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 |
| 喧哗番长兄弟 东京之战 PLAY汉化版 |
v1.14.4 |
2023-02-13 |
1 |
00000000=sceUtilityScreenshotInitStart(093a6100) |
| eFootball 2023 by peruvian pes |
v1.17.1 |
2024-02-29 |
3 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
| 喧哗番长兄弟 东京之战 PLAY汉化版 |
v1.14.4 |
2023-02-13 |
1 |
00000000=sceUtilityScreenshotInitStart(093aa8d0) |
| 喧哗番长兄弟 东京之战 PLAY汉化版 |
v1.17.1 |
2024-03-19 |
2 |
00000000=sceUtilityScreenshotInitStart(093aa8c0) |
| 喧哗番长兄弟 东京之战 PLAY汉化版 |
v1.14.4 |
2023-02-13 |
2 |
00000000=sceUtilityScreenshotInitStart(093a9f30) |
| 喧哗番长兄弟 东京之战 PLAY汉化版 |
v1.17.1 |
2024-08-08 |
5 |
00000000=sceUtilityScreenshotInitStart(093aa340) |
| 初音ミク -Project DIVA- extend |
v1.14.4 |
2023-02-13 |
1 |
00000000=sceUtilityScreenshotInitStart(092d29d8) |
| eFootball PES 2022 Danilo Gamer |
v1.14.4 |
2023-10-10 |
3 |
Replacement rowPitch=512, but w=1800 (level=0) |
| METAL SLUG Anthology |
v1.14.4 |
2023-02-13 |
2 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIc50d, 1, 2, 09ffe9d0, 20000000, 0) at 088e4450 |
| METAL SLUG Anthology |
v1.14.4 |
2023-02-13 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(TRIaa06, 44:81:12:92:aa:06, 20000000, 0) at 088e45b8 |
| METAL SLUG Anthology |
v1.14.4 |
2023-02-13 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI5c2a, f8:33:b9:3d:5c:2a, 20000000, 0) at 08829208 |
| Dragon Ball AF Tenkaichi 3. .version |
v1.14.4 |
2023-02-13 |
4 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| PES 2023 BY SPARTAN JR8 |
v1.14.4 |
2023-05-17 |
4 |
Replacement rowPitch=128, but w=1280 (level=0) |
| METAL SLUG Anthology |
v1.14.4 |
2023-02-13 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI480a, 1, 2, 09ffe9d0, 20000000, 0) at 088e4450 |
| Obscure: The Aftermath |
v1.14.4 |
2023-02-13 |
1 |
WriteToHardware: Invalid address 000000e8 near PC 08981750 LR 08981750 |
| Obscure: The Aftermath |
v1.14.4 |
2023-02-13 |
1 |
WriteToHardware: Invalid address 00000154 near PC 08981750 LR 08981750 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-02-13 |
1 |
MIPSCompileOp: Invalid instruction 43800000 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-02-13 |
2 |
MIPSCompileOp: Invalid instruction 42ba0000 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-02-13 |
1 |
MIPSCompileOp: Invalid instruction 43d80000 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-02-13 |
1 |
WriteToHardware: Invalid address e467c8bc near PC 0880dcc8 LR 0880dcc8 |
| Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-13 |
1 |
Replacement rowPitch=256, but w=1016 (level=0) |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.14.4 |
2023-02-13 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (f7140443), bad data |
| eFootball PES 2023 By ESTEEM GAMING |
v1.14.4 |
2023-04-04 |
5 |
Replacement rowPitch=256, but w=2048 (level=0) |
| Crash® Mind Over Mutant |
v1.14.4 |
2023-02-13 |
1 |
Unknown GetPointerWrite 00000000 PC 08baf870 LR 08baf890 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.14.4 |
2023-02-13 |
1 |
Replacement rowPitch=256, but w=1536 (level=0) |
| WWE SmackDown vs. RAW 2011 |
v1.14.4 |
2023-04-24 |
2 |
80630007=sceAtracSetData(3, 08d4b180, 00007f00): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2011 |
v1.14.4 |
2023-03-14 |
3 |
80630007=sceAtracSetData(3, 08d4b180, 00006a78): atracID uses different codec type than data |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-02-14 |
2 |
WriteToHardware: Invalid address 00000000 near PC 088380a4 LR 08838084 |
| eFootball Chelito 19 |
v1.14.4 |
2023-04-28 |
2 |
Replacement rowPitch=512, but w=3200 (level=0) |
| eFootball PES 2020 "C19" |
v1.14.4 |
2023-02-17 |
10 |
sceNetAdhocMatchingInit(32768) at 08a71984 |
| eFootball PES 2023 By ESTEEM GAMING |
v1.14.4 |
2025-11-15 |
2 |
Replacement rowPitch=256, but w=2400 (level=0) |
| FIFA 14 |
v1.14.4 |
2023-02-13 |
4 |
Error in shader compilation: info: Fragment shader compilation failed.
