To see your stuff show here, enable Compatibility Server Reports in PPSSPP.
Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.
Game title |
Version |
Latest Report |
Message |
WWE VS AEW 2K23 (DELUXE EDITION) BY ¡¿Eso Que?! |
v1.13.2 |
2023-06-10 |
80630007=sceAtracSetData(3, 08d4b180, 00004c00): atracID uses different codec type than data |
WWE VS AEW 2K23 (DELUXE EDITION) BY ¡¿Eso Que?! |
v1.13.2 |
2023-06-10 |
80630007=sceAtracSetData(2, 08d4b180, 00003100): atracID uses different codec type than data |
WWE VS AEW 2K23 (DELUXE EDITION) BY ¡¿Eso Que?! |
v1.13.2 |
2023-06-10 |
Rendering to framebuffer offset: 040cc000 +65x0 |
SBK® Superbike World Championship |
v1.13.2 |
2023-06-10 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 095ef380): duplicate handler |
SBK® Superbike World Championship |
v1.13.2 |
2023-06-10 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 0931efc0): duplicate handler |
SBK® Superbike World Championship |
v1.13.2 |
2023-06-10 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 09611210): duplicate handler |
SBK® Superbike World Championship |
v1.13.2 |
2023-06-10 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 093c45c0): duplicate handler |
SBK® Superbike World Championship |
v1.13.2 |
2023-06-10 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 092b33a0): duplicate handler |
SBK® Superbike World Championship |
v1.13.2 |
2023-06-10 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 09379a10): duplicate handler |
SBK® Superbike World Championship |
v1.13.2 |
2023-06-10 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 093f1360): duplicate handler |
SBK® Superbike World Championship |
v1.13.2 |
2023-06-10 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 092ff350): duplicate handler |
SBK® Superbike World Championship |
v1.13.2 |
2023-06-10 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 0931e3b0): duplicate handler |
SBK® Superbike World Championship |
v1.13.2 |
2023-06-10 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 0946a0f0): duplicate handler |
SBK® Superbike World Championship |
v1.13.2 |
2023-06-10 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 08fafa10): duplicate handler |
eFootball Chelito 19 |
v1.13.2 |
2023-06-09 |
Unknown GetPointer 00000000 PC 0884d7b4 LR 0884d7d4 |
激・戦国無双 |
v1.13.2 |
2023-06-09 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=1 |
激・戦国無双 |
v1.13.2 |
2023-06-09 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2 |
Silent Hill: Shattered Memories |
v1.13.2 |
2023-06-09 |
__KernelStopThread: thread 1284 does not exist |
Silent Hill: Shattered Memories |
v1.13.2 |
2023-06-09 |
__KernelStopThread: thread 1330 does not exist |
EFOOTBALL 2023 PSP FINAL UPDATE |
v1.13.2 |
2023-06-08 |
Unknown GetPointer 00000020 PC 08815fb0 LR 08815fbc |
eFootball PES 2023 By ESTEEM GAMING |
v1.13.2 |
2023-06-08 |
Unknown GetPointer bfc3bfc3 PC bfc3bfc3 LR 088c9688 |
eFootball PES 2023 By ESTEEM GAMING |
v1.13.2 |
2023-06-08 |
ReadFromHardware: Invalid address bfc3bfc3 near PC bfc3bfc3 LR 088c9688 |
Spider-Man 2 |
v1.13.2 |
2023-06-08 |
Failed to read valid video stream data from header |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.13.2 |
2023-06-08 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00000000:00000802 Tex LM TFuncMod
#version 410
#extension GL_EXT_gpu_shader4 : enable
// GeForce 410M/PCI/SSE2 - GLSL 410
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
fragColor0 = v;
}
vs: 01070000:00020b31 HWX T N LM Tex UVEnv Light: 0: c:0 t:0 MatUp:7 Cull
#version 410
#extension GL_EXT_gpu_shader4 : enable
// GeForce 410M/PCI/SSE2 - GLSL 410
