Recent logs - v1.14.1

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Game title Version Latest Report Message
God of War: Chains of Olympus v1.14.1 2023-11-29 UI scissor out of bounds in GameSettingsScreen: 134,0-473,272 / 574,272
Efootball 2022 Komo Valeri... v1.14.1 2023-11-26 UI scissor out of bounds in GameSettingsScreen: 307,0-1280,720 / 1510,720
eFootball PES 2021 T. Bendezu "C19" v1.14.1 2023-11-25 UI scissor out of bounds in GamePauseScreen: 318,24-241,937 / 576,960
eFootball PES 2021 T. Bendezu "C19" v1.14.1 2023-11-25 UI scissor out of bounds in GamePauseScreen: 0,24-306,937 / 576,960
eFootball PES 2021 T. Bendezu "C19" v1.14.1 2023-11-25 UI scissor out of bounds in GamePauseScreen: 582,24-360,552 / 576,960
PRO EVOLUTION SOCCER VANDAMME EDITION v1.14.1 2023-11-23 Unknown GetPointer 00000002 PC 0881c410 LR 0881c420
Burnout Legends v1.14.1 2023-11-17 sceKernelLoadModule: unsupported options size=00000014, flags=20383231, pos=0, access=1, data=1, text=1
EFOOTBALL 2023 PSP OFFICIAL v1.14.1 2023-11-16 UI scissor out of bounds in MainScreen: 64,0-1174,721 / 1600,720
Midnight Club 3: DUB Edition v1.14.1 2023-11-15 UI scissor out of bounds in GameSettingsScreen: 189,0-1042,544 / 1178,544
Grand Theft Auto: Chinatown Wars v1.14.1 2023-11-13 UI scissor out of bounds in GameSettingsScreen: 210,0-740,480 / 888,480
RIDGE RACER 2 v1.14.1 2023-11-12 Ignoring possible texturing from framebuffer at 04193b40 +512x255 / 256x272
MONSTER HUNTER PORTABLE 3rd v1.14.1 2023-11-12 UI scissor out of bounds in GameSettingsScreen: 279,0-1234,721 / 1523,720
RIDGE RACER 2 v1.14.1 2023-11-10 Ignoring possible texturing from framebuffer at 0418c640 +0x102 / 256x272
RIDGE RACER 2 v1.14.1 2023-11-10 Ignoring possible texturing from framebuffer at 04195140 +0x213 / 256x272
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-11-09 sceDmacMemcpy(dest=0415ae00, src=092d8340, size=128): overlapping read
eFootball Chelito 19 v1.14.1 2023-11-08 UI scissor out of bounds in ScreenshotViewScreen: 26,409-667,560 / 1280,720
eFootball Chelito 19 v1.14.1 2023-11-08 UI scissor out of bounds in GamePauseScreen: 300,26-400,1254 / 1280,720
eFootball Chelito 19 v1.14.1 2023-11-08 UI scissor out of bounds in GamePauseScreen: 0,26-287,1254 / 1280,720
eFootball Chelito 19 v1.14.1 2023-11-08 UI scissor out of bounds in ScreenshotViewScreen: 306,129-667,560 / 720,1280
eFootball Chelito 19 v1.14.1 2023-11-05 UI scissor out of bounds in GameSettingsScreen: 492,0-1768,1080 / 2280,1032
UFC® Undisputed™ 2010 v1.14.1 2023-11-01 Unknown GetPointer a94ad324 PC 08880470 LR 08c30500
CODED ARMS v1.14.1 2023-10-31 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:61: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:62: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:63: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:72: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:73: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:74: '>>' : 01000000:80000108 HWX C Light: LightUberShader #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000108 HWX C Light: LightUberShader in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; out lowp vec4 v_color0; 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(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else {
CODED ARMS v1.14.1 2023-10-31 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:75: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:76: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:77: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:78: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:124: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:125 01000000:80000b10 HWX T N Tex Light: LightUberShader #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b10 HWX T N Tex Light: LightUberShader 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 uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; 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); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } swi
