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Game title |
Version |
Latest Report |
Message |
NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.14.4 |
2024-03-19 |
WriteToHardware: Invalid address 00000038 near PC 08ab7220 LR 08ab7220 |
eFootball Chelito 19 |
v1.14.4 |
2024-03-18 |
Unknown GetPointerWrite 00000000 PC 08824a58 LR 088113dc |
God of War™: Ghost of Sparta |
v1.14.4 |
2024-03-18 |
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 r4p0-00rel0 [Revision 96995].
07f34511:41000b39 HWX C T N LM Tex Bones:5 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 WScale 3 Cull
#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))
// 07f34511:41000b39 HWX C T N LM Tex Bones:5 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 WScale 3 Cull
attribute mediump vec4 w1;
attribute mediump float w2;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
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 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 vec4 u_ambient;
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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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 = color0.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;
ldot = dot(toLight, worldnormal);
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 ;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_l |
God of War™: Ghost of Sparta |
v1.14.4 |
2024-03-18 |
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 r4p0-00rel0 [Revision 96995].
07f34004:40c00b39 HWX C T N LM Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 WScale 3 Cull
#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))
// 07f34004:40c00b39 HWX C T N LM Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 WScale 3 Cull
attribute mediump vec4 w1;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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 = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (pro |
PERSONA2 罰 |
v1.14.4 |
2024-03-18 |
Replacement rowPitch=2048, but w=5120 (level=0) |
PERSONA2 罰 |
v1.14.4 |
2024-03-18 |
Replacement rowPitch=1024, but w=5120 (level=0) |
RIDGE RACER 2 |
v1.14.4 |
2024-03-18 |
Ignoring possible texturing from framebuffer at 04193b40 +512x237 / 256x272 |
eFootball Chelito 19 |
v1.14.4 |
2024-03-17 |
Unknown GetPointer 002a0000 PC 0884a918 LR 0884a938 |
eFootball Chelito 19 |
v1.14.4 |
2024-03-17 |
Unknown GetPointer 002c0000 PC 0884a918 LR 0884a938 |
仮面ライダー 超クライマックスヒーローズ |
v1.14.4 |
2024-03-17 |
Replacement rowPitch=64, but w=1000 (level=0) |
Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2024-03-17 |
Jump to invalid address: 03f21d48 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2024-03-17 |
MIPSCompileOp: Invalid instruction 7abe4773 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2024-03-17 |
Branch in branch delay slot at 08fa9844 with different target |
eFootball Chelito 19 |
v1.14.4 |
2024-03-16 |
Unusual bezier/spline vtype: 1200c783, morph: 0, bones: 4 |
Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2024-03-15 |
sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 00000a38): duplicate handler |
MediEvil Resurrection |
v1.14.4 |
2024-03-15 |
Unexpected mpeg first timestamp: 5d4503f09c9 / 6409437514185 |
MediEvil Resurrection |
v1.14.4 |
2024-03-15 |
Unexpected mpeg first timestamp: 27d7b3edc9c / 2737961884828 |
eFootball Chelito 19 |
v1.14.4 |
2024-03-15 |
Replacement rowPitch=2048, but w=6104 (level=0) |
eFottball Hend Asean |
v1.14.4 |
2024-03-14 |
Replacement rowPitch=1024, but w=1920 (level=0) |
eFottball Hend Asean |
v1.14.4 |
2024-03-14 |
Replacement rowPitch=2048, but w=3200 (level=0) |
eFottball Hend Asean |
v1.14.4 |
2024-03-14 |
Replacement rowPitch=256, but w=4268 (level=0) |
EFOOTBALL NEW PATCH SEASON 2024 |
v1.14.4 |
2024-03-13 |
Replacement rowPitch=512, but w=1920 (level=0) |
SBK®09 Superbike World Championship |
v1.14.4 |
2024-03-13 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09684a90): duplicate handler |
Killzone™: Liberation |
v1.14.4 |
2024-03-13 |
UNIMPL sceUtilityGameSharingInitStart(08f87ba4) |
eFootball Chelito 19 |
v1.14.4 |
2024-03-12 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:133: 'comp' : redefinition
ERROR: 0:134: 'type' : redefinition
ERROR: 0:182: 'comp' : redefinition
ERROR: 0:183: 'type' : redefinition
ERROR: 0:231: 'comp' : redefinition
ERROR: 0:232: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
05000000:c0c00b30 HWX T N Tex Bones:4 Light: LightUberShader WScale 2 Cull
#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))
// 05000000:c0c00b30 HWX T N Tex Bones:4 Light: LightUberShader WScale 2 Cull
in mediump vec4 w1;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u |
eFootball Chelito 19 |
v1.14.4 |
2024-03-12 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:135: 'comp' : redefinition
ERROR: 0:136: 'type' : redefinition
ERROR: 0:184: 'comp' : redefinition
ERROR: 0:185: 'type' : redefinition
ERROR: 0:233: 'comp' : redefinition
ERROR: 0:234: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
05000000:c1000b30 HWX T N Tex Bones:5 Light: LightUberShader WScale 2 Cull
#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))
// 05000000:c1000b30 HWX T N Tex Bones:5 Light: LightUberShader WScale 2 Cull
in mediump vec4 w1;
in mediump float w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0. |
eFootball Chelito 19 |
v1.14.4 |
2024-03-12 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:136: 'comp' : redefinition
ERROR: 0:137: 'type' : redefinition
ERROR: 0:185: 'comp' : redefinition
ERROR: 0:186: 'type' : redefinition
ERROR: 0:234: 'comp' : redefinition
ERROR: 0:235: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
05000000:c1400b30 HWX T N Tex Bones:6 Light: LightUberShader WScale 2 Cull
#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))
// 05000000:c1400b30 HWX T N Tex Bones:6 Light: LightUberShader WScale 2 Cull
in mediump vec4 w1;
in mediump vec2 w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
|
eFootball Chelito 19 |
v1.14.4 |
2024-03-12 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:137: 'comp' : redefinition
ERROR: 0:138: 'type' : redefinition
ERROR: 0:186: 'comp' : redefinition
ERROR: 0:187: 'type' : redefinition
ERROR: 0:235: 'comp' : redefinition
ERROR: 0:236: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
05000000:c1c00b30 HWX T N Tex Bones:8 Light: LightUberShader WScale 2 Cull
#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))
// 05000000:c1c00b30 HWX T N Tex Bones:8 Light: LightUberShader WScale 2 Cull
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0 |
eFootball Chelito 19 |
v1.14.4 |
2024-03-12 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:137: 'comp' : redefinition
ERROR: 0:138: 'type' : redefinition
ERROR: 0:186: 'comp' : redefinition
ERROR: 0:187: 'type' : redefinition
ERROR: 0:235: 'comp' : redefinition
ERROR: 0:236: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
05000000:c1800b30 HWX T N Tex Bones:7 Light: LightUberShader WScale 2 Cull
#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))
// 05000000:c1800b30 HWX T N Tex Bones:7 Light: LightUberShader WScale 2 Cull
in mediump vec4 w1;
in mediump vec3 w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distan |
デジモンワールド リ:デジタイズ |
v1.14.4 |
2024-03-12 |
sceDmacMemcpy(dest=0909cda0, src=0909c800, size=1440): overlapping read |
UFC® Undisputed™ 2010 |
v1.14.4 |
2024-03-12 |
Unknown GetPointer b93b70be PC 0889192c LR 08891990 |
デジモンワールド リ:デジタイズ |
v1.14.4 |
2024-03-12 |
sceDmacMemcpy(dest=090904d0, src=09090200, size=720): overlapping read |
TEKKEN 6 |
v1.14.4 |
2024-03-12 |
Error in shader program link: info: Fragment info
-------------
0(16) : error C7011: implicit cast from "int" to "uint"
fs: reinterpret
#version 150
// Driver: GeForce 9200/PCI/SSE2/3DNOW! - GLSL 150
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uint packColor(vec2 val) {
return uint(val.r * 255.99) | (uint(val.g * 255.99) << 8u);
}
vec4 unpackColor(uint color) {
vec4 outColor = vec4(float(color & 0x1FU), float((color >> 5u) & 0x1FU), float((color >> 10u) & 0x1FU), 0.0);
outColor.rgb *= 1.0 / 31.0;
outColor.a = float(color >> 15);
return outColor;
}
in highp vec2 v_texcoord; // TEXCOORD0
