Recent logs - v1.13.2

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Game title Version Latest Report Message
Divi Dead v1.13.2 2022-09-30 ChDir failed to map device for "disc0:/PSP_GAME/USRDIR/", failing
Dragon Ball Z: Tenkaichi Tag Team v1.13.2 2022-09-29 Branch in Jump delay slot at 0883d3e8 in block starting at 0883d3dc
Dragon Ball Z: Tenkaichi Tag Team v1.13.2 2022-09-29 MIPSCompileOp: Invalid instruction 4e1e56d0
sm64-port d698e233-dirty v1.13.2 2022-09-29 Trying to relocate non-loaded section (null)
Mega Drops 2 (PSPUpdates Homebrew Contest 2008) v1.13.2 2022-09-29 MFIC instruction hit (70020024) at 0896d2c8
METAL SLUG Anthology v1.13.2 2022-09-29 UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI75fd, c8:23:fb:f7:75:fd, 20000000, 0) at 088e45b8
NARUTO: Ultimate Ninja Heroes v1.13.2 2022-09-29 80630011=sceAtracSetDataAndGetID(08551dd0, 0000007c): no data chunk
eFootball PES 2021 By TM ARTS v1.13.2 2022-09-29 __KernelStopThread: thread 318 does not exist
eFootball PES 2021 By TM ARTS v1.13.2 2022-09-29 Could not setup streams, unexpected stream count: 13464
Assassin's Creed: Bloodlines™ v1.13.2 2022-09-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bddc64, 4, 00000000, 0)
Battlegrounds3 v1.13.2 2022-09-29 MFIC instruction hit (70020024) at 08832bd0
Battlegrounds3 v1.13.2 2022-09-29 Trying to relocate non-loaded section (null)
Dragon Ball Z: Tenkaichi Tag Team v1.13.2 2022-09-29 Unknown GetPointerWrite 000000cc PC 08a83c38 LR 08a83c5c
NZP Unofficial Patch 1.0.1 (Fat) v1.13.2 2022-09-29 MFIC instruction hit (70020024) at 08908ed8
WWE'12 v1.13.2 2022-09-29 sceDmacMemcpy(dest=04188880, src=09626c20, size=65552): overlapping read
Prince of Persia - Rival Swords v1.13.2 2022-09-29 Drawing region rate add non-zero: 04ed, 0147 of 01df, 010f
FNaF 1 PSP v1.3.1 v1.13.2 2022-09-29 MFIC instruction hit (70020024) at 088e5140
Dragon Ball Z: Tenkaichi Tag Team v1.13.2 2022-09-29 Jump to invalid address: 07770900
Dragon Ball Z: Tenkaichi Tag Team v1.13.2 2022-09-29 Branch in Jump delay slot at 09ddc174 in block starting at 09ddc140
Dragon Ball Z: Tenkaichi Tag Team v1.13.2 2022-09-29 Jump to invalid address: 07770600
Dragon Ball Z: Tenkaichi Tag Team v1.13.2 2022-09-29 Jump to invalid address: 07770480
SOCOM U.S. Navy SEALs: Tactical Strike v1.13.2 2022-09-29 Branch in Jump delay slot at 08062220 in block starting at 08060000
SOCOM U.S. Navy SEALs: Tactical Strike v1.13.2 2022-09-29 Jump to invalid address: 01388860
SOCOM U.S. Navy SEALs: Tactical Strike v1.13.2 2022-09-29 Unknown GetPointer 3e400000 PC 08a6b1c0 LR 08a6b1cc
SOCOM U.S. Navy SEALs: Tactical Strike v1.13.2 2022-09-29 Unknown GetPointerWrite 3fec0000 PC 08a6b1c0 LR 08a6b1cc
Midnight Club: L.A. Remix® v1.13.2 2022-09-29 BREAK instruction hit
Prince of Persia® Rival Swords v1.13.2 2022-09-29 BlockTransfer: Bad source transfer address b0000000!