CODED ARMS v1.14.1 2023-10-31 Error in shader compilation: info: Fragment shader compilation failed. ERROR: 0:24: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:24: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 2 compilation errors. No code generated. 00180000:0020d022 Tex TexAlpha Fog TFuncMod AlphaTest > #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:0020d022 Tex TexAlpha Fog TFuncMod AlphaTest > uniform sampler2D tex; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) <= int(u_alphacolorref >> 24)) DISCARD; fragColor0 = v; }
CODED ARMS v1.14.1 2023-10-31 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:64: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:65: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:66: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:75: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:76: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:77: '>>' : 01000000:80000918 HWX C T Tex Light: LightUberShader #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000918 HWX C T Tex Light: LightUberShader in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; 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(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (c
CODED ARMS v1.14.1 2023-10-31 Error in shader compilation: info: Fragment shader compilation failed. ERROR: 0:24: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:24: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 2 compilation errors. No code generated. 00180000:0520d022 Tex TexAlpha Fog StenToAlpha Sten0 TFuncMod AlphaTest > #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:0520d022 Tex TexAlpha Fog StenToAlpha Sten0 TFuncMod AlphaTest > uniform sampler2D tex; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) <= int(u_alphacolorref >> 24)) DISCARD; fragColor0 = vec4(v.rgb, 0.0); }
CODED ARMS v1.14.1 2023-10-31 Error in shader compilation: info: Fragment shader compilation failed. ERROR: 0:24: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:24: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 2 compilation errors. No code generated. 00180000:0020d002 Tex Fog TFuncMod AlphaTest > #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:0020d002 Tex Fog TFuncMod AlphaTest > uniform sampler2D tex; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; 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); if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) <= int(u_alphacolorref >> 24)) DISCARD; fragColor0 = v; }
CODED ARMS v1.14.1 2023-10-31 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:65: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:66: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:67: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:76: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:77: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:78: '>>' : 01000000:80000b18 HWX C T N Tex Light: LightUberShader #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b18 HWX C T N Tex Light: LightUberShader 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 uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; 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); vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, wo
MONSTER HUNTER FREEDOM UNITE™ v1.14.1 2023-10-29 UI scissor out of bounds in GamePauseScreen: 650,40-400,2420 / 2460,1080
MONSTER HUNTER FREEDOM UNITE™ v1.14.1 2023-10-29 UI scissor out of bounds in GamePauseScreen: 108,40-522,2420 / 2460,1080
MONSTER HUNTER FREEDOM UNITE™ v1.14.1 2023-10-29 UI scissor out of bounds in GamePauseScreen: 1830,148-600,932 / 1080,2460
