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| Game title |
Version |
Latest Report |
Message |
| DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.14.1 |
2025-11-04 |
UI scissor out of bounds in ReportScreen: 300,26-400,1254 / 1280,720 |
| DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.14.1 |
2025-11-04 |
UI scissor out of bounds in ReportScreen: 0,26-280,1247 / 1280,720 |
| DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.14.1 |
2025-11-04 |
UI scissor out of bounds in ReportScreen: 0,26-840,687 / 720,1280 |
| DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.14.1 |
2025-11-03 |
Error in shader compilation: info: Compile failed.
00184000:00800382 Tex 2x Flat TClampST TFuncMod
#version 100
// Driver: PowerVR SGX 544MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00184000:00800382 Tex 2x Flat TClampST TFuncMod
uniform sampler2D tex;
uniform vec4 u_texclamp;
varying lowp vec4 v_color0;
varying highp float v_fogdepth;
varying highp vec3 v_texcoord;
float mymod(float a, float b) { return a - b * floor(a / b); }
void main() {
vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w));
vec4 t = texture2D(tex, fixedcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
gl_FragColor = v;
}
|
| DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.14.1 |
2025-11-03 |
UI scissor out of bounds in MainScreen: 0,988-405,1287 / 720,1280 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.1 |
2025-11-03 |
UI scissor out of bounds in SavedataScreen: 1595,204-0,99 / 1424,720 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.1 |
2025-11-03 |
UI scissor out of bounds in SavedataScreen: 1595,100-0,99 / 1424,720 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.1 |
2025-11-03 |
UI scissor out of bounds in SavedataScreen: 1489,204-0,99 / 1424,720 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.1 |
2025-11-03 |
UI scissor out of bounds in SavedataScreen: 1489,100-0,99 / 1424,720 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.1 |
2025-11-03 |
UI scissor out of bounds in SavedataScreen: 1495,516-0,92 / 1424,720 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.1 |
2025-11-03 |
UI scissor out of bounds in SavedataScreen: 1495,412-0,99 / 1424,720 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.1 |
2025-11-03 |
UI scissor out of bounds in SavedataScreen: 1495,308-0,99 / 1424,720 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.1 |
2025-11-03 |
UI scissor out of bounds in SavedataScreen: 1495,204-0,99 / 1424,720 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.1 |
2025-11-03 |
UI scissor out of bounds in SavedataScreen: 1495,100-0,99 / 1424,720 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.1 |
2025-11-03 |
UI scissor out of bounds in SavedataScreen: 1624,516-0,92 / 1424,720 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.1 |
2025-11-03 |
UI scissor out of bounds in SavedataScreen: 1624,412-0,99 / 1424,720 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.1 |
2025-11-03 |
UI scissor out of bounds in SavedataScreen: 1624,308-0,99 / 1424,720 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.1 |
2025-11-03 |
UI scissor out of bounds in SavedataScreen: 1624,204-0,99 / 1424,720 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.1 |
2025-11-03 |
UI scissor out of bounds in SavedataScreen: 1624,100-0,99 / 1424,720 |
| eFootball Lop - Play |
v1.14.1 |
2025-10-29 |
UI scissor out of bounds in GameSettingsScreen: 344,0-1243,720 / 1504,720 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.1 |
2025-10-28 |
WriteToHardware: Invalid address 0663d938 near PC 0880dcc8 LR 0880dcc8 |
| METAL SLUG XX™ |
v1.14.1 |
2025-10-27 |
UI scissor out of bounds in GameSettingsScreen: 294,0-1515,816 / 1722,816 |
| MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.14.1 |
2025-10-19 |
UI scissor out of bounds in CwCheatScreen: 516,0-1044,721 / 1560,720 |
| うたわれるもの PORTABLE |
v1.14.1 |
2025-10-17 |
A save request is already running, not starting a new one |
| (untitled homebrew) |
v1.14.1 |
2025-10-12 |
Savedata version requested on save: 3 |
| eFootball Chelito 19 |
v1.14.1 |
2025-10-11 |
UI scissor out of bounds in GamePauseScreen: 974,18-277,548 / 1208,544 |
| eFootball Chelito 19 |
v1.14.1 |
2025-10-11 |
UI scissor out of bounds in GamePauseScreen: 56,18-909,548 / 1208,544 |
| eFootball 2025 by MP |
v1.14.1 |
2025-10-10 |
UI scissor out of bounds in GameSettingsScreen: 335,0-1452,810 / 1800,781 |
| Pro Evolution Soccer 2013 |
v1.14.1 |
2025-10-09 |
UI scissor out of bounds in GamePauseScreen: 1146,11-534,293 / 960,540 |
| Pro Evolution Soccer 2013 |
v1.14.1 |
2025-10-09 |
UI scissor out of bounds in GamePauseScreen: 0,11-1129,293 / 960,540 |
| God of War™: Ghost of Sparta |
v1.14.1 |
2025-10-08 |
sceKernelLoadModule: unsupported options size=00000014, flags=0882be3c, pos=0, access=1, data=2, text=2 |
| God of War™: Ghost of Sparta |
v1.14.1 |
2025-10-08 |
sceKernelLoadModule: unsupported options size=00000014, flags=08809f04, pos=0, access=1, data=2, text=2 |
| Mortal Kombat: Unchained |
v1.14.1 |
2025-10-05 |
UI scissor out of bounds in GameSettingsScreen: 269,0-1462,817 / 1744,816 |
| GTA: Liberty City Stories |
v1.14.1 |
2025-10-04 |
UI scissor out of bounds in GamePauseScreen: 433,26-267,1574 / 1600,720 |
| GTA: Liberty City Stories |
v1.14.1 |
2025-10-04 |
UI scissor out of bounds in GamePauseScreen: 80,26-340,1574 / 1600,720 |
| GTA: Liberty City Stories |
v1.14.1 |
2025-10-04 |
UI scissor out of bounds in GamePauseScreen: 1180,106-400,614 / 720,1600 |
| GTA: Liberty City Stories |
v1.14.1 |
2025-10-04 |
UI scissor out of bounds in GamePauseScreen: 0,106-1167,614 / 720,1600 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.1 |
2025-09-28 |
Error in shader compilation: info: Compile failed.
ERROR: 0:14: 'fmod' : no matching overloaded function found
ERROR: 1 compilation errors. No code generated.
depal
#version 100
// Driver: PowerVR SGX 544MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform sampler2D pal;
precision highp float;
varying highp vec2 v_texcoord; // TEXCOORD0
void main() {
vec4 index = texture2D(tex, v_texcoord);
float coord = (fmod(index.r * 15.990000, 2.0) * 0.001953) + 0.000977;
vec4 outColor = texture2D(pal, vec2(coord, 0.0));
gl_FragColor = outColor;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.1 |
2025-09-28 |
Error in shader compilation: info: Compile failed.
ERROR: 0:14: 'fmod' : no matching overloaded function found
ERROR: 1 compilation errors. No code generated.
depal
#version 100
// Driver: PowerVR SGX 544MP - GLSL 100
#define DISCARD discard
precision lowp float;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform sampler2D pal;
precision highp float;
varying highp vec2 v_texcoord; // TEXCOORD0
void main() {
vec4 index = texture2D(tex, v_texcoord);
float coord = (fmod(index.a * 255.990005, 128.0) * 0.001953) + 0.000977;
vec4 outColor = texture2D(pal, vec2(coord, 0.0));
gl_FragColor = outColor;
}
|
| eFootball RB - V. |
v1.16.6 |
2025-11-02 |
Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460 |
| eFootball RB - V. |
v1.19.3 |
2025-11-06 |
sceNetAdhocMatchingInit(32768) at 08a719b8 |
| PATCH SPARTAN11 |
v1.14.1 |
2025-09-14 |
UI scissor out of bounds in MainScreen: 78,0-1279,817 / 1768,816 |
| PATCH SPARTAN11 |
v1.14.1 |
2025-09-14 |
UI scissor out of bounds in GameSettingsScreen: 348,0-1408,817 / 1768,816 |
| eFootball RB - V. |
v1.14.1 |
2025-09-13 |
