version requested on save: 3
EFOOTBALL 2023 v1.9.4 2022-11-28 Savedata version requested: 3
eFootball Libertadores 2022 By T. Bendezu. v1.9.4 2024-04-18 Savedata version requested: 3
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.16.6 2023-11-23 80630006=sceAtracSetDataAndGetID(08c01680, 00094000): invalid RIFF header
FAT PRINCESS: FISTFUL OF CAKE v1.12 2022-09-20 __sceSasConcatenateATRAC3(08a49b40, 30, 08a92840, 8332)
FAT PRINCESS: FISTFUL OF CAKE v1.12 2022-09-20 __sceSasConcatenateATRAC3(08a49b40, 30, 08a92840, 20812)
FAT PRINCESS: FISTFUL OF CAKE v1.12 2022-09-20 __sceSasConcatenateATRAC3(08a49b40, 30, 08a92840, 9868)
FAT PRINCESS: FISTFUL OF CAKE v1.12 2022-09-20 __sceSasConcatenateATRAC3(08a49b40, 30, 08a8c840, 21964)
FAT PRINCESS: FISTFUL OF CAKE v1.12 2022-09-20 __sceSasConcatenateATRAC3(08a49b40, 30, 08a92840, 24576)
クロヒョウ2 龍が如く 阿修羅編 v1.12 2022-09-17 sceDmacMemcpy(dest=04136400, src=09a42750, size=1568): overlapping read
eFootball By Idandroid Official v1.9.4 2024-04-15 Savedata version requested on save: 3
eFootball By Idandroid Official v1.9.4 2024-04-16 Savedata version requested: 3
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.16.6 2024-04-02 80630006=sceAtracSetDataAndGetID(08c01680, 000a1800): invalid RIFF header
Test Drive Unlimited v1.12 2022-09-06 Waiting thread for 20 that was already waiting for 20
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.16.6 2024-01-03 80630006=sceAtracSetDataAndGetID(08c01680, 0012e800): invalid RIFF header
デジモンワールド リ:デジタイズ v1.12 2022-08-31 sceDmacMemcpy(dest=090c9ce0, src=090c9b00, size=480): overlapping read
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.12 2022-10-03 80630006=sceAtracSetDataAndGetID(08c01680, 00157000): invalid RIFF header
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.12 2022-10-03 80630006=sceAtracSetDataAndGetID(08c01680, 00097000): invalid RIFF header
デジモンワールド リ:デジタイズ v1.12 2022-08-27 sceDmacMemcpy(dest=090bf748, src=090bf400, size=840): overlapping read
eFootball By TM ARTS v1.12 2022-08-25 ReadFromHardware: Invalid address 1eadc0f7 near PC 089f53c9 LR 089f539c
eFootball By TM ARTS v1.9.3 2022-12-10 Jump to invalid address: 0c900800 PC 089f53d1 LR 089f539c
eFootball By TM ARTS v1.9.3 2022-12-10 Jump to invalid address: 0e010eb0 PC 089f53cd LR 089f539c
eFootball By TM ARTS v1.9.4 2024-03-08 Branch in RSZeroComp delay slot at 089f53d9 in block starting at 089f53c9
eFootball By TM ARTS v1.17.1 2024-03-08 Branch in Jump delay slot at 089f53cd in block starting at 089f53c9
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.12 2023-02-24 80630006=sceAtracSetDataAndGetID(08c01680, 0017e000): invalid RIFF header
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.16.6 2024-03-27 80630006=sceAtracSetDataAndGetID(08c01680, 00185800): invalid RIFF header
デジモンワールド リ:デジタイズ v1.12 2022-08-13 sceDmacMemcpy(dest=090b6bf8, src=090b6b80, size=120): overlapping read