uniform vec2 texSize;
uniform float scaleFactor;
out vec4 fragColor0;
void main() {
vec4 val = texture(tex, v_texcoord.xy);
float u = mod(floor(v_texcoord.x * texSize.x * 2.0), 2.0);
vec4 outColor = unpackColor(u == 0.0 ? packColor(val.rg) : packColor(val.ba));
fragColor0 = outColor;
}
vs: draw2d_vs
#version 150
// Driver: GeForce 9200/PCI/SSE2/3DNOW! - GLSL 150
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec2 a_position;
in vec2 a_texcoord0;
out highp vec2 v_texcoord; // TEXCOORD0 (0)
void main() {
v_texcoord = a_texcoord0;
gl_Position = vec4(a_position, 0.0, 1.0);
}
|
DYNASTY WARRIORS |
v1.14.4 |
2024-03-11 |
80630006=sceAtracSetData(0, 09469248, 0006bbc8): invalid RIFF header |
Snoopy vs. The Red Baron |
v1.14.4 |
2024-03-11 |
80630006=sceAtracSetData(0, 09469248, 0006bbc8): invalid RIFF header |
グランナイツヒストリー |
v1.14.4 |
2024-03-11 |
00000000=sceUtilityScreenshotInitStart(08dee3c0) |
デジモンワールド リ:デジタイズ |
v1.14.4 |
2024-03-11 |
sceDmacMemcpy(dest=0908b878, src=0908b800, size=120): overlapping read |
デジモンワールド リ:デジタイズ |
v1.14.4 |
2024-03-11 |
sceDmacMemcpy(dest=09086b78, src=09086380, size=2040): overlapping read |
グランナイツヒストリー |
v1.14.4 |
2024-03-11 |
00000000=sceUtilityScreenshotInitStart(08de2280) |
デジモンワールド リ:デジタイズ |
v1.14.4 |
2024-03-11 |
sceDmacMemcpy(dest=09086a10, src=09086380, size=1680): overlapping read |
デジモンワールド リ:デジタイズ |
v1.14.4 |
2024-03-11 |
sceDmacMemcpy(dest=09091d98, src=09091780, size=1560): overlapping read |
デジモンワールド リ:デジタイズ |
v1.14.4 |
2024-03-11 |
sceDmacMemcpy(dest=0909b198, src=0909ab80, size=1560): overlapping read |
デジモンワールド リ:デジタイズ |
v1.14.4 |
2024-03-11 |
sceDmacMemcpy(dest=08fbd418, src=08fbce00, size=1560): overlapping read |
Shadow of Destiny |
v1.14.4 |
2024-03-10 |
__KernelStopThread: thread 297 does not exist (ApctlThread deleted) |
Syphon Filter®: Logan's Shadow |
v1.14.4 |
2024-03-09 |
Unexpected mpeg first timestamp: 8ba68bca8d8 / 9596714133720 |
eFottball Hend Asean |
v1.14.4 |
2024-03-08 |
Replacement rowPitch=2048, but w=8192 (level=0) |
Crash™ Tag Team Racing |
v1.14.4 |
2024-03-08 |
__KernelStopThread: thread 422 does not exist (helper deleted) |
Mortal Kombat: Unchained |
v1.14.4 |
2024-03-08 |
Failed decrypting the PRX (ret = -4, size = 3007768, psp_size = 3008112)! |
無双OROCHI2 Special |
v1.14.4 |
2024-03-07 |
sceDmacMemcpy(dest=0933a570, src=09bed300, size=5152): overlapping read |
KINGDOM HEARTS Birth by Sleep |
v1.14.4 |
2024-03-07 |
sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1 |
eFootball Chelito 19 |
v1.14.4 |
2024-03-06 |
Replacement rowPitch=512, but w=4000 (level=0) |
SBK®09 Superbike World Championship |
v1.14.4 |
2024-03-06 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0915f7e0): duplicate handler |
eFootball PES 2023 By ESTEEM GAMING |
v1.14.4 |
2024-03-16 |
Replacement rowPitch=512, but w=1800 (level=0) |
SBK®09 Superbike World Championship |
v1.14.4 |
2024-03-05 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091208e0): duplicate handler |
Need for Speed™ Shift |
v1.14.4 |
2024-03-05 |
Ignoring possible texturing from framebuffer at 04176000 +256x150 / 512x272 |
Tomb Raider: Anniversary™ |
v1.14.4 |
2024-03-05 |
sceDmacMemcpy(dest=041ab000, src=0951c420, size=5120): overlapping read |
SBK®09 Superbike World Championship |
v1.14.4 |
2024-03-05 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096142b0): duplicate handler |
NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.14.4 |
2024-03-04 |
__KernelStopThread: thread 309 does not exist (helper deleted) |
No Gravity - The Plague Of Mind |
v1.14.4 |
2024-03-04 |
Ignoring possible texturing from framebuffer at 04174000 +0x240 / 128x272 |
NARUTO SHIPPUDEN: Ultimate Ninja Heroes 3 |
v1.14.4 |
2024-03-04 |
00000000=sceUtilityScreenshotInitStart(09a815e8) |
Tomb Raider: Anniversary™ |
v1.14.4 |
2024-03-04 |
sceDmacMemcpy(dest=041afc00, src=0994e2c0, size=9216): overlapping read |
eFootball PES 2021 DraycEM "C19" |
v1.14.4 |
2024-03-04 |
Replacement rowPitch=128, but w=2400 (level=0) |
eFootball Chelito 19 |
v1.14.4 |
2024-03-03 |
Unknown GetPointer 000084ab PC 0881c0fc LR 0881c10c |
