To see your stuff show here, enable Compatibility Server Reports in PPSSPP.
Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.
| Game title |
Version |
Latest Report |
Hits |
Message |
| Resistance: Retribution™ |
v1.14.4 |
2023-01-19 |
3 |
Unknown GetPointerWrite 06971f48 PC 08c7b5d4 LR 08cd6754 |
| Resistance: Retribution™ |
v1.14.4 |
2023-01-13 |
1 |
Unknown GetPointerWrite 28171f48 PC 08ca31e0 LR 08cd6754 |
| Resistance: Retribution™ |
v1.15.4 |
2023-08-27 |
4 |
Unknown GE command : 5222200a |
| Gran Turismo® |
v1.14.4 |
2023-01-12 |
1 |
Ignoring possible texturing from framebuffer at 04154000 +3840x150 / 480x272 |
| MLB 08 The Show ™ |
v1.14.4 |
2026-09-01 |
27 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| ASTERIX & OBELIX XXL 2: MISSION WIFIX |
v1.20.4 |
2026-07-29 |
11 |
sceNetAdhocMatchingInit(32768) at 08a72200 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-01-12 |
1 |
Unknown GetPointerWrite 00000000 PC 088287e0 LR 088287f0 |
| VALKYRIE PROFILE -LENNETH- |
v1.14.4 |
2023-01-12 |
1 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
| タクティクスオウガ 運命の輪 |
v1.14.4 |
2023-01-12 |
1 |
Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0 |
| Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-04-10 |
3 |
Branch in branch delay slot at 088a7d2b with different target |
| Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-04-10 |
4 |
Branch in branch delay slot at 088a008b with different target |
| 遊☆戯☆王 アーク□ファイブ タッグフォース スペシャル |
v1.14.4 |
2023-01-12 |
1 |
80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-12 |
1 |
80630006=sceAtracSetDataAndGetID(0986a700, 00000800): invalid RIFF header |
| KINGDOM HEARTS Birth by Sleep |
v1.14.4 |
2023-01-12 |
1 |
Ignoring possible texturing from framebuffer at 04174000 +0x78 / 480x272 |
| Burnout™ Dominator |
v1.14.4 |
2023-02-13 |
2 |
Ignoring possible texturing from framebuffer at 04176000 +1024x224 / 512x272 |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-01-12 |
3 |
Ignoring possible texturing from framebuffer at 08bb4780 +256x-1106 / 64x256 |
| GUILTY GEAR JUDGMENT |
v1.14.4 |
2023-01-12 |
1 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| God of War®: Ghost of Sparta |
v1.14.4 |
2023-12-01 |
2 |
sceKernelCreateThread(name=system): unsupported attributes 00000006 |
| God of War®: Ghost of Sparta |
v1.14.4 |
2023-01-12 |
1 |
Failed decrypting the PRX (ret = -4, size = 3607100, psp_size = 3607440)! |
| BREATH OF FIRE Ⅲ |
v1.14.4 |
2023-01-12 |
1 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
| PES FL 2022C |
v1.8.0 |
2024-07-24 |
581 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.14.4 |
2023-01-12 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (68724819), bad data |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.14.4 |
2023-01-12 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (ca262768), bad data |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.14.4 |
2023-01-12 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (27687248), bad data |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.14.4 |
2023-01-12 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (4a7bca26), bad data |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.14.4 |
2023-01-12 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (194a7bca), bad data |
| WILDARMS XF |
v1.18.1 |
2026-07-10 |
6,186 |
00000800=sceGeEdramSetAddrTranslation(00000800) |
| WILDARMS XF |
v1.18.1 |
2026-07-10 |
72 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| MLB 08 The Show ™ |
v1.14.4 |
2023-01-12 |
1 |
Unknown GetPointerWrite 00000000 PC 096bf704 LR 096bf724 |
| Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2023-01-12 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(83b4caa, 44:b8:a2:49:28:6a, 20000000, 0) at 0897eeec |
| Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2023-01-12 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(83b4caa, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-12 |
1 |
MIPSCompileOp: Invalid instruction 76c03150 |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-12 |
1 |
80630006=sceAtracSetDataAndGetID(09714700, 00000800): invalid RIFF header |
| Midnight Club 3: DUB Edition |
v1.14.4 |
2023-01-15 |
4 |
Error in shader compilation: info: 0:96(2): error: illegal use of reserved word `switch'
0:96(2): error: syntax error, unexpected ERROR_TOK
01000000:80000938 HWX C T Tex Light: LightUberShader Cull
#version 120