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out 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 * u_matambientalpha + vec4(u_matemissive, 0.0);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal))) * 0.5, 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_ClipDistance[0] = projZ * outPos.w + outPos.w;
gl_Position = outPos;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.13.2 |
2023-06-08 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00000000:06000002 Tex StenToAlphaDual Sten0 TFuncMod
#version 410
#extension GL_EXT_gpu_shader4 : enable
// GeForce 410M/PCI/SSE2 - GLSL 410
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
in lowp vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
out vec4 fragColor1;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
fragColor0 = vec4(v.rgb, 0.0);
fragColor1 = vec4(0.0, 0.0, 0.0, v.a);
}
vs: 00000000:003e0330 HWX N Tex UVEnv 3: c:0 t:0 Cull
#version 410
#extension GL_EXT_gpu_shader4 : enable
// GeForce 410M/PCI/SSE2 - GLSL 410
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos3;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out 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);
v_color0 = u_matambientalpha;
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal))) * 0.5, 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_ClipDistance[0] = projZ * outPos.w + outPos.w;
gl_Position = outPos;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.13.2 |
2023-06-08 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00000000:0a200002 Tex Fog StenToAlphaDual Sten1 TFuncMod
#version 410
#extension GL_EXT_gpu_shader4 : enable
// GeForce 410M/PCI/SSE2 - GLSL 410
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
out vec4 fragColor1;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = vec4(v.rgb, 1.0);
fragColor1 = vec4(0.0, 0.0, 0.0, v.a);
}
vs: 00000000:003e0334 HWX N Fog Tex UVEnv 3: c:0 t:0 Cull
#version 410
#extension GL_EXT_gpu_shader4 : enable
// GeForce 410M/PCI/SSE2 - GLSL 410
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos3;
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;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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);
v_color0 = u_matambientalpha;
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal))) * 0.5, 1.0);
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_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_ClipDistance[0] = projZ * outPos.w + outPos.w;
gl_Position = outPos;
}
|
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.13.2 |
2023-06-08 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00000000:06200002 Tex Fog StenToAlphaDual Sten0 TFuncMod
#version 410
#extension GL_EXT_gpu_shader4 : enable
// GeForce 410M/PCI/SSE2 - GLSL 410
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
out vec4 fragColor1;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = vec4(v.rgb, 0.0);
fragColor1 = vec4(0.0, 0.0, 0.0, v.a);
}
vs: 00000000:003e0334 HWX N Fog Tex UVEnv 3: c:0 t:0 Cull
#version 410
#extension GL_EXT_gpu_shader4 : enable
// GeForce 410M/PCI/SSE2 - GLSL 410
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos3;
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;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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);
v_color0 = u_matambientalpha;
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal))) * 0.5, 1.0);
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_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_ClipDistance[0] = projZ * outPos.w + outPos.w;
gl_Position = outPos;
}
|
God of War: Chains of Olympus |
v1.13.2 |
2023-06-08 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00000000:02800802 Tex LM 2x StenToAlphaDual StenUniform TFuncMod