Unknown GetPointerWrite 00000000 PC 08a02a0c LR 0881615c |
| EA-Sports FC PC-V |
v1.14.1 |
2025-09-09 |
Jump to invalid address: 0a0bc730 |
| EA-Sports FC PC-V |
v1.14.1 |
2025-09-09 |
UI scissor out of bounds in GamePauseScreen: 650,40-400,1880 / 1920,1080 |
| EA-Sports FC PC-V |
v1.14.1 |
2025-09-09 |
UI scissor out of bounds in GamePauseScreen: 0,40-630,1880 / 1920,1080 |
| EA-Sports FC PC-V |
v1.14.1 |
2025-09-09 |
UI scissor out of bounds in GamePauseScreen: 391,71-241,3343 / 1080,1920 |
| EA-Sports FC PC-V |
v1.14.1 |
2025-09-09 |
UI scissor out of bounds in GamePauseScreen: 0,71-380,3343 / 1080,1920 |
| EA-Sports FC PC-V |
v1.14.1 |
2025-09-09 |
UI scissor out of bounds in GamePauseScreen: 1290,40-600,1040 / 1080,1920 |
| EA-Sports FC PC-V |
v1.14.1 |
2025-09-09 |
UI scissor out of bounds in GamePauseScreen: 0,40-1270,1040 / 1080,1920 |
| eFootball RB - V. |
v1.9.4 |
2025-11-06 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| eFootball RB - V. |
v1.18.1 |
2025-11-06 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| eFootball RB - V. |
v1.9.4 |
2025-11-06 |
Savedata version requested: 3 |
| eFootball RB - V. |
v1.9.4 |
2025-11-06 |
Savedata version requested on save: 3 |
| Pro Evolution Soccer 2013 |
v1.14.1 |
2025-09-03 |
UI scissor out of bounds in GameSettingsScreen: 238,0-1215,721 / 1520,720 |
| eFootball Chelito 19 |
v1.14.1 |
2025-08-31 |
UI scissor out of bounds in GameSettingsScreen: 125,0-503,284 / 604,272 |
| eFooTBall Play Cesar Patch |
v1.14.1 |
2025-10-12 |
UI scissor out of bounds in GameSettingsScreen: 148,0-754,481 / 909,480 |
| eFootball Chelito 19 |
v1.14.1 |
2025-08-22 |
UI scissor out of bounds in GamePauseScreen: 0,26-420,1254 / 1280,720 |
| eFootball Chelito 19 |
v1.14.1 |
2025-08-22 |
UI scissor out of bounds in GamePauseScreen: 860,26-400,694 / 720,1280 |
| eFootball Chelito 19 |
v1.14.1 |
2025-08-22 |
UI scissor out of bounds in GamePauseScreen: 0,26-847,694 / 720,1280 |
| eFootball Euro y Copa America By T. Bendezu |
v1.14.1 |
2025-08-18 |
Unknown GetPointer 1143d644 PC 1143d644 LR 088d2d5c |
| eFooTBall Play Cesar Patch |
v1.14.1 |
2025-08-16 |
UI scissor out of bounds in MainScreen: 0,0-734,481 / 960,480 |
| Grand Theft Auto®: Chinatown Wars™ |
v1.14.1 |
2025-08-11 |
UI scissor out of bounds in GamePauseScreen: 433,26-267,1586 / 1612,720 |
| Grand Theft Auto®: Chinatown Wars™ |
v1.14.1 |
2025-08-11 |
UI scissor out of bounds in GamePauseScreen: 80,26-340,1586 / 1612,720 |
| Grand Theft Auto®: Chinatown Wars™ |
v1.14.1 |
2025-08-11 |
UI scissor out of bounds in GamePauseScreen: 1192,106-400,614 / 720,1612 |
| Grand Theft Auto®: Chinatown Wars™ |
v1.14.1 |
2025-08-11 |
UI scissor out of bounds in GamePauseScreen: 0,106-1179,614 / 720,1612 |
| Assassin's Creed: Bloodlines™ |
v1.14.1 |
2025-08-07 |
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: 0:79: '==' : 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: '!=' : wrong o
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 |
| eFooTBall Play Cesar Patch |
v1.14.1 |
2025-08-16 |
UI scissor out of bounds in GameSettingsScreen: 148,0-805,481 / 960,480 |
| EA-Sports FC Lop-Play |
v1.9.4 |
2025-11-06 |
Savedata version requested: 3 |
| EA-Sports FC Lop-Play |
v1.9.4 |
2025-11-06 |
Savedata version requested on save: 3 |
| EA FC 2024 BY SPARTAN JR 11 |
v1.9.4 |
2025-11-06 |
Savedata version requested on save: 3 |
| EA FC 2024 BY SPARTAN JR 11 |
v1.9.4 |
2025-11-06 |
MIPSCompileOp: Invalid instruction 46800499 |
| eFootball Chelito 19 |
v1.14.1 |
2025-08-01 |
UI scissor out of bounds in GameSettingsScreen: 840,63-4226,439 / 2357,1088 |
| Dragon Ball Z Shin Budokai |
v1.14.1 |
2025-07-31 |
UI scissor out of bounds in GamePauseScreen: 485,20-300,460 / 480,800 |