#extension GL_EXT_gpu_shader4 : enable
// Driver: Mesa Intel(R) G41 (ELK) - GLSL 120
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000938 HWX C T Tex Light: LightUberShader Cull
attribute vec3 position;
attribute vec2 texcoord;
attribute 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;
varying lowp vec4 v_color0;
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(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 << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? 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) != 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_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * |
| Midnight Club 3: DUB Edition |
v1.14.4 |
2023-01-15 |
4 |
Error in shader compilation: info: 0:10(1): error: syntax error, unexpected NEW_IDENTIFIER, expecting end of file
reinterpret
#version 120
// Driver: Mesa Intel(R) G41 (ELK) - GLSL 120
#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(vec4 val) {
return uint(val.r * 31.99) | (uint(val.g * 63.99) << 5u) | (uint(val.b * 31.99) << 11u);
}
vec4 unpackColor(uint colorLeft, uint colorRight) {
vec4 outColor = vec4(float(colorLeft & 0xFFu), float((colorLeft >> 8u) & 0xFFu),
float(colorRight & 0xFFu), float((colorRight >> 8u) & 0xFFu));
outColor *= 1.0 / 255.0;
return outColor;
}
varying highp vec2 v_texcoord; // TEXCOORD0
uniform vec2 texSize;
uniform float scaleFactor;
void main() {
vec4 valLeft = texture2D(tex, v_texcoord.xy + vec2(-0.25 / texSize.x, 0.0));
vec4 valRight = texture2D(tex, v_texcoord.xy + vec2(0.25 / texSize.x, 0.0));
vec4 outColor = unpackColor(packColor(valLeft), packColor(valRight));
gl_FragColor = outColor;
}
|
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-04-07 |
2 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (21e0ac72), bad data |
| PES 2014 |
v1.14.4 |
2023-01-12 |
1 |
Error in shader compilation: info: 0:96(2): error: illegal use of reserved word `switch'
0:96(2): error: syntax error, unexpected ERROR_TOK
01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
#version 120
#extension GL_EXT_gpu_shader4 : enable
// Driver: Mesa Intel(R) G41 (ELK) - GLSL 120
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b30 HWX T N Tex Light: LightUberShader 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 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;
varying lowp vec4 v_color0;
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;
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_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_ |
| Pro Evolution Soccer 2013 |
v1.14.4 |
2023-01-12 |
1 |
Error in shader compilation: info: 0:96(2): error: illegal use of reserved word `switch'
0:96(2): error: syntax error, unexpected ERROR_TOK
01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
#version 120
#extension GL_EXT_gpu_shader4 : enable
// Driver: Mesa Intel(R) G41 (ELK) - GLSL 120
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b30 HWX T N Tex Light: LightUberShader 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 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;
varying lowp vec4 v_color0;
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;
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_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_ |
| Burnout™ Legends |
v1.14.4 |
2024-03-07 |
6 |
Ignoring possible texturing from framebuffer at 04174000 +0x174 / 64x272 |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-01-12 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +208x-11973 / 64x256 |
| WWE'12 |
v1.18.1 |
2025-06-09 |
13 |
MIPSCompileOp: Invalid instruction 7fa3002a |
| WWE'12 |
v1.18.1 |
2025-06-09 |
13 |
MIPSCompileOp: Invalid instruction 7e7fdc28 |
| WWE'12 |
v1.14.4 |
2023-01-12 |
1 |
Unknown GetPointerWrite 0e7d7143 PC 08bfbde0 LR 08bfbe04 |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.14.4 |
2023-01-12 |
2 |
00000000=sceUtilityScreenshotInitStart(09a80f08) |
| Geronimo Stilton |
v1.18.1 |
2025-06-07 |
123 |
00000800=sceGeEdramSetAddrTranslation(00000800) |
| Geronimo Stilton |
v1.18.1 |
2025-06-07 |
48 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.14.4 |
2023-04-14 |
2 |
00000000=sceUtilityScreenshotInitStart(09a8eab8) |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.14.4 |
2023-01-12 |
1 |
MIPSCompileOp: Invalid instruction 9dd6fd60 |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.14.4 |
2023-01-12 |
1 |