Prince of Persia® Rival Swords v1.13.2 2022-09-29 Drawing region rate add non-zero: 032d, 0155 of 01df, 010f
KINGDOM HEARTS Birth by Sleep FINAL MIX v1.13.2 2022-09-29 sceKernelCreateThread(name=layout): unsupported attributes 00000006
Prince of Persia® Rival Swords v1.13.2 2022-09-29 Unknown GE command : efffffff
Dragon Ball Z: Tenkaichi Tag Team v1.13.2 2022-09-29 Truncating vertex count from 23454 to 21845
RESISTANCE® ~報復の刻~ v1.13.2 2022-09-29 Unexpected mpeg first timestamp: 9ce1a090000 / 10780804710400
Dragon Ball Z: Tenkaichi Tag Team v1.13.2 2022-09-29 ReadFromHardware: Invalid address 00000040 near PC 089e65d0 LR 089e65ac
最后的约定的故事 v1.13.2 2022-09-29 sceKernelLoadModule: unsupported options size=00000014, flags=09fff6b4, pos=0, access=1, data=2, text=2
Efootball PES 2022 v1.13.2 2022-09-29 sceNetAdhocMatchingInit(32768) at 08a71984
Tomb Raider : Legend v1.13.2 2022-09-29 sceDmacMemcpy(dest=041ab000, src=08ee63a0, size=5120): overlapping read
Def Jam® Fight For NY™: The Takeover v1.13.2 2022-09-29 sceDmacMemcpy(dest=098f5840, src=08400000, size=203968): overlapping read
Crash™ Tag Team Racing v1.13.2 2022-09-29 80630006=sceAtracSetDataAndGetID(09a66c00, 00014000): invalid RIFF header
Assassin's Creed: Bloodlines™ v1.13.2 2022-09-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b64cf4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-09-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b64cf4, 4, 00000000, 0)
Crash™ Tag Team Racing v1.13.2 2022-09-29 80630006=sceAtracSetDataAndGetID(09615040, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.13.2 2022-09-29 80630006=sceAtracSetDataAndGetID(09600fc0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.13.2 2022-09-29 80630006=sceAtracSetDataAndGetID(09b96d00, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.13.2 2022-09-29 80630006=sceAtracSetDataAndGetID(09b46b00, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.13.2 2022-09-29 80630006=sceAtracSetDataAndGetID(09b5ab80, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.13.2 2022-09-29 80630006=sceAtracSetDataAndGetID(09b5abc0, 00014000): invalid RIFF header
Def Jam® Fight For NY™: The Takeover v1.13.2 2022-09-29 sceDmacMemcpy(dest=0980fc80, src=08400000, size=72384): overlapping read
ARMORED CORE FORMULA FRONT v1.13.2 2022-09-29 Video out requested, not supported: mode=0 size=0,0
ARMORED CORE FORMULA FRONT v1.13.2 2022-09-29 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167508176
ARMORED CORE FORMULA FRONT v1.13.2 2022-09-29 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
ARMORED CORE FORMULA FRONT v1.13.2 2022-09-29 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
Def Jam® Fight For NY™: The Takeover v1.13.2 2022-09-29 sceDmacMemcpy(dest=09877400, src=08400000, size=72384): overlapping read
NUSANTARA v1.13.2 2022-09-29 Unknown GetPointer 2985d5ec PC 0881c430 LR 0881c440
Dragon Ball Z: Tenkaichi Tag Team v1.13.2 2022-09-29 Unknown GE command : fdda0120
WWE'12 v1.13.2 2022-09-29 Unknown GetPointerWrite 00000000 PC 0898b304 LR 0898b324
Patapon™3 v1.13.2 2022-09-29 Unknown GetPointerWrite 00000000 PC 0886c170 LR 0886c170
God of War®: Ghost of Sparta v1.13.2 2022-09-29 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 r10p0-00rel0 [Revision 96995]. 01f34550:00000f3d HWX C T N LM Fog RevN Tex Light: 0: c:0 t:0 1: c:1 t:1 2: c:1 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 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 lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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); 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); 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * 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); 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_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } 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); li
God of War®: Ghost of Sparta v1.13.2 2022-09-29 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 r10p0-00rel0 [Revision 96995]. 01f34550:00000b3d HWX C T N LM Fog Tex Light: 0: c:0 t:0 1: c:1 t:1 2: c:1 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 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 lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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); 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); 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * 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); 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_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } 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); lightSum
BLACK★ROCK SHOOTER THE GAME v1.13.2 2022-09-29 sceDmacMemcpy(dest=040cc020, src=0905eed0, size=64928): overlapping read
