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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 |