MONSTER HUNTER FREEDOM UNITE™ v1.14.1 2023-10-29 UI scissor out of bounds in GamePauseScreen: 0,148-1810,932 / 1080,2460
Toy Story 3 v1.14.1 2023-10-28 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed
Toy Story 3 v1.14.1 2023-10-28 sceKernelRegisterSubIntrHandler(30, 148385488, 08ae7714, 00000000): invalid subinterrupt
Killzone™: Liberation v1.14.1 2023-11-03 UI scissor out of bounds in GameSettingsScreen: 238,0-1191,721 / 1440,720
Platypus v1.14.1 2023-10-27 UI scissor out of bounds in MainScreen: 64,0-1211,721 / 1640,720
RIDGE RACER 2 v1.14.1 2023-10-26 Ignoring possible texturing from framebuffer at 0417ae00 +512x111 / 256x272
Split/Second v1.14.1 2023-10-26 UI scissor out of bounds in GameSettingsScreen: 510,0-1751,1080 / 2151,1080
eFootball PES 2021 By GABRIEL v1.14.1 2023-10-25 UI scissor out of bounds in GameSettingsScreen: 315,0-1110,720 / 1332,720
eFootball PES 2021 T. Bendezu "C19" v1.14.1 2023-10-25 UI scissor out of bounds in GamePauseScreen: 1822,139-551,941 / 1080,2400
eFootball PES 2021 T. Bendezu "C19" v1.14.1 2023-10-25 UI scissor out of bounds in GamePauseScreen: 0,139-1805,941 / 1080,2400
METAL SLUG XX v1.14.1 2023-10-25 sceKernelLoadModule: unsupported options size=00000014, flags=08987840, pos=0, access=1, data=1, text=1
Hot Shots Golf: Open Tee® v1.14.1 2023-10-23 Attempting to texture from current render target (src=04000000 / target=04000000 / flags=7), making a copy
UFC® Undisputed™ 2010 v1.14.1 2023-10-28 UI scissor out of bounds in GamePauseScreen: 986,17-279,527 / 1212,544
RIDGE RACER 2 v1.14.1 2023-10-22 Ignoring possible texturing from framebuffer at 04155080 +512x257 / 256x272
EA SPORTS™ FIGHT NIGHT Round 3 v1.14.1 2023-10-22 UI scissor out of bounds in GameSettingsScreen: 322,0-1270,720 / 1604,719
God of War: Ragnarok v1.14.1 2023-11-15 Attempting to texture from current render target (src=04162000 / target=04162000 / flags=7), making a copy
eFootball By TM ARTS v1.14.1 2023-10-19 UI scissor out of bounds in SavedataScreen: 1090,387-0,9 / 960,480
eFootball By TM ARTS v1.14.1 2023-10-19 UI scissor out of bounds in SavedataScreen: 1090,309-0,74 / 960,480
eFootball By TM ARTS v1.14.1 2023-10-19 UI scissor out of bounds in SavedataScreen: 1090,231-0,74 / 960,480
eFootball By TM ARTS v1.14.1 2023-10-19 UI scissor out of bounds in SavedataScreen: 1090,153-0,74 / 960,480
eFootball By TM ARTS v1.14.1 2023-10-19 UI scissor out of bounds in SavedataScreen: 1090,75-0,74 / 960,480
eFootball By TM ARTS v1.14.1 2023-10-19 UI scissor out of bounds in SavedataScreen: 1005,387-0,9 / 960,480
eFootball By TM ARTS v1.14.1 2023-10-19 UI scissor out of bounds in SavedataScreen: 1005,309-0,74 / 960,480
eFootball By TM ARTS v1.14.1 2023-10-19 UI scissor out of bounds in SavedataScreen: 1005,231-0,74 / 960,480
eFootball By TM ARTS v1.14.1 2023-10-19 UI scissor out of bounds in SavedataScreen: 1005,153-0,74 / 960,480
eFootball By TM ARTS v1.14.1 2023-10-19 UI scissor out of bounds in SavedataScreen: 1005,75-0,74 / 960,480
eFootball By TM ARTS v1.14.1 2023-10-19 UI scissor out of bounds in SavedataScreen: 1110,153-0,74 / 960,480
eFootball By TM ARTS v1.14.1 2023-10-19 UI scissor out of bounds in SavedataScreen: 1110,75-0,74 / 960,480
eFootball By TM ARTS v1.14.1 2023-10-19 UI scissor out of bounds in SavedataScreen: 1110,387-0,9 / 960,480
eFootball By TM ARTS v1.14.1 2023-10-19 UI scissor out of bounds in SavedataScreen: 1110,309-0,74 / 960,480
eFootball By TM ARTS v1.14.1 2023-10-19 UI scissor out of bounds in SavedataScreen: 1110,231-0,74 / 960,480
Crash™ Tag Team Racing v1.14.1 2023-10-19 80630006=sceAtracSetDataAndGetID(09bbbcc0, 00014000): invalid RIFF header
Assassin's Creed: Bloodlines™ v1.14.1 2023-10-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d38414, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.1 2023-10-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d38414, 4, 00000000, 0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-10-17 sceKernelLoadModule: unsupported options size=00000014, flags=08a87160, pos=0, access=1, data=2, text=2
