Recent logs - v1.13.2

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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