| eFootball Lop - Play |
v1.9.4 |
2025-11-05 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16) |
| eFootball Chelito 19 |
v1.14.1 |
2025-07-27 |
UI scissor out of bounds in SavedataScreen: 1004,75-0,74 / 854,480 |
| eFootball Lop - Play |
v1.9.4 |
2025-11-06 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| eFootball Lop - Play |
v1.18.1-846-gab47c3cb1f |
2025-11-06 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
| eFootball Lop - Play |
v1.19.3 |
2025-11-06 |
sceNetAdhocMatchingInit(32768) at 08a719b8 |
| Dragon Ball Z Shin Budokai |
v1.14.1 |
2025-07-31 |
UI scissor out of bounds in MainScreen: 0,412-480,388 / 800,480 |
| Dragon Ball Z Shin Budokai |
v1.14.1 |
2025-07-31 |
UI scissor out of bounds in MainScreen: 0,348-480,452 / 800,480 |
| Dragon Ball Z Shin Budokai |
v1.14.1 |
2025-07-22 |
UI scissor out of bounds in MainScreen: 490,10-300,470 / 480,800 |
| eFootball Lop - Play |
v1.9.4 |
2025-11-06 |
Savedata version requested: 3 |
| eFootball Lop - Play |
v1.9.4 |
2025-11-06 |
Savedata version requested on save: 3 |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2025-07-17 |
UI scissor out of bounds in SavedataScreen: 1812,516-0,92 / 1612,720 |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2025-07-17 |
UI scissor out of bounds in SavedataScreen: 1812,412-0,99 / 1612,720 |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2025-07-17 |
UI scissor out of bounds in SavedataScreen: 1812,308-0,99 / 1612,720 |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2025-07-17 |
UI scissor out of bounds in SavedataScreen: 1812,204-0,99 / 1612,720 |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2025-07-17 |
UI scissor out of bounds in SavedataScreen: 1812,100-0,99 / 1612,720 |
| デジモンアドベンチャー |
v1.14.1 |
2025-07-12 |
UI scissor out of bounds in GameSettingsScreen: 210,0-1146,768 / 681,633 |
| Dragon Ball Z Shin Budokai |
v1.14.1 |
2025-07-31 |
UI scissor out of bounds in GamePauseScreen: 265,20-200,780 / 800,480 |
| Dragon Ball Z Shin Budokai |
v1.14.1 |
2025-07-31 |
UI scissor out of bounds in GamePauseScreen: 0,20-255,780 / 800,480 |
| EA-Sports FC PC-V |
v1.14.1 |
2025-07-09 |
UI scissor out of bounds in GameSettingsScreen: 466,0-1915,1080 / 2265,1080 |
| Mortal Kombat: Unchained |
v1.14.1 |
2025-07-06 |
UI scissor out of bounds in MainScreen: 0,0-734,481 / 960,480 |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.14.1 |
2025-07-05 |
UI scissor out of bounds in GameSettingsScreen: 148,0-805,481 / 960,480 |
| Mortal Kombat: Unchained |
v1.14.1 |
2025-07-14 |
UI scissor out of bounds in GameSettingsScreen: 148,0-805,481 / 960,480 |
| eFootball PES 2021 By GABRIEL |
v1.14.1 |
2025-06-27 |
UI scissor out of bounds in ScreenshotViewScreen: 866,51-1112,189 / 1280,576 |
| SOCOM: U.S. Navy SEALs Portable |
v1.14.1 |
2025-07-09 |
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 r8p0-01rel0 [Revision 96995].
01710551:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01710551:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform 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 lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
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;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * 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 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * 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 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * 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)
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| SOCOM: U.S. Navy SEALs Portable |
v1.14.1 |
2025-06-25 |
sceDmacMemcpy(dest=087748e0, src=099c39e0, size=11552): overlapping read |