eFootball Chelito 19 v1.14.1 2023-10-16 UI scissor out of bounds in GameSettingsScreen: 280,0-1235,720 / 1432,720
FIFA 14 v1.14.1 2023-10-15 UI scissor out of bounds in GameSettingsScreen: 213,0-1379,721 / 1600,662
Samurai Warriors®: State of War v1.14.1 2023-10-14 UI scissor out of bounds in GameSettingsScreen: 210,0-1146,768 / 960,544
Need For Speed™ Underground Rivals v1.14.1 2023-10-13 UI scissor out of bounds in GameSettingsScreen: 238,0-1191,721 / 1440,720
FIFA 07 v1.14.1 2023-10-13 UI scissor out of bounds in GameSettingsScreen: 238,0-1191,721 / 1440,720
RENGOKU: The Tower of Purgatory v1.14.1 2023-10-12 sceIoAssign(disc0:, umd0:, isofs:, IOASSIGN_RDONLY, 00000000, 0)
Mortal Kombat: Unchained v1.14.1 2023-10-11 UI scissor out of bounds in GameSettingsScreen: 487,0-1895,1081 / 2400,1036
Dragon Ball Z: Tenkaichi Tag Team v1.14.1 2023-10-11 UI scissor out of bounds in GameSettingsScreen: 375,0-1411,810 / 1699,810
God of War®: Ghost of Sparta v1.14.1 2023-10-10 UI scissor out of bounds in GameSettingsScreen: 228,0-1238,721 / 1522,720
EFOOTBALL NEW PATCH SEASON 2024 v1.9.4 2023-11-30 Savedata version requested on save: 3
EFOOTBALL NEW PATCH SEASON 2024 v1.9.4 2023-11-30 Savedata version requested: 3
eFootball Chelito 19 v1.14.1 2023-10-10 UI scissor out of bounds in listpopupScreen: 0,387-136,387 / 272,544
eFootball Chelito 19 v1.14.1 2023-10-10 UI scissor out of bounds in LogConfigScreen: 0,0-136,1088 / 272,544
eFootball Chelito 19 v1.14.1 2023-10-10 UI scissor out of bounds in listpopupScreen: 133,57-278,194 / 272,544
eFootball Chelito 19 v1.14.1 2023-10-10 UI scissor out of bounds in LogConfigScreen: 0,0-544,272 / 272,544
eFootball Chelito 19 v1.14.1 2023-10-10 UI scissor out of bounds in DisplayLayoutScreen: 60,0-76,1088 / 272,544
eFootball Chelito 19 v1.14.1 2023-10-10 UI scissor out of bounds in DisplayLayoutScreen: 392,0-152,272 / 272,544
eFootball Chelito 19 v1.14.1 2023-10-10 UI scissor out of bounds in GameSettingsScreen: 0,60-146,817 / 272,507
eFootball Chelito 19 v1.14.1 2023-10-10 UI scissor out of bounds in GameSettingsScreen: 105,0-397,272 / 272,507
eFootball Chelito 19 v1.14.1 2023-10-10 UI scissor out of bounds in GameSettingsScreen: 56,0-233,544 / 272,544
eFootball Chelito 19 v1.14.1 2023-10-10 UI scissor out of bounds in ReportScreen: 56,20-76,1068 / 272,544
eFootball Chelito 19 v1.14.1 2023-10-10 UI scissor out of bounds in ReportScreen: 0,20-53,1063 / 272,544
eFootball Chelito 19 v1.14.1 2023-10-10 UI scissor out of bounds in ReportScreen: 385,10-152,262 / 272,544
eFootball Chelito 19 v1.14.1 2023-10-10 UI scissor out of bounds in ReportScreen: 0,10-378,260 / 272,544
Dragon Ball Z: Tenkaichi Tag Team v1.14.1 2023-10-09 Jump to invalid address: 0a505c40
Dragon Ball Z: Tenkaichi Tag Team v1.14.1 2023-10-09 MIPSCompileOp: Invalid instruction 4f739afc
Dragon Ball Z: Tenkaichi Tag Team v1.14.1 2023-10-09 Branch in branch delay slot at 08fa386c with different target
Dragon Ball Z: Tenkaichi Tag Team v1.14.1 2023-10-09 MIPSCompileOp: Invalid instruction 65fced80
Dragon Ball Z: Tenkaichi Tag Team v1.14.1 2023-10-09 MIPSCompileOp: Invalid instruction 78e80824
Dragon Ball Z: Tenkaichi Tag Team v1.14.1 2023-10-09 MIPSCompileOp: Invalid instruction 4d5916b9
Dragon Ball Z: Tenkaichi Tag Team v1.14.1 2023-10-09 ReadFromHardware: Invalid address dead4e5f near PC 08f9da44 LR 08000000
Dragon Ball Z: Tenkaichi Tag Team v1.14.1 2023-10-09 MIPSCompileOp: Invalid instruction 4a851363
eFootball By TM ARTS v1.14.1 2023-10-08 UI scissor out of bounds in NewLanguageScreen: 485,80-1304,300 / 1280,720
eFootball PES PPSSPP A3 2023 MOD FIFA v1.14.1 2023-10-08 ReadFromHardware: Invalid address 1398df38 near PC 08849a4c LR 08849a58