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Game title |
Version |
Latest Report |
Message |
eFootball Euro y Copa America By T. Bendezu |
v1.14.3 |
2025-01-25 |
UI scissor out of bounds in GamePauseScreen: 433,26-267,1254 / 1280,720 |
eFootball Euro y Copa America By T. Bendezu |
v1.14.3 |
2025-01-25 |
UI scissor out of bounds in GamePauseScreen: 0,26-420,1254 / 1280,720 |
eFootball Euro y Copa America By T. Bendezu |
v1.14.3 |
2025-01-25 |
UI scissor out of bounds in GamePauseScreen: 860,26-400,694 / 720,1280 |
eFootball Euro y Copa America By T. Bendezu |
v1.14.3 |
2025-01-25 |
UI scissor out of bounds in GamePauseScreen: 0,26-847,694 / 720,1280 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.14.3 |
2024-12-22 |
UI scissor out of bounds in GamePauseScreen: 20,85-668,683 / 964,544 |
God of War®: Ghost of Sparta |
v1.14.3 |
2024-12-18 |
UI scissor out of bounds in GamePauseScreen: 1051,20-300,748 / 964,544 |
God of War®: Ghost of Sparta |
v1.14.3 |
2024-12-18 |
UI scissor out of bounds in GamePauseScreen: 0,20-1041,748 / 964,544 |
eFootball PC - V. |
v1.14.3 |
2024-12-18 |
UI scissor out of bounds in GameSettingsScreen: 0,151-405,1949 / 720,1280 |
eFootball PC - V. |
v1.14.3 |
2024-12-18 |
UI scissor out of bounds in GameSettingsScreen: 280,0-987,720 / 720,1280 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.3 |
2024-12-11 |
UI scissor out of bounds in GamePauseScreen: 1051,20-300,705 / 964,544 |
MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.14.3 |
2024-12-11 |
UI scissor out of bounds in GameSettingsScreen: 280,1200-1627,1 / 1920,1200 |
Obscure: The Aftermath |
v1.14.3 |
2024-11-07 |
UI scissor out of bounds in GamePauseScreen: 1258,21-326,699 / 1522,720 |
Yu-Gi-Oh! GX Tag Force 3 |
v1.14.3 |
2024-10-20 |
WriteToHardware: Invalid address ffffaeb4 near PC 08823a84 LR 0882a4dc |
Yu-Gi-Oh! GX Tag Force 3 |
v1.14.3 |
2024-10-20 |
WriteToHardware: Invalid address ffff8fe8 near PC 08823a84 LR 0882a4dc |
eFootball Chelito 19 |
v1.14.3 |
2024-10-19 |
UI scissor out of bounds in GamePauseScreen: 92,17-57,841 / 272,483 |
Tenchu: Shadow Assassins |
v1.14.3 |
2024-10-14 |
80630011=sceAtracSetData(2, 08e47140, 00000000): buffer too small |
eFootball PC - V. |
v1.18.1 |
2025-02-12 |
sceNetAdhocMatchingInit(32768) at 08a719b8 |
eFootball PC - V. |
v1.9.4 |
2025-02-11 |
Game install with no files / data |
eFootball PC - V. |
v1.18.1-945-gb0182ed0e6 |
2025-02-13 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
eFootball PC - V. |
v1.18.1-607-g82fa82be2c |
2025-02-13 |
Unknown GetPointer 00000000 PC 0884d7b4 LR 0884d7d4 |
eFootball PC - V. |
v1.9.4 |
2025-02-12 |
Savedata version requested on save: 3 |
eFootball PC - V. |
v1.9.4 |
2025-02-14 |
Savedata version requested: 3 |
Mortal Kombat: Unchained |
v1.14.3 |
2024-09-13 |
UI scissor out of bounds in GameSettingsScreen: 262,0-1645,1080 / 1440,816 |
God of War®: Ghost of Sparta |
v1.14.3 |
2024-12-18 |
UI scissor out of bounds in GameSettingsScreen: 210,0-1146,768 / 1366,725 |
Lego Star Wars II: The Original Trilogy |
v1.14.3 |
2024-08-16 |
UI scissor out of bounds in GamePauseScreen: 1051,20-300,748 / 960,544 |
Lego Star Wars II: The Original Trilogy |
v1.14.3 |
2024-08-16 |
UI scissor out of bounds in GamePauseScreen: 0,20-1041,748 / 960,544 |
Lego Star Wars II: The Original Trilogy |
v1.14.3 |
2024-08-16 |
UI scissor out of bounds in GamePauseScreen: 1051,20-300,748 / 1366,725 |
Star Wars®: Battlefront II™ |
v1.16.5 |
2024-10-28 |
__KernelStopThread: thread 566 does not exist (helper deleted) |
MYFC 25 MYUNO4U |
v1.9.4 |
2025-02-12 |
Savedata version requested on save: 3 |
MYFC 25 MYUNO4U |
v1.9.4 |
2025-02-14 |
Savedata version requested: 3 |
eFootball Euro y Copa America By T. Bendezu |
v1.9.4 |
2025-02-14 |
Savedata version requested on save: 3 |
eFootball Euro y Copa America By T. Bendezu |
v1.9.4 |
2025-02-14 |
Savedata version requested: 3 |
eFootball Chelito 19 |
v1.14.3 |
2024-05-15 |
UI scissor out of bounds in GameSettingsScreen: 280,0-427,1280 / 1280,720 |
eFootball Chelito 19 |
v1.14.3 |
2024-05-15 |
UI scissor out of bounds in HostnameSelectScreen: 273,260-734,58 / 720,1280 |
eFootball Chelito 19 |
v1.14.3 |
2024-05-25 |
UI scissor out of bounds in GameSettingsScreen: 0,85-720,1096 / 1280,720 |
eFootball Chelito 19 |
v1.14.3 |
2024-05-25 |
UI scissor out of bounds in GameSettingsScreen: 0,151-405,1949 / 720,1280 |
eFootball Chelito 19 |
v1.14.3 |
2024-05-25 |
UI scissor out of bounds in GameSettingsScreen: 280,0-987,720 / 720,1280 |
eFootball Chelito 19 |
v1.14.3 |
2024-05-25 |
UI scissor out of bounds in GamePauseScreen: 860,26-400,694 / 720,1280 |
EA-Sports FC PC-V |
v1.9.4 |
2025-02-14 |
Savedata version requested on save: 3 |
EA-Sports FC PC-V |
v1.9.4 |
2025-02-14 |
Savedata version requested: 3 |
GUILTYGEAR XX ΛCORE PLUS |
v1.14.3 |
2024-04-03 |
sceDmacMemcpy(dest=04144000, src=04088000, size=26496): overlapping read |
GUILTYGEAR XX ΛCORE PLUS |
v1.14.3 |
2024-04-01 |
UI scissor out of bounds in GameSettingsScreen: 262,0-1280,720 / 1521,720 |
eFootball PC - V. |
v1.9.4 |
2025-02-14 |
Savedata version requested on save: 3 |
PES FL 2022 |
v1.9.4 |
2025-02-12 |
Savedata version requested on save: 3 |
PES FL 2022 |
v1.9.4 |
2025-02-13 |
Savedata version requested: 3 |
eFootball PC - V. |
v1.9.4 |
2025-02-14 |
Savedata version requested: 3 |
eFootball PC - V. |
v1.18.1-986-ga174fdb19e |
2025-02-14 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
PES MY 2024 |
v1.7.5 |
2025-01-16 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
PES MY 2024 |
v1.9.4 |
2025-01-16 |
Savedata version requested on save: 3 |
PES MY 2024 |
v1.9.4 |
2025-02-13 |
Savedata version requested: 3 |
PES FL 2022 |
v1.14.3 |
2024-06-21 |
Savedata version requested on save: 3 |
MONSTER HUNTER PORTABLE 3rd |
v1.14.3 |
2024-01-30 |
UI scissor out of bounds in MainScreen: 0,481-540,479 / 960,540 |
MONSTER HUNTER PORTABLE 3rd |
v1.14.3 |
2024-01-30 |
UI scissor out of bounds in MainScreen: 0,417-540,543 / 960,540 |
MONSTER HUNTER PORTABLE 3rd |
v1.14.3 |
2024-01-30 |
UI scissor out of bounds in MainScreen: 1155,5-534,299 / 960,540 |
MONSTER HUNTER PORTABLE 3rd |
v1.14.3 |
2024-01-30 |
UI scissor out of bounds in MainScreen: 0,0-1138,304 / 960,540 |
MONSTER HUNTER PORTABLE 3rd |
v1.14.3 |
2024-01-30 |
UI scissor out of bounds in MainScreen: 0,36-1138,268 / 960,540 |
PES FL 2022 |
v1.6.3 |
2024-09-19 |
Savedata version requested: 3 |
MONSTER HUNTER PORTABLE 3rd |
v1.14.3 |
2024-02-01 |
UI scissor out of bounds in GamePauseScreen: 325,20-200,940 / 960,540 |
MONSTER HUNTER PORTABLE 3rd |
v1.14.3 |
2024-02-01 |
UI scissor out of bounds in GamePauseScreen: 0,20-315,940 / 960,540 |
MONSTER HUNTER PORTABLE 3rd |
v1.14.3 |
2024-02-01 |
UI scissor out of bounds in GamePauseScreen: 1146,11-534,293 / 960,540 |
MONSTER HUNTER PORTABLE 3rd |
v1.14.3 |
2024-02-01 |
UI scissor out of bounds in GamePauseScreen: 0,11-1129,293 / 960,540 |
eFootball Chelito 19 |
v1.14.3 |
2024-05-15 |
UI scissor out of bounds in GamePauseScreen: 433,26-267,1254 / 1280,720 |
eFootball Chelito 19 |
v1.14.3 |
2024-05-15 |
UI scissor out of bounds in GamePauseScreen: 0,26-420,1254 / 1280,720 |
Daxter |
v1.14.3 |
2023-12-25 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9f250, 4, 00000000, 0) |
英雄伝説 零の軌跡 |
v1.14.3 |
2023-12-14 |
Attempting to texture from current render target (src=04044000 / target=04044000 / flags=1), making a copy |
Persona3 PORTABLE |
v1.14.3 |
2023-12-02 |
UI scissor out of bounds in GameSettingsScreen: 210,0-1146,768 / 960,544 |
eFootball Chelito 19 |
v1.18.1 |
2024-11-09 |
Unknown GetPointer 00140000 PC 0884d7b4 LR 0884d7d4 |
Iso Super Heroes Tenkaichi V5 Final A.O |
v1.14.3 |
2023-11-08 |
Attempting to texture from current render target (src=04088000 / target=04088000 / flags=7), making a copy |
Spider-Man 3 |
v1.14.3 |
2023-11-06 |
UI scissor out of bounds in GameSettingsScreen: 348,0-1444,810 / 1705,810 |
Iso Super Heroes Tenkaichi V5 Final A.O |
v1.14.3 |
2023-11-05 |
Attempting to texture from current render target (src=04000000 / target=04000000 / flags=7), making a copy |
eFootball 2023 By [email protected] |
v1.14.3 |
2025-02-08 |
sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read |
eFootball 2024 By RH12 Official |
v1.9.4 |
2025-02-13 |
Savedata version requested: 3 |
EFOOTBALL NEW PATCH SEASON 2024 |
v1.9.4 |
2025-02-13 |
Savedata version requested on save: 3 |
EFOOTBALL NEW PATCH SEASON 2024 |
v1.9.4 |
2025-02-13 |
Savedata version requested: 3 |
Mortal Kombat: Unchained |
v1.14.4 |
2024-10-16 |
__KernelStopThread: thread 1028 does not exist (helper deleted) |
NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.14.3 |
2023-09-16 |
UI scissor out of bounds in GameSettingsScreen: 280,0-1187,720 / 1384,720 |
eFootball Chelito 19 |
v1.18.1-816-g008aaa8327 |
2025-02-13 |
sceNetAdhocMatchingInit(32768) at 08a719b8 |
eFootball Chelito 19 |
v1.18.1-92-gfe6db07f0d |
2025-02-14 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
eFootball Chelito 19 |
v1.9.4 |
2025-02-14 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball Chelito 19 |
v1.9.4 |
2025-02-14 |
Savedata version requested on save: 3 |
eFootball Chelito 19 |
v1.9.4 |
2025-02-14 |
Savedata version requested: 3 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.3 |
2023-09-08 |
UI scissor out of bounds in GameSettingsScreen: 329,0-1308,720 / 1650,688 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.3 |