Internal compiler error: unexpected operator
001c1a96:0580d022 Tex TexAlpha 2x WriteMask ReplaceBlend_6A:10_B:6_Eq:2 StenToAlpha Sten0 TFuncMod AlphaTest >
#version 300 es
// Driver: Adreno (TM) 320 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 001c1a96:0580d022 Tex TexAlpha 2x WriteMask ReplaceBlend_6A:10_B:6_Eq:2 StenToAlpha Sten0 TFuncMod AlphaTest >
precision highp int;
uniform sampler2D tex;
uniform sampler2D fbotex;
uniform vec3 u_blendFixA;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
uniform uint u_colorWriteMask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
uint packUnorm4x8R(vec4 v) {
highp vec4 f = clamp(v, 0.0, 1.0);
uvec4 u = uvec4(255.0 * f);
return u.x | (u.y << 0x8u) | (u.z << 0x10u) | (u.w << 0x18u);
}
vec4 unpackUnorm4x8R(highp uint x) {
highp uvec4 u = uvec4(x & 0xFFu, (x >> 0x8u) & 0xFFu, (x >> 0x10u) & 0xFFu, (x >> 0x18u) & 0xFFu);
highp vec4 f = vec4(u);
return f * (1.0 / 255.0);
}
void main() {
lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD;
v.rgb = destColor.rgb * v.aaa * 2.0 - v.rgb * u_blendFixA;
fragColor0 = vec4(v.rgb, 0.0);
highp uint v32 = packUnorm4x8R(fragColor0);
highp uint d32 = packUnorm4x8R(destColor);
v32 = (v32 & u_colorWriteMask) | (d32 & ~u_colorWriteMask);
fragColor0 = unpackUnorm4x8R(v32);
}
|
| FIFA 14 |
v1.14.4 |
2023-02-13 |
1 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:126: 'comp' : redefinition
ERROR: 0:127: 'type' : redefinition
ERROR: 0:175: 'comp' : redefinition
ERROR: 0:176: 'type' : redefinition
ERROR: 0:224: 'comp' : redefinition
ERROR: 0:225: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80004b38 HWX C T N Tex Light: LightUberShader TessRevN Cull
#version 300 es
// Driver: Adreno (TM) 320 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80004b38 HWX C T N Tex Light: LightUberShader TessRevN Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 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));
} |
| FIFA 14 |
v1.14.4 |
2023-02-13 |
1 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:125: 'comp' : redefinition
ERROR: 0:126: 'type' : redefinition
ERROR: 0:174: 'comp' : redefinition
ERROR: 0:175: 'type' : redefinition
ERROR: 0:223: 'comp' : redefinition
ERROR: 0:224: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80004b30 HWX T N Tex Light: LightUberShader TessRevN Cull
#version 300 es
// Driver: Adreno (TM) 320 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80004b30 HWX T N Tex Light: LightUberShader TessRevN Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 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 == |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-02-13 |
1 |
Unknown GE command : 39010005 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-02-13 |
1 |
Replacement rowPitch=2048, but w=4288 (level=0) |
| Iso Super Heroes Tenkaichi V5 Final A.O |
v1.18.1 |
2025-03-23 |
1,109 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| RIDGE RACER 2 |
v1.14.4 |
2023-02-12 |
1 |
Ignoring possible texturing from framebuffer at 041e7280 +192x91 / 256x272 |
| Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-02-12 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b8e5f4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-02-12 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b8e5f4, 4, 00000000, 0) |
| Sega Genesis Collection™ |
v1.14.4 |
2023-02-12 |
1 |
Branch in branch delay slot at 08843262 with different target |
| Sega Genesis Collection™ |
v1.14.4 |
2023-02-12 |
1 |
MIPSCompileOp: Invalid instruction 0008ae05 |
| Sega Genesis Collection™ |
v1.14.4 |
2023-02-12 |
1 |
MIPSCompileOp: Invalid instruction 0000afbf |