God of War®: Ghost of Sparta v1.13.2 2022-09-29 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 r10p0-00rel0 [Revision 96995]. 01f34155:00000f3d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * 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_lightspecular2 * u_matspecular.rgb * ldot ; } lightS
God of War®: Ghost of Sparta v1.13.2 2022-09-29 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 r10p0-00rel0 [Revision 96995]. 01f34155:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * 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_lightspecular2 * u_matspecular.rgb * ldot ; } lightSum0.rg
NUSANTARA v1.13.2 2022-09-29 Unknown GetPointer 298603cc PC 0881c430 LR 0881c440
eFootball PES 2021 T. Bendezu "C19" v1.13.2 2022-09-29 Branch in Jump delay slot at 089c80c4 in block starting at 089c80c4
SBK®09 Superbike World Championship v1.13.2 2022-09-29 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092a8920): duplicate handler
eFootball PES 2021 T. Bendezu "C19" v1.13.2 2022-09-29 Branch in RSRTComp delay slot at 089c81e0 in block starting at 089c81e0
Grand Theft Auto: Vice City Stories v1.13.2 2022-09-29 WriteToHardware: Invalid address 00000008 near PC 0893982c LR 089392f8
RATATOUILLE v1.13.2 2022-09-29 Truncating vertex count from 39237 to 21845
eFootball By TM ARTS v1.13.2 2022-09-29 sceDmacMemcpy(dest=040cc000, src=08701400, size=1043456): overlapping read
The 3rd Birthday® v1.13.2 2022-09-29 sceDmacMemcpy(dest=090892c0, src=0908e340, size=20608): overlapping read
Assassin's Creed: Bloodlines™ v1.13.2 2022-09-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09aef994, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.2 2022-09-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09aef994, 4, 00000000, 0)
Mortal Kombat: Unchained v1.13.2 2022-09-29 MIPSCompileOp: Invalid instruction 62efb3c4
Mortal Kombat: Unchained v1.13.2 2022-09-29 MIPSCompileOp: Invalid instruction ec88001a
Mortal Kombat: Unchained v1.13.2 2022-09-29 MIPSCompileOp: Invalid instruction 622f10cf
Daxter v1.13.2 2022-09-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eba0c0, 4, 00000000, 0)
FIFA 11 v1.13.2 2022-09-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143963980
Crash™ Tag Team Racing v1.13.2 2022-09-29 __KernelStopThread: thread 379 does not exist
God of War®: Ghost of Sparta v1.13.2 2022-09-29 80631003=sceAtracSetAA3DataAndGetID(08c60dc0, 0001e000, 0019d118, 09fbba6c[ffffffff]): invalid ea3 magic bytes
Dragon Ball Z: Tenkaichi Tag Team v1.13.2 2022-09-29 MIPSCompileOp: Invalid instruction 4befcce0
Dragon Ball Z: Tenkaichi Tag Team v1.13.2 2022-09-29 MIPSCompileOp: Invalid instruction 784b4d60
SBK-07 v1.13.2 2022-09-29 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
MONSTER HUNTER PORTABLE 2nd G v1.13.2 2022-09-29 Branch in Jump delay slot at 09ffdcd0 in block starting at 09ffd5d4
MONSTER HUNTER PORTABLE 2nd G v1.13.2 2022-09-29 Jump to invalid address: 07ff8148
MONSTER HUNTER PORTABLE 2nd G v1.13.2 2022-09-29 Jump to invalid address: 07ffa770
MONSTER HUNTER PORTABLE 2nd G v1.13.2 2022-09-29 Branch in Jump delay slot at 09ffdcb8 in block starting at 09ffd5d4
MONSTER HUNTER PORTABLE 2nd G v1.13.2 2022-09-29 Jump to invalid address: 07ff7580
MONSTER HUNTER PORTABLE 2nd G v1.13.2 2022-09-29 Jump to invalid address: 07ff74b0
MONSTER HUNTER PORTABLE 2nd G v1.13.2 2022-09-29 Branch in Jump delay slot at 09ffdc90 in block starting at 09ffd5d4
MONSTER HUNTER PORTABLE 2nd G v1.13.2 2022-09-29 Jump to invalid address: 07ff8048
Tomb Raider : Legend v1.13.2 2022-09-29 sceDmacMemcpy(dest=041c7000, src=091d90a0, size=5120): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.13.2 2022-09-29 sceDmacMemcpy(dest=04178640, src=09418220, size=128): overlapping read
Need For Speed™ Underground Rivals v1.13.2 2022-09-29 WriteToHardware: Invalid address 00002260 near PC 0881b8a0 LR 0881b8a0
FIFA 14 - Por v1.13.2 2022-09-29 Unknown GetPointer 000000a4 PC 000000a4 LR 08a1a930
FIFA 14 - Por v1.13.2 2022-09-29 ReadFromHardware: Invalid address 000000a4 near PC 000000a4 LR 08a1a930
Toy Story 3 v1.13.2 2022-09-29 __KernelStopThread: thread 1335 does not exist
Def Jam® Fight For NY™: The Takeover v1.13.2 2022-09-29 sceDmacMemcpy(dest=09876c00, src=08400000, size=68160): overlapping read
Toy Story 3 v1.13.2 2022-09-29 __KernelStopThread: thread 1285 does not exist
Def Jam® Fight For NY™: The Takeover v1.13.2 2022-09-29 UNTESTED sceNetAdhocctlCreateEnterGameMode(7be4e8f, 1, 2, 09fbf960, 20000000, 0) at 0897eb28
Spider-Man: Friend or Foe v1.13.2 2022-09-29 WriteToHardware: Invalid address 00000a10 near PC 089089b4 LR 089089b4
Crash™ Tag Team Racing v1.13.2 2022-09-29 80630006=sceAtracSetDataAndGetID(09855280, 00014000): invalid RIFF header