2023-08-28 |
UI scissor out of bounds in TouchControlLayoutScreen: 266,116-1238,588 / 1424,720 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.14.3 |
2023-09-04 |
UI scissor out of bounds in GameSettingsScreen: 434,0-1888,1080 / 2214,1080 |
討鬼伝 極 |
v1.14.3 |
2023-07-29 |
UI scissor out of bounds in GamePauseScreen: 168,40-128,1681 / 544,967 |
討鬼伝 極 |
v1.14.3 |
2023-07-29 |
UI scissor out of bounds in GamePauseScreen: 0,40-163,1681 / 544,967 |
討鬼伝 極 |
v1.14.3 |
2023-07-29 |
UI scissor out of bounds in GamePauseScreen: 610,22-340,521 / 544,967 |
Mortal Kombat: Unchained |
v1.14.3 |
2023-07-16 |
UI scissor out of bounds in MainScreen: 67,1012-1013,1328 / 2340,1080 |
KINGDOM HEARTS Birth by Sleep |
v1.14.3 |
2023-07-16 |
UI scissor out of bounds in GameSettingsScreen: 434,0-1888,1080 / 2214,1080 |
Efootball [email protected] |
v1.14.3 |
2024-06-12 |
sceDmacMemcpy(dest=040cc000, src=08701400, size=1043456): overlapping read |
Efootball [email protected] |
v1.14.3 |
2023-07-16 |
UI scissor out of bounds in GameSettingsScreen: 335,0-1252,720 / 1504,720 |
Resistance: Retribution™ |
v1.14.3 |
2023-06-20 |
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 r8p0-00dev0 [Revision 96995].
01700551:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01700551:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 Cull
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 = 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;
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)
|
Resistance: Retribution™ |
v1.14.3 |
2023-06-20 |
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 r8p0-00dev0 [Revision 96995].
01f15551:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f15551:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
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;
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 = 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;
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. |
Resistance: Retribution™ |
v1.14.3 |
2023-06-20 |
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 r8p0-00dev0 [Revision 96995].
01710551:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01710551:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 = 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;
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)
lightSum1 + |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.18.1 |
2025-02-13 |
Texture cache ran out of GPU memory; switching to low memory mode |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.9.4 |
2025-02-14 |
Savedata version requested: 3 |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.9.4 |
2025-02-13 |
Savedata version requested on save: 3 |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.18.1-783-g81015abef7 |
2025-02-14 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
WWE'12 |
v1.14.3 |
2023-06-18 |
UI scissor out of bounds in GameSettingsScreen: 206,0-942,544 / 1088,544 |
WWE'12 |
v1.14.3 |
2023-06-18 |
UI scissor out of bounds in GameSettingsScreen: 385,0-1757,1080 / 2030,1080 |