| Sega Genesis Collection™ |
v1.14.4 |
2023-02-12 |
1 |
MIPSCompileOp: Invalid instruction 000427bd |
| Sega Genesis Collection™ |
v1.14.4 |
2023-02-12 |
1 |
MIPSCompileOp: Invalid instruction 437027bd |
| TEKKEN 6 |
v1.14.4 |
2023-04-28 |
3 |
Replacement rowPitch=64, but w=1600 (level=0) |
| eFootball By Idandroid Official |
v1.14.4 |
2023-07-08 |
45 |
Replacement rowPitch=512, but w=2048 (level=0) |
| eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-02-12 |
1 |
Replacement rowPitch=256, but w=8136 (level=0) |
| eFootball PES 2023 By ESTEEM GAMING |
v1.14.4 |
2023-10-05 |
3 |
Replacement rowPitch=512, but w=1000 (level=0) |
| SUPER HEROES TENKAICHI TAG TEAM V3 FINAL A.O |
v1.14.4 |
2023-02-12 |
2 |
MIPSCompileOp: Invalid instruction 00000029 |
| SUPER HEROES TENKAICHI TAG TEAM V3 FINAL A.O |
v1.14.4 |
2023-02-12 |
1 |
MIPSCompileOp: Invalid instruction 00000028 |
| SUPER HEROES TENKAICHI TAG TEAM V3 FINAL A.O |
v1.14.4 |
2023-02-14 |
4 |
MIPSCompileOp: Invalid instruction 00000005 |
| White Knight Chronicles™: Origins |
v1.18.1 |
2025-04-10 |
24 |
00000000=sceUtilityScreenshotInitStart(09c9b70c) |
| METAL SLUG Anthology |
v1.18.1 |
2025-02-10 |
2 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIdc0e, 1, 2, 09ffe9d0, 20000000, 0) at 088e4450 |
| eFootball 2023 By Tutoriales Bendezu |
v1.14.4 |
2023-05-05 |
16 |
Replacement rowPitch=1024, but w=2000 (level=0) |
| METAL SLUG Anthology |
v1.14.4 |
2023-02-12 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIe997, 1, 2, 09ffe9d0, 20000000, 0) at 088e4450 |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-02-12 |
3 |
Ignoring possible texturing from framebuffer at 08bb4780 +96x-23032 / 64x256 |
| METAL SLUG Anthology |
v1.14.4 |
2023-02-12 |
2 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIe997, 1, 2, 09fff8c0, 20000000, 0) at 08829184 |
| FIFA 2023 BETA VERSION MOD BY NP |
v1.14.4 |
2023-02-17 |
2 |
Replacement rowPitch=128, but w=280 (level=0) |
| eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-02-12 |
1 |
Replacement rowPitch=512, but w=6360 (level=0) |
| BOMBA PATCH GEOMATRIX |
v1.14.4 |
2023-02-12 |
1 |
Replacement rowPitch=128, but w=512 (level=0) |
| Daxter |
v1.14.4 |
2023-02-12 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb8200, 4, 00000000, 0) |
| eFootball PES 2021 DraycEM "C19" |
v1.14.4 |
2023-03-18 |
2 |
Replacement rowPitch=128, but w=800 (level=0) |
| eFootball PES 2021 DraycEM "C19" |
v1.14.4 |
2023-02-12 |
1 |
Replacement rowPitch=256, but w=1052 (level=0) |
| eFootball By TM ARTS |
v1.14.4 |
2023-03-26 |
4 |
Replacement rowPitch=1024, but w=2804 (level=0) |
| EFOOTBALL 2023 PSP OFFICIAL |
v1.14.4 |
2023-02-12 |
1 |
Replacement rowPitch=512, but w=5120 (level=0) |
| BURNOUT DOMINATOR |
v1.14.4 |
2023-02-12 |
1 |
Ignoring possible texturing from framebuffer at 04176000 +384x88 / 512x272 |
| eFootball Chelito 19 |
v1.14.4 |
2023-02-12 |
1 |
Replacement rowPitch=1024, but w=4136 (level=0) |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-02-12 |
1 |
80630006=sceAtracSetDataAndGetID(09c21500, 00014000): invalid RIFF header |
| Cars: Race-O-Rama |
v1.14.4 |
2023-03-10 |
2 |
Ignoring possible texturing from framebuffer at 09a48340 +0x-22620 / 8x8 |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-02-12 |
1 |
80630006=sceAtracSetDataAndGetID(092c8300, 00014000): invalid RIFF header |
| Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-02-12 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c96824, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-02-12 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c96824, 4, 00000000, 0) |
