Recent logs - v1.14.4

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.

Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
eFootball PES 2022 Danilo Gamer v1.14.4 2023-04-17 1 Replacement rowPitch=256, but w=3000 (level=0)
仮面ライダー クライマックスヒーローズ オーズ v1.16.5 2023-10-17 2 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10518DATA/DATA.DNS, 09f919b0, 00000002)
eFootball PES 2023 By GAMEPLUSTX v1.14.4 2023-04-17 1 Replacement rowPitch=128, but w=7680 (level=0)
eFootball PES 2023 By GAMEPLUSTX v1.14.4 2023-04-17 4 Replacement rowPitch=1280, but w=2048 (level=0)
eFootball PES 2023 By GAMEPLUSTX v1.14.4 2023-04-17 1 Replacement rowPitch=640, but w=1920 (level=0)
SBK-07 v1.14.4 2023-04-17 1 Replacement rowPitch=256, but w=1120 (level=0)
Winning Eleven Pro Evolution Soccer 2007 v1.14.4 2023-04-17 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. 01000000:80000b30 HWX T N Tex Light: LightUberShader 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)) // 01000000:80000b30 HWX T N Tex Light: LightUberShader 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 == 0x1u) { if (
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.14.4 2023-04-17 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. 01000000:80000b31 HWX T N LM Tex Light: LightUberShader 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)) // 01000000:80000b31 HWX T N LM Tex Light: LightUberShader 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 lowp vec3 v_color1; 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);
Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses v1.14.4 2023-04-17 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. 01000000:80000b30 HWX T N Tex Light: LightUberShader 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)) // 01000000:80000b30 HWX T N Tex Light: LightUberShader 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 == 0x1u) { if (
グランナイツヒストリー v1.16.6 2024-03-12 27 00000000=sceUtilityScreenshotInitStart(08ded730)
FREE RUNNING v1.14.4 2023-04-17 1 Unknown GetPointerWrite 00000000 PC 08a89148 LR 08a89150
グランナイツヒストリー v1.14.4 2023-04-17 1 00000000=sceUtilityScreenshotInitStart(08de6410)
MX vs ATV™ Reflex v1.14.4 2023-04-17 1 Ignoring possible texturing from framebuffer at 08ed7f40 +16x-24538 / 8x8
eFootball 2023 PPSSPP v1.14.4 2023-04-17 1 Unknown GetPointerWrite 00000000 PC 088287e0 LR 088287f0
CODED ARMS v1.17.1-669-gd298c6f6f5 2024-06-24 8 00000400=sceGeEdramSetAddrTranslation(00000400)
WWE 2K v1.14.4 2023-04-17 1 80630007=sceAtracSetData(2, 08d4b180, 00012c44): atracID uses different codec type than data
WWE 2K v1.14.4 2023-04-17 1 80630007=sceAtracSetData(2, 08d4b180, 0000a814): atracID uses different codec type than data
WWE 2K v1.14.4 2023-04-17 3 80630007=sceAtracSetData(2, 08d4b180, 00009094): atracID uses different codec type than data
WWE 2K v1.14.4 2023-04-17 1 80630007=sceAtracSetData(2, 08d13140, 00002c20): atracID uses different codec type than data
WWE 2K v1.14.4 2023-04-17 1 80630007=sceAtracSetData(2, 08d4b180, 0000c284): atracID uses different codec type than data
WWE 2K v1.14.4 2023-04-17 1 80630007=sceAtracSetData(2, 08d4b180, 0000ea2c): atracID uses different codec type than data
WWE 2K v1.14.4 2023-04-17 1 80630007=sceAtracSetData(2, 08d13140, 000033c8): atracID uses different codec type than data
WWE 2K v1.16.6 2023-10-18 4 80630007=sceAtracSetData(2, 08d4b180, 0000516c): atracID uses different codec type than data
WWE 2K v1.14.4 2023-04-17 1 80630007=sceAtracSetData(2, 08d4b180, 0001b7cc): atracID uses different codec type than data
WWE 2K v1.14.4 2023-04-17 1 80630007=sceAtracSetData(2, 08d4b180, 000097ec): atracID uses different codec type than data
PRO EVOLUTION SOCCER VANDAMME EDITION v1.14.4 2023-04-17 1 Replacement rowPitch=1024, but w=4000 (level=0)
eFootball PES By HAROUN TECH v1.14.4 2023-04-17 1 MIPSCompileOp: Invalid instruction 4a4cae25
eFootball PES By HAROUN TECH v1.14.4 2023-04-17 1 MIPSCompileOp: Invalid instruction 735f5fd7
eFootball PES By HAROUN TECH v1.14.4 2023-04-17 1 MIPSCompileOp: Invalid instruction 65baaee5
eFootball PES By HAROUN TECH v1.14.4 2023-04-17 1 MIPSCompileOp: Invalid instruction eeab3e7d
eFootball PES By HAROUN TECH v1.14.4 2023-04-17 1 WriteFCR: Unexpected reg 18 (value 09fffb00)
eFootball PES By HAROUN TECH v1.14.4 2023-04-17 1 MIPSCompileOp: Invalid instruction b2340c63
eFootball PES By HAROUN TECH v1.14.4 2023-04-17 1 MIPSCompileOp: Invalid instruction b675a499
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-04-17 1 WriteToHardware: Invalid address 017ba000 near PC 0883c798 LR 0883c798
WWE 2K v1.16.6 2023-11-02 13 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
Silent Hill: Shattered Memories v1.14.4 2023-04-17 1 Ignoring possible texturing from framebuffer at 08bb4780 +448x-5922 / 64x256
eFootball Chelito 19 v1.14.4 2023-04-17 1 Replacement rowPitch=512, but w=880 (level=0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-04-17 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb4e34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-04-17 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb4e34, 4, 00000000, 0)
DRAGON BALL SUPER TTT BY SMARTRIX v1.19.3 2026-06-11 69 565 depal unsupported: shift=5 mask=ff offset=0
PES FL 2022C v1.14.4 2023-04-17 1 Replacement rowPitch=256, but w=4096 (level=0)
eFootball PES By HAROUN TECH v1.16.6 2024-05-10 7 Unknown GetPointerWrite 00000000 PC 088287f8 LR 08828800
Resistance: Retribution™ v1.14.4 2023-04-20 2 WriteToHardware: Invalid address 0ae827b8 near PC 08d09d38 LR 08cd6754
Resistance: Retribution™ v1.14.4 2023-04-20 2 WriteToHardware: Invalid address 1009000c near PC 08ca1a70 LR 08ca2aac
Phantasy Star Portable™ 2 v1.14.4 2023-04-17 1 Ignoring possible texturing from framebuffer at 04154000 +1760x141 / 480x272
Traxxpad v1.14.4 2023-04-17 21 Unusual bezier/spline vtype: 12008780, morph: 0, bones: 3
Traxxpad v1.14.4 2023-04-17 43 Unusual bezier/spline vtype: 12004780, morph: 0, bones: 2
Crash® of the Titans v1.14.4 2023-04-17 1 Unknown GetPointerWrite a1b8f348 PC 08b87438 LR 08b0d348
EFOOTBALL 2023 BRI LIGA 1 & EROPA v1.14.4 2023-04-17 1 Replacement rowPitch=128, but w=1200 (level=0)
Crash® of the Titans v1.14.4 2023-04-17 1 Unknown GetPointerWrