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| Game title |
Version |
Latest Report |
Message |
| イースvs.空の軌跡 オルタナティブ・サーガ |
v1.12.3-1071-g830420f0c |
2025-08-22 |
Failed to read valid video stream data from header |
| Tales of Destiny2 |
v1.12.3-1071-g830420f0c |
2025-08-20 |
Failed to read valid video stream data from header |
| Super Fruitfall Deluxe |
v1.12.3-1071-g830420f0c |
2025-06-30 |
Failed to read valid video stream data from header |
| ストライクウィッチーズ -白銀の翼- |
v1.12.3-1071-g830420f0c |
2025-05-15 |
Failed to read valid video stream data from header |
| PIPOSARU ACADEMIA 2 |
v1.12.3-1071-g830420f0c |
2025-04-06 |
Failed to read valid video stream data from header |
| PIPOSARU ACADEMIA 2 |
v1.12.3-1071-g830420f0c |
2025-04-06 |
sceKernelCreateThread(name=ID0961_tuto): unsupported attributes 00000006 |
| Star Wars : Lethal Alliance |
v1.12.3-1071-g830420f0c |
2025-04-05 |
Failed to read valid video stream data from header |
| イーディスメモリーズ ~新天魔界 ジェネレーションオブカオスⅤ~ |
v1.12.3-1071-g830420f0c |
2025-04-05 |
Failed to read valid video stream data from header |
| AKIBA’S TRIP |
v1.12.3-1071-g830420f0c |
2025-08-08 |
Failed to read valid video stream data from header |
| ラチェット&クランク 5 |
v1.12.3-1071-g830420f0c |
2025-03-22 |
Failed to read valid video stream data from header |
| UNDEAD KNIGHTS |
v1.13.2-1944-g3e481634a |
2025-04-06 |
Failed to read valid video stream data from header |
| Ultimate Ghosts'n Goblins |
v1.12.3-1071-g830420f0c |
2024-11-07 |
Failed to read valid video stream data from header |
| Gran Turismo® |
v1.12.3-1071-g830420f0c |
2024-11-17 |
Failed to read valid video stream data from header |
| FINAL FANTASY TACTICS 獅子戦争 |
v1.12.3-1071-g830420f0c |
2024-08-18 |
Could not find decoder for 0 |
| 英雄伝説 空の軌跡 the 3rd |
v1.12.3-1071-g830420f0c |
2025-08-27 |
Failed to read valid video stream data from header |
| METAL SLUG XX |
v1.12.3-1071-g830420f0c |
2024-08-14 |
avcodec_send_packet: Error decoding audio -1163346256 / baa8beb0 |
| 新紀幻想スペクトラルソウルズⅡアンリミテッドサイド |
v1.12.3-1071-g830420f0c |
2025-07-04 |
Failed to read valid video stream data from header |
| 英雄伝説 零の軌跡 |
v1.12.3-1071-g830420f0c |
2025-06-08 |
Failed to read valid video stream data from header |
| シャイニング・ブレイド |
v1.12.3-1071-g830420f0c |
2024-08-14 |
Failed to read valid video stream data from header |
| Defenders of the Mystic Garden |
v1.17.1-16-gf5450e40e |
2025-06-30 |
Failed to read valid video stream data from header |
| PATAPON™ 2 DonChaka♪ |
v1.12.3-1071-g830420f0c |
2024-07-24 |
Failed to read valid video stream data from header |
| 極魔界村 改 |
v1.12.3-1071-g830420f0c |
2024-07-19 |
Failed to read valid video stream data from header |
| MONSTER HUNTER PORTABLE |
v1.13.2-1944-g3e481634a |
2025-08-04 |
Failed to read valid video stream data from header |
| Samurai Warriors®: State of War |
v1.12.3-1071-g830420f0c |
2024-07-12 |
Failed to read valid video stream data from header |
| DJ Max Portable 2 |
v1.12.3-1071-g830420f0c |
2025-07-04 |
Failed to read valid video stream data from header |
| DYNASTY WARRIORS |
v1.12.3-1071-g830420f0c |
2024-07-09 |
Failed to read valid video stream data from header |
| The Simpsons™ Game |
v1.16.6-236-g53df5093d |
2024-11-17 |
Failed to read valid video stream data from header |
| 無双OROCHI2 Special |
v1.12.3-1071-g830420f0c |
2024-06-28 |
avcodec_send_packet: Error decoding audio -1094995529 / bebbb1b7 |
| 無双OROCHI2 Special |
v1.12.3-1071-g830420f0c |
2024-06-28 |
Failed to read valid video stream data from header |
| TMNT |
v1.18.1-186-gdb63bce77a |
2025-10-12 |
Failed to read valid video stream data from header |
| 討鬼伝 |
v1.12.3-1071-g830420f0c |
2024-06-25 |
WriteToHardware: Invalid address 000001fc near PC 08b4f5f0 LR 08b4ffbc |
| 討鬼伝 |
v1.12.3-1071-g830420f0c |
2024-06-25 |
WriteToHardware: Invalid address 000001f2 near PC 08b4f5f0 LR 08b4ffbc |
| DYNASTY WARRIORS Vol.2 |
v1.13.1 |
2024-08-18 |
Failed to read valid video stream data from header |
| 真・三國無雙 2nd Evolution |
v1.12.3-1071-g830420f0c |
2024-06-19 |
Failed to read valid video stream data from header |
| 太閤立志伝IV |
v1.13.2-1944-g3e481634a |
2024-10-20 |
Failed to read valid video stream data from header |
| GUN Showdown |
v1.13.2-1944-g3e481634a |
2025-08-20 |
Failed to read valid video stream data from header |
| 戦国BASARA CHRONICLE HEROES |
v1.17.1 |
2024-08-03 |
Failed to read valid video stream data from header |
| 実戦パチスロ必勝法! 北斗の拳SE ポータブル |
v1.13.2-1944-g3e481634a |
2025-04-05 |
Failed to read valid video stream data from header |
| DEAD OR ALIVE Paradise |
v1.13.2-1944-g3e481634a |
2025-04-05 |
Failed to read valid video stream data from header |
| RONNIE O'SULLIVANS SNOOKER |
v1.13.2-1944-g3e481634a |
2025-09-05 |
Failed to read valid video stream data from header |
| いつかこの手が穢れるときに -SPECTRAL FORCE LEGACY- |
v1.13.2-1944-g3e481634a |
2025-08-04 |
Failed to read valid video stream data from header |
| 天地之門2 武雙傳 |
v1.12.3-1071-g830420f0c |
2024-09-07 |
Failed to read valid video stream data from header |
| デジモンアドベンチャー |
v1.13.1 |
2024-08-06 |
Failed to read valid video stream data from header |
| eFootball Chelito 19 |
v1.12.3-1071-g830420f0c |
2024-07-03 |
avcodec_send_packet: Error decoding audio -1094995529 / bebbb1b7 |
| 300: March to Glory |
v1.16.6-236-g53df5093d |
2025-04-05 |
Failed to read valid video stream data from header |
| HEROES' VS |
v1.12.3-1071-g830420f0c |
2024-06-28 |
Failed to read valid video stream data from header |
| Despicable Me |
v1.13.1 |
2024-11-23 |
Failed to read valid video stream data from header |
| LUNAR -HARMONY of SILVER STAR- |
v1.12.3-1071-g830420f0c |
2025-07-05 |
Failed to read valid video stream data from header |
| 真・三國無雙 MULTI RAID 2 |
v1.13.1 |
2024-07-29 |
Failed to read valid video stream data from header |
| シャイニング・アーク |
v1.12.3-1071-g830420f0c |
2025-05-15 |
Failed to read valid video stream data from header |
| 天外魔境 第四の黙示録 |
v1.12.3-1071-g830420f0c |
2025-08-20 |
Failed to read valid video stream data from header |
| R-TYPE TACTICS |
v1.12.3-1264-gf8c219b7f |
2025-08-21 |
Failed to read valid video stream data from header |
| Xyanide: Resurrection |
v1.12.3-1071-g830420f0c |
2024-01-03 |
Failed to read valid video stream data from header |
| X-Men Legends 2: Rise of Apocalypse |
v1.12.3-1071-g830420f0c |
2024-01-02 |
Failed to read valid video stream data from header |
| Wipeout Pure |
v1.12.3-1071-g830420f0c |
2024-01-02 |
Failed to read valid video stream data from header |
| WipEout® Pulse |
v1.15.3-26-g55c1c48d6 |
2024-06-26 |
Failed to read valid video stream data from header |
| FIFA 12 |
v1.13.1 |
2025-10-16 |
Failed to read valid video stream data from header |
| Virtua Tennis 3 |
v1.12.3-1071-g830420f0c |
2023-12-25 |
avcodec_send_packet: Error decoding audio -1094995529 / bebbb1b7 |
| Death, Jr. |
v1.12.3-1071-g830420f0c |
2023-12-04 |
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 r5p1-01rel0 [Revision 96995].
01f14441:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 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 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 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 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_depthRange;
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;
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);
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 - 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 * u_matdiffuse) * 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_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z |
| Death, Jr. |
v1.12.3-1071-g830420f0c |
2023-12-04 |
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 r5p1-01rel0 [Revision 96995].
01f14441:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 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 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 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 vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
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);
lowp vec3 lightSum1 = splat3(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);
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 - 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 * u_matdiffuse) * 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);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_c |
| DYNASTY WARRIORS Vol.2 |
v1.16.6-236-g53df5093d |
2024-01-12 |
Failed to read valid video stream data from header |
| DYNASTY WARRIORS Vol.2 |
v1.12.3-1071-g830420f0c |
2023-11-14 |
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 r5p1-01rel0 [Revision 96995].
01f74441:00000b3c HWX C T N Fog Tex Light: 0: c:1 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 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 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 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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
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;
ldot = dot(toLight, worldnormal);
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 * color0.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 * 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(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);
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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * ou |
| Tenchu: Shadow Assassins |
v1.12.3-1071-g830420f0c |
2023-11-14 |
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 r5p1-01rel0 [Revision 96995].
01f74444:00000b3d 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 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 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_depthRange;
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);
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 = splat3(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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullR |
| 戦場のヴァルキュリア3 |
v1.16.6-236-g53df5093d |
2024-01-02 |
Failed to read valid video stream data from header |
| God of War: Chains of Olympus |
v1.12.3-1071-g830420f0c |
2024-01-25 |
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 r5p1-01rel0 [Revision 96995].
01730444:00010b39 HWX C T N LM Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: 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 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 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 lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
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;
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;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
| 地球防衛軍2 PORTABLE |
v1.12.3-1071-g830420f0c |
2024-07-12 |
Failed to read valid video stream data from header |