| eFootball PES PPSSPP A3 2023 MOD FIFA |
v1.14.4 |
2023-04-15 |
3 |
Replacement rowPitch=1024, but w=4320 (level=0) |
| PES 2022 AFRICA BY AHG TECH & LAA TECH |
v1.14.4 |
2023-02-12 |
1 |
Replacement rowPitch=128, but w=4000 (level=0) |
| Carnage Heart EXA |
v1.18.1 |
2025-04-28 |
22 |
00000000=sceUtilityScreenshotInitStart(0916e00c) |
| eFootball Chelito 19 |
v1.14.4 |
2023-02-12 |
1 |
Replacement rowPitch=2048, but w=4096 (level=0) |
| METAL SLUG Anthology |
v1.14.4 |
2023-02-12 |
1 |
sceNetAdhocMatchingInit(12288) at 0892bd40 |
| Efootball 2022 Komo Valeri... |
v1.14.4 |
2023-05-30 |
4 |
Replacement rowPitch=2048, but w=2848 (level=0) |
| PES 2022 PPSSPP NEE UPDATE BY HAFISG9 SUBSCRIBE |
v1.14.4 |
2023-02-12 |
1 |
Replacement rowPitch=128, but w=1200 (level=0) |
| Daxter |
v1.14.4 |
2023-02-12 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9e6b0, 4, 00000000, 0) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.4 |
2023-02-12 |
2 |
00000000=sceUtilityScreenshotInitStart(09d2fec8) |
| eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-03-22 |
4 |
Replacement rowPitch=128, but w=2048 (level=0) |
| God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine |
v1.18.1 |
2025-03-28 |
72 |
BREAK instruction hit |
| Pro Evolution Soccer 2014 |
v1.14.4 |
2023-02-13 |
2 |
Replacement rowPitch=256, but w=988 (level=0) |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-02-12 |
2 |
Ignoring possible texturing from framebuffer at 08bb4780 +64x-8146 / 64x256 |
| LEGO® Batman™: The Videogame |
v1.14.4 |
2023-02-12 |
1 |
Unknown GE command : 394ae6a0 |
| アナタヲユルサナイ |
v1.18.1 |
2026-07-11 |
718 |
00000000=sceGeEdramSetAddrTranslation(00000000) |
| PES 2022 AFRICA BY AHG TECH & LAA TECH |
v1.14.4 |
2023-02-12 |
1 |
Replacement rowPitch=512, but w=5760 (level=0) |
| アナタヲユルサナイ |
v1.18.1 |
2026-07-11 |
32 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-02-12 |
1 |
WriteToHardware: Invalid address 99e0591c near PC 0880dcc8 LR 0880dcc8 |
| PES 2022 AFRICA BY AHG TECH & LAA TECH |
v1.14.4 |
2023-04-16 |
3 |
Replacement rowPitch=1024, but w=4096 (level=0) |
| WWE SmackDown vs. RAW 2010 |
v1.14.4 |
2024-02-20 |
3 |
80630007=sceAtracSetData(3, 08d4b180, 00012e00): atracID uses different codec type than data |
| Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-04-30 |
16 |
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 r10p0-00rel0 [Revision 96995].
01710444:00000338 HWX C N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 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))
// 01710444:00000338 HWX C N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
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 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() {
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 = color0;
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 = splat3(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_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-02-24 |
2 |
WriteToHardware: Invalid address 120b8c60 near PC 0880de08 LR 0880de08 |
| 初音ミク -Project DIVA- 2nd お買い得版 |
v1.14.4 |
2023-02-12 |
2 |
00000000=sceUtilityScreenshotInitStart(092022a8) |
| GTA: Liberty City Stories |
v1.14.4 |
2023-02-12 |
1 |
Ignoring possible texturing from framebuffer at 04154000 +0x128 / 128x272 |
| eFootball PES 2021 By GABRIEL |
v1.14.4 |
2023-03-22 |
2 |
Replacement rowPitch=1024, but w=2000 (level=0) |
| eFootball PES PPSSPP AFF CUP |
v1.14.4 |
2023-03-17 |
2 |
Replacement rowPitch=256, but w=1200 (level=0) |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-02-12 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +160x-16763 / 64x256 |