#version 410
#extension GL_EXT_gpu_shader4 : enable
// GeForce 410M/PCI/SSE2 - GLSL 410
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
out vec4 fragColor1;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
fragColor1 = vec4(0.0, 0.0, 0.0, v.a);
}
vs: 01010000:00120b39 HWX C T N LM Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 MatUp:1 Cull
#version 410
#extension GL_EXT_gpu_shader4 : enable
// GeForce 410M/PCI/SSE2 - GLSL 410
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform vec3 u_lightpos1;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out 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);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 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_ClipDistance[0] = projZ * outPos.w + outPos.w;
gl_Position = outPos;
}
|
God of War: Chains of Olympus |
v1.13.2 |
2023-06-08 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00000000:02800802 Tex LM 2x StenToAlphaDual StenUniform TFuncMod
#version 410
#extension GL_EXT_gpu_shader4 : enable
// GeForce 410M/PCI/SSE2 - GLSL 410
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
out vec4 fragColor1;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
fragColor0 = vec4(v.rgb, u_stencilReplaceValue);
fragColor1 = vec4(0.0, 0.0, 0.0, v.a);
}
vs: 01030000:00120b39 HWX C T N LM Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 MatUp:3 Cull
#version 410
#extension GL_EXT_gpu_shader4 : enable
// GeForce 410M/PCI/SSE2 - GLSL 410
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform vec3 u_lightpos1;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out 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);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 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_ClipDistance[0] = projZ * outPos.w + outPos.w;
gl_Position = outPos;
}
|
eFootball PES 2021 T. Bendezu "C19" |
v1.13.2 |
2023-06-07 |
Unknown GetPointer e6bfcae5 PC 0884d7b4 LR 0884d7d4 |
MONSTER HUNTER FREEDOM UNITE™ |
v1.13.2 |
2023-06-07 |
sceDmacMemcpy(dest=0414e000, src=095b3b50, size=276864): overlapping read |
eFootball PES 2021 By TM ARTS |
v1.13.2 |
2023-06-07 |
Unknown GetPointer 95eaa4f3 PC 0884d5a0 LR 0884d7c4 |
TEKKEN DARK RESURRECTION |
v1.13.2 |
2023-06-07 |
FBO using existing buffer as depthbuffer, 04154000/04110000 and 04110000/00000000 |
NARUTO: Ultimate Ninja Heroes 2 |
v1.13.2 |
2023-06-07 |
__KernelStopThread: thread 334 does not exist |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.13.2 |
2023-06-05 |
WriteToHardware: Invalid address 00000d10 near PC 08800578 LR 0881b744 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.13.2 |
2023-06-05 |
ReadFromHardware: Invalid address 00000001 near PC 08800574 LR 0881b744 |
Tomb Raider: Anniversary™ |
v1.13.2 |
2023-06-05 |
sceDmacMemcpy(dest=041a2000, src=094af2b0, size=5120): overlapping read |
Def Jam® Fight For NY™: The Takeover |
v1.13.2 |
2023-06-05 |
sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 00000c8b): duplicate handler |
FINAL FANTASY 零式 ディスク1 |
v1.13.2 |
2023-06-05 |
sceDmacMemcpy(dest=085f4000, src=0971e040, size=45216): overlapping read |
英雄伝説 零の軌跡 |
v1.13.2 |
2023-06-04 |
sceDmacMemcpy(dest=041cbd00, src=08e2cbe0, size=16384): overlapping read |
Def Jam® Fight For NY™: The Takeover |
v1.13.2 |
2023-06-04 |
sceDmacMemcpy(dest=0984be00, src=08400000, size=641344): overlapping read |
eFootball PES 2023 "SNE" |
v1.13.2 |
2023-06-04 |
Unknown GetPointer 95ea7e33 PC 0884d5a0 LR 0884d7c4 |
英雄伝説 零の軌跡 |
v1.13.2 |
2023-06-04 |
sceDmacMemcpy(dest=041b9500, src=08e2aae0, size=8192): overlapping read |
TEKKEN 6 |
v1.13.2 |
2023-06-04 |
__KernelStopThread: thread 354 does not exist |
The Godfather™ Mob Wars |
v1.13.2 |