| 機動戦士ガンダム 新ギレンの野望 |
v1.12.3-1071-g830420f0c |
2025-08-20 |
Failed to read valid video stream data from header |
| NEED FOR SPEED™ Carbon OTC |
v1.13.2-1944-g3e481634a |
2024-10-24 |
Failed to read valid video stream data from header |
| WARRIORS OROCHI 2 |
v1.17.1 |
2024-04-13 |
Failed to read valid video stream data from header |
| Grand Theft Auto®: Chinatown Wars™ |
v1.13.2-1944-g3e481634a |
2025-01-14 |
avcodec_send_packet: Error decoding audio -1094995529 / bebbb1b7 |
| ガンダムバトルクロニクル |
v1.13.2-1944-g3e481634a |
2025-05-15 |
Failed to read valid video stream data from header |
| SDガンダム GGENERATION-PORTABLE |
v1.16.6-236-g53df5093d |
2025-05-15 |
Failed to read valid video stream data from header |
| X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS |
v1.12.3-1071-g830420f0c |
2025-08-20 |
Failed to read valid video stream data from header |
| Grand Theft Auto: Chinatown Wars |
v1.13.2-1944-g3e481634a |
2024-09-13 |
avcodec_send_packet: Error decoding audio -1094995529 / bebbb1b7 |
| ナルト疾風伝 キズナドライブ |
v1.13.2-1944-g3e481634a |
2025-09-14 |
Failed to read valid video stream data from header |
| 周刊少年大乱斗 集结!顶上大决战 |
v1.12.3-1071-g830420f0c |
2023-08-03 |
Failed to read valid video stream data from header |
| FINAL FANTASY 零式 ディスク1 |
v1.13.2-1944-g3e481634a |
2024-09-02 |
Failed to read valid video stream data from header |
| Grand Theft Auto: Liberty City Stories |
v1.13.2-1944-g3e481634a |
2025-07-18 |
Failed to read valid video stream data from header |
| ワンピース ROMANCE DAWN 冒険の夜明け |
v1.12.3-999-g97bc7a1ae |
2025-03-25 |
Failed to read valid video stream data from header |
| eFootball Chelito 19 |
v1.15.4 |
2025-07-20 |
Failed to read valid video stream data from header |
| 50 Cent® Bulletproof G Unit Edition |
v1.13.2-1944-g3e481634a |
2025-06-08 |
Failed to read valid video stream data from header |
| NEED FOR SPEED™ UNDERCOVER |
v1.13.1 |
2025-01-24 |
Failed to read valid video stream data from header |
| PATAPON™ 2 |
v1.14.4-987-gf28ac8fdc |
2023-11-19 |
Failed to read valid video stream data from header |
| 幻想水滸伝Ⅰ&Ⅱ |
v1.13.2-1944-g3e481634a |
2025-08-29 |
Failed to read valid video stream data from header |
| Sonic Rivals™ |
v1.12.3-1071-g830420f0c |
2023-02-25 |
Failed to read valid video stream data from header |
| GITAROO MAN Lives! |
v1.13.1 |
2023-10-15 |
Failed to read valid video stream data from header |
| 初音ミク -Project DIVA- 2nd |
v1.12.3-1071-g830420f0c |
2023-02-21 |
Failed to read valid video stream data from header |
| DJMAX Fever |
v1.12.3-1071-g830420f0c |
2023-02-24 |
Failed to read valid video stream data from header |
| Death, Jr. |
v1.13.2-1944-g3e481634a |
2023-12-04 |
Failed to read valid video stream data from header |
| DJMAX PORTABLE BLACK SQUARE |
v1.12.3-1071-g830420f0c |
2023-02-25 |
Failed to read valid video stream data from header |
| The Godfather® |
v1.13.2-1944-g3e481634a |
2024-10-27 |
Failed to read valid video stream data from header |
| Persona3 PORTABLE |
v1.13.1 |
2024-06-26 |
Failed to read valid video stream data from header |
| B-Boy |
v1.12.3-1071-g830420f0c |
2023-01-27 |
Unexpected mpeg first timestamp: 700000a561 / 481036379489 |
| GOD EATER BURST 通常版 |
v1.13.1 |
2025-08-22 |
Failed to read valid video stream data from header |
| カンガエル EXIT |
v1.13.1 |
2024-09-07 |
Failed to read valid video stream data from header |
| 寂静岭:破碎的记忆 |
v1.13.1 |
2025-04-06 |
Failed to read valid video stream data from header |
| Gran Turismo® |
v1.17.1-16-gf5450e40e |
2025-10-08 |
Failed to read valid video stream data from header |
| FINAL FANTASY TACTICS®: THE WAR OF THE LIONS™ |
v1.13.2-1944-g3e481634a |
2024-02-17 |
Failed to read valid video stream data from header |
| CRISIS CORE -FINAL FANTASY VII- |
v1.14.4-324-geef5c51c6 |
2024-07-16 |
Failed to read valid video stream data from header |
| MotoGP |
v1.15.4 |
2023-09-16 |
Failed to read valid video stream data from header |