EFOOTBALL NEW PATCH SEASON 2024 |
v1.14.4 |
2024-03-03 |
Replacement rowPitch=512, but w=6360 (level=0) |
Killzone™: Liberation |
v1.14.4 |
2024-03-02 |
sceDmacMemcpy(dest=0418cc00, src=092ae080, size=1280): overlapping read |
クロヒョウ 龍が如く新章 |
v1.14.4 |
2024-03-02 |
sceDmacMemcpy(dest=04156400, src=09aeff50, size=4092): overlapping read |
Tomb Raider: Anniversary™ |
v1.14.4 |
2024-03-02 |
sceDmacMemcpy(dest=041c7400, src=09c55e60, size=5120): overlapping read |
FREE RUNNING |
v1.14.4 |
2024-03-02 |
__KernelStopThread: thread 308 does not exist (helper deleted) |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.14.4 |
2024-03-02 |
Replacement rowPitch=256, but w=1160 (level=0) |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.14.4 |
2024-03-04 |
Replacement rowPitch=512, but w=1260 (level=0) |
eFootball |
v1.14.4 |
2024-03-01 |
Replacement rowPitch=128, but w=280 (level=0) |
Killzone™: Liberation |
v1.14.4 |
2024-03-01 |
sceDmacMemcpy(dest=04151900, src=0984e330, size=19296): overlapping read |
Killzone™: Liberation |
v1.14.4 |
2024-03-01 |
sceDmacMemcpy(dest=04111b00, src=099fd350, size=224): overlapping read |
Killzone™: Liberation |
v1.14.4 |
2024-03-01 |
UNIMPL sceUtilityGameSharingInitStart(08f99d74) |
Killzone™: Liberation |
v1.14.4 |
2024-03-01 |
UNIMPL sceUtilityGameSharingInitStart(08f91c84) |
Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.14.4 |
2024-03-01 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (7fac8495), bad data |
SBK-07 |
v1.14.4 |
2024-03-01 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 091aaa70): duplicate handler |
MONSTER HUNTER FREEDOM UNITE™ |
v1.14.4 |
2024-02-29 |
sceDmacMemcpy(dest=0414e000, src=0950c230, size=261840): overlapping read |
UFC® Undisputed™ 2010 |
v1.14.4 |
2024-02-29 |
Unknown GetPointer 3709628b PC 0889192c LR 08891990 |
Daxter |
v1.14.4 |
2024-02-29 |
Unexpected mpeg first timestamp: 670170948ab / 7078492588203 |
WWE SmackDown vs. RAW 2010 |
v1.14.4 |
2024-02-28 |
80630007=sceAtracSetData(3, 08bd5640, 00010000): atracID uses different codec type than data |
eFootball PES 2023 "SNE" |
v1.14.4 |
2024-02-28 |
MIPSCompileOp: Invalid instruction 000042f7 |
eFootball PES 2021 By GABRIEL |
v1.14.4 |
2024-02-28 |
Unknown GetPointer 0000ffff PC 0884a908 LR 0884a928 |
eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
Replacement rowPitch=256, but w=1984 (level=0) |
eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
Replacement rowPitch=128, but w=1024 (level=0) |
eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
Replacement rowPitch=128, but w=6360 (level=0) |
eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
Replacement rowPitch=512, but w=4096 (level=0) |
eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
Replacement rowPitch=512, but w=4000 (level=0) |
eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
Replacement rowPitch=512, but w=7200 (level=0) |
eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
Replacement rowPitch=1024, but w=2036 (level=0) |
eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
Replacement rowPitch=256, but w=5120 (level=0) |
eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
Replacement rowPitch=1024, but w=1200 (level=0) |
eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
Replacement rowPitch=1024, but w=9600 (level=0) |
eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
Replacement rowPitch=256, but w=8192 (level=0) |
eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
Replacement rowPitch=2048, but w=4096 (level=0) |
eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
Replacement rowPitch=512, but w=4968 (level=0) |
eFootball Chelito 19 |
v1.14.4 |
2024-02-27 |
Unknown GetPointer 00a8886f PC 0884d7b4 LR 0884d7d4 |
Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2024-02-27 |
sceDmacMemcpy(dest=09a4e540, src=08400000, size=641344): overlapping read |
eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-27 |
Replacement rowPitch=512, but w=6360 (level=0) |
eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-27 |
Replacement rowPitch=256, but w=512 (level=0) |