2023-06-04 |
FBO created from existing depthbuffer as color, 04110000/00000000 and 04174000/04110000 |
Disney•Pixar UP |
v1.13.2 |
2023-06-04 |
__KernelStopThread: thread 2588 does not exist |
NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.13.2 |
2023-06-04 |
WriteToHardware: Invalid address 00000290 near PC 089e07b8 LR 089e07c8 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.13.2 |
2023-06-04 |
MIPSCompileOp: Invalid instruction d1f39810 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.13.2 |
2023-06-04 |
WriteToHardware: Invalid address 424454ae near PC 089adbb4 LR 089adbb4 |
Ultimate Ghosts'n Goblins |
v1.13.2 |
2023-06-03 |
sceDmacMemcpy(dest=0412fa00, src=091c8d00, size=2048): overlapping read |
Ultimate Ghosts'n Goblins |
v1.13.2 |
2023-06-03 |
sceDmacMemcpy(dest=0412c600, src=091c7e00, size=2048): overlapping read |
Ultimate Ghosts'n Goblins |
v1.13.2 |
2023-06-03 |
sceDmacMemcpy(dest=04162c00, src=09a67780, size=2048): overlapping read |
Ultimate Ghosts'n Goblins |
v1.13.2 |
2023-06-03 |
sceDmacMemcpy(dest=040ee800, src=0993d550, size=4096): overlapping read |
PRO EVOLUTION SOCCER VANDAMME EDITION |
v1.13.2 |
2023-06-03 |
Unknown GetPointer 00000010 PC 0884d7bc LR 0884d7c4 |
PRO EVOLUTION SOCCER VANDAMME EDITION |
v1.13.2 |
2023-06-03 |
Unknown GetPointer 00000000 PC 0881c2c8 LR 0881c2d0 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.13.2 |
2023-06-03 |
Truncating vertex count from 109598 to 21845 |
FINAL FANTASY 零式 ディスク1 |
v1.13.2 |
2023-06-03 |
sceDmacMemcpy(dest=087cc800, src=097c3940, size=47696): overlapping read |
Toy Story 3 |
v1.13.2 |
2023-06-03 |
__KernelStopThread: thread 415 does not exist |
Grand Theft Auto: Chinatown Wars |
v1.13.2 |
2023-06-03 |
__KernelStopThread: thread 308 does not exist |
Toy Story 3 |
v1.13.2 |
2023-06-03 |
__KernelStopThread: thread 402 does not exist |
MONSTER HUNTER FREEDOM UNITE™ |
v1.13.2 |
2023-06-02 |
sceDmacMemcpy(dest=0414e000, src=095dd400, size=251328): overlapping read |
円卓の生徒 The Eternal Legend |
v1.13.2 |
2023-06-02 |
Unknown GetPointer db123de1 PC 088c9af4 LR 088c9b30 |
eFootball PES 2023 "SNE" |
v1.13.2 |
2023-06-02 |
Branch in Jump delay slot at 088d2ac4 in block starting at 088d1a44 |
eFootball PES 2023 "SNE" |
v1.13.2 |
2023-06-02 |
MIPSCompileOp: Invalid instruction 00001114 |
LEGO® Batman™: The Videogame |
v1.13.2 |
2023-06-02 |
MIPSCompileOp: Invalid instruction 452b27c5 |
LEGO® Batman™: The Videogame |
v1.13.2 |
2023-06-02 |
MIPSCompileOp: Invalid instruction b6bcb680 |
LEGO® Batman™: The Videogame |
v1.13.2 |
2023-06-02 |
MIPSCompileOp: Invalid instruction 7ebb0005 |
英雄伝説 零の軌跡 |
v1.13.2 |
2023-06-01 |
sceDmacMemcpy(dest=041f9900, src=08e36060, size=8192): overlapping read |
eFootball PES 2023 By ESTEEM GAMING |
v1.13.2 |
2023-06-01 |
Unknown GetPointer 00003b20 PC 08815fb0 LR 08815fbc |
Assassin's Creed: Bloodlines™ |
v1.13.2 |
2023-06-01 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c0bdd4, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.13.2 |
2023-06-01 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c0bdd4, 4, 00000000, 0) |
FINAL FANTASY 零式 ディスク1 |
v1.13.2 |
2023-06-01 |
sceDmacMemcpy(dest=085db000, src=097c4780, size=47696): overlapping read |
Dante's Inferno™ |
v1.13.2 |
2023-06-01 |
MIPSCompileOp: Invalid instruction 45296f45 |
DRAGONBALL: EVOLUTION |
v1.13.2 |
2023-06-01 |
__KernelStopThread: thread 310 does not exist |
SBK®08 Superbike World Championship |
v1.13.2 |
2023-05-31 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08fe0b70): duplicate handler |
eFootball PES 2023 "SNE" |
v1.13.2 |
2023-05-31 |
sceDmacMemcpy(dest=040cc000, src=08701400, size=1043456): overlapping read |
E FOOTBALL ASIA 2021 "By TRMD" |