MIPSCompileOp: Invalid instruction 73edc160 |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.14.4 |
2023-01-12 |
1 |
MIPSCompileOp: Invalid instruction 73ea5960 |
| 無双OROCHI2 Special |
v1.15.4 |
2023-08-27 |
2 |
80630006=sceAtracSetDataAndGetID(08ecd500, 0000b6a4): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-12 |
1 |
80630006=sceAtracSetDataAndGetID(096cf300, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-12 |
1 |
80630006=sceAtracSetDataAndGetID(099b6040, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-12 |
1 |
80630006=sceAtracSetDataAndGetID(09632f40, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-12 |
2 |
80630006=sceAtracSetDataAndGetID(098dca40, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-12 |
1 |
80630006=sceAtracSetDataAndGetID(0984e4c0, 00000800): invalid RIFF header |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-01-12 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +320x-7241 / 64x256 |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-12 |
1 |
80630006=sceAtracSetDataAndGetID(09818880, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.15.4 |
2023-09-07 |
3 |
80630006=sceAtracSetDataAndGetID(09a362c0, 00000800): invalid RIFF header |
| WORLD SOCCER Winning Eleven 2014 |
v1.14.4 |
2023-01-12 |
1 |
sceKernelCreateThread(name=jmpFont_Library): unsupported attributes 00000006 |
| Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-01-12 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09aef1c4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-01-12 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09aef1c4, 4, 00000000, 0) |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-01-12 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +448x-3575 / 64x256 |
| MX vs. ATV Untamed |
v1.20.4 |
2026-09-08 |
202 |
Rendering to framebuffer offset at 04000000 +256x0 (stride 1024) |
| RIDE 4 |
v1.18.1 |
2026-05-28 |
224 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08fa8030): duplicate handler |
| RIDE 4 |
v1.18.1 |
2026-05-28 |
234 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08fa9500): duplicate handler |
| DRAGON BALL Z SHIN BUDOKAI 2 |
v1.15.4 |
2023-08-08 |
7 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
| EFOOTBALL 2023 PSP OFFICIAL |
v1.14.4 |
2023-08-20 |
7 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 000f |
| EFOOTBALL 2023 PSP OFFICIAL |
v1.9.4 |
2024-04-08 |
142 |
sceMp3Init: invalid data: not layer 3 |
| flOw |
v1.14.4 |
2023-01-12 |
34 |
No DL ID available to enqueue |
| Gran Turismo® |
v1.14.4 |
2023-01-12 |
1 |
Ignoring possible texturing from framebuffer at 04154000 +768x155 / 480x272 |
| eFootball PES 2021 By FAR Channel Indonesia |
v1.17.1 |
2024-12-24 |
24 |
sceNetAdhocMatchingInit(32768) at 08a71984 |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.17.1-334-g1786a4ddb |
2024-10-30 |
31 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.17.1 |
2024-10-30 |
13 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
| Cars: Race-O-Rama |
v1.14.4 |
2023-01-12 |
1 |
Ignoring possible texturing from framebuffer at 09a48340 +32x-22633 / 8x8 |
| Prince of Persia - Revelations |
v1.14.4 |
2023-02-18 |
5 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-01rel0 [Revision 96995].
03700444:40c00b30 HWX T N Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 WScale 1 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))
// 03700444:40c00b30 HWX T N Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 WScale 1 Cull
attribute mediump vec4 w1;
attribute vec3 position;
attribute mediump vec3 normal;
attribute 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 vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
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 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 * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
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);
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 - 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);
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);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
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 = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cul |
| Silent Hill® Origins |
v1.17.1 |
2024-07-24 |
3 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
| Prince of Persia - Revelations |
v1.14.4 |
2023-02-18 |
6 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-01rel0 [Revision 96995].
03770444:40c00b30 HWX T N Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:7 WScale 1 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))
// 03770444:40c00b30 HWX T N Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:7 WScale 1 Cull
attribute mediump vec4 w1;
attribute vec3 position;
attribute mediump vec3 normal;
attribute 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 vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
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 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 * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
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);
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 - 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);
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);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
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 = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((p |
| Prince of Persia - Revelations |
v1.14.4 |
2023-02-18 |
6 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-01rel0 [Revision 96995].
03f74440:41400b30 HWX T N Tex Bones:6 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 WScale 1 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))
// 03f74440:41400b30 HWX T N Tex Bones:6 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 WScale 1 Cull
attribute mediump vec4 w1;
attribute mediump vec2 w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute 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 vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
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 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 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.x, u_bone4) + mul(w2.y, u_bone5);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
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);
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);
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);
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);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
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, |
| Prince of Persia - Revelations |
v1.14.4 |
2023-02-18 |
6 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-01rel0 [Revision 96995].
03f74440:41c00b30 HWX T N Tex Bones:8 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 WScale 1 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))
// 03f74440:41c00b30 HWX T N Tex Bones:8 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 WScale 1 Cull
attribute mediump vec4 w1, w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute 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 vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
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 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 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.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 * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
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);
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);
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);
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);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
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, |
| God of War: Chains of Olympus |
v1.17.1 |
2024-05-19 |
73 |
80630006=sceAtracSetHalfwayBufferAndGetID(08dda340, 00000800, 00040000): invalid RIFF header |
| Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2023-01-12 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 00000ffc): duplicate handler |
| 刺客信条 血统 汉化版 PLAY汉化组 |
v1.14.4 |
2023-01-12 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d88724, 4, 00000000, 0) |
| 刺客信条 血统 汉化版 PLAY汉化组 |
v1.14.4 |
2023-01-12 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d88724, 4, 00000000, 0) |
| METAL GEAR SOLID PEACE WALKER |
v1.14.4 |
2023-01-12 |
1 |
sceKernelCreateThread(name=god_menu): unsupported attributes 00000006 |
| Prince of Persia The Forgotten Sands™ |
v1.14.4 |
2023-01-12 |
2 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (544d4d00), bad data |
| Despicable Me |
v1.17.1 |
2024-07-26 |
3 |
Unknown GetPointerWrite 0a0018c0 PC 08807fe8 LR 08807fb4 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-12 |
1 |
MIPSCompileOp: Invalid instruction 9c41ec90 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-12 |
1 |
Branch in branch delay slot at 08a477c0 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-12 |
1 |
Branch in branch delay slot at 08a476e4 with different target |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.18.1 |
2026-03-21 |
10 |
00000000=sceUtilityScreenshotInitStart(09a8e188) |
| TNA iMPACT!: Cross the Line |
v1.17.1 |
2026-07-20 |
3 |
Truncating vertex count from 22635 to 21845 |
| Grand Theft Auto: Vice City Stories |
v1.14.4 |
2023-01-12 |
1 |
MIPSCompileOp: Invalid instruction 00000a79 |
| Grand Theft Auto: Vice City Stories |
v1.14.4 |
2023-02-02 |
2 |
MIPSCompileOp: Invalid instruction 726f6d65 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-12 |
1 |
MIPSCompileOp: Invalid instruction 4c644ec0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-12 |
1 |
MIPSCompileOp: Invalid instruction b7c46290 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-12 |
1 |
MIPSCompileOp: Invalid instruction b3352790 |
| Split/Second |
v1.14.4 |
2025-08-31 |
13 |
Ignoring possible texturing from framebuffer at 041ba000 +0x64 / 256x256 |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-01-12 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +32x-5112 / 64x256 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.19.3 |
2026-03-01 |
1,029 |
sceNetAdhocMatchingInit(32768) at 08a719b8 |