Recent logs - v1.14.3

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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 +
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