v1.13.2 |
2023-05-31 |
Unknown GetPointer 00000080 PC 0884d7a4 LR 0884d7c4 |
FINAL FANTASY 零式 ディスク1 |
v1.13.2 |
2023-05-31 |
sceDmacMemcpy(dest=08590000, src=09438e40, size=304928): overlapping read |
FINAL FANTASY 零式 ディスク1 |
v1.13.2 |
2023-05-31 |
FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000 |
eFootball PES 2023 "SNE" |
v1.9.2 |
2023-06-02 |
Jump to invalid address: 06814800 |
eFootball PES 2023 "SNE" |
v1.9.2 |
2023-06-02 |
Jump to invalid address: 02eeeeb0 |
eFootball PES 2023 "SNE" |
v1.9.2 |
2023-06-02 |
Jump to invalid address: 028e0b90 |
eFootball PES 2023 "SNE" |
v1.9.2 |
2023-06-02 |
Jump to invalid address: 02b72970 |
eFootball PES 2023 "SNE" |
v1.9.2 |
2023-06-02 |
Jump to invalid address: 02aaad80 |
DISSIDIA duodecim prologus FINAL FANTASY |
v1.13.2 |
2023-05-31 |
Rendering to framebuffer offset: 040cc000 +256x0 |
DISSIDIA duodecim prologus FINAL FANTASY |
v1.13.2 |
2023-05-31 |
Decoding texture from VRAM mirror at 04288000 swizzle=0 |
DISSIDIA duodecim prologus FINAL FANTASY |
v1.13.2 |
2023-05-31 |
WriteToHardware: Invalid address 00000008 near PC 08000000 LR 08000000 |
Bakugan™: Defenders of the Core |
v1.13.2 |
2023-05-30 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (6c5f5066), bad data |
Def Jam® Fight For NY™: The Takeover |
v1.13.2 |
2023-05-30 |
sceDmacMemcpy(dest=0990f200, src=08400000, size=72384): overlapping read |
PES 2014 |
v1.13.2 |
2023-05-30 |
Jump to invalid address: 0732d440 PC 08b0a98c LR 088681cc |
PES 2014 |
v1.13.2 |
2023-05-30 |
Jump to invalid address: 0732cd80 PC 08b0a988 LR 088681cc |
PES 2014 |
v1.13.2 |
2023-05-30 |
Jump to invalid address: 0732c6c0 PC 08b0a984 LR 088681cc |
PES 2014 |
v1.13.2 |
2023-05-30 |
Jump to invalid address: 0732c000 PC 08b0a980 LR 088681cc |
eFootball Chelito 19 |
v1.13.2 |
2023-05-30 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: thin3d
#version 320 es
#ifdef GL_ES
precision mediump float;
#endif
#ifdef GL_ES
precision lowp float;
#endif
#if __VERSION__ >= 130
#define varying in
#define texture2D texture
#define gl_FragColor fragColor0
out vec4 fragColor0;
#endif
varying vec4 oColor0;
varying vec2 oTexCoord0;
uniform sampler2D Sampler0;
void main() { gl_FragColor = texture2D(Sampler0, oTexCoord0).zyxw * oColor0; }
vs: thin3d
|
eFootball Chelito 19 |
v1.13.2 |
2023-05-30 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: thin3d
#version 320 es
#ifdef GL_ES
precision mediump float;
#endif
#ifdef GL_ES
precision lowp float;
#endif
#if __VERSION__ >= 130
#define varying in
#define texture2D texture
#define gl_FragColor fragColor0
out vec4 fragColor0;
#endif
varying vec4 oColor0;
varying vec2 oTexCoord0;
uniform sampler2D Sampler0;
void main() { gl_FragColor = texture2D(Sampler0, oTexCoord0) * oColor0; }
vs: thin3d
|
eFootball PES 2023 By ESTEEM GAMING |
v1.13.2 |
2023-05-30 |
sceGeBreak(mode=0, unknown=09fff520): unknown ptr (valid) |
eFootball PES 2023 By ESTEEM GAMING |
v1.13.2 |
2023-05-30 |
sceGeBreak(mode=0, unknown=09fff420): unknown ptr (valid) |
オール仮面ライダー ライダージェネレーション2 |
v1.13.2 |
2023-05-30 |
Unknown GetPointerWrite 00000018 PC 088784fc LR 0887853c |
God of War™: Ghost of Sparta |
v1.13.2 |
2023-05-30 |
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 r6p2-01rel0 [Revision 96995].
01f34444:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 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 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 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;
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);
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_cul |
PES Ultimate Patch 2021 |
v1.13.2 |
2023-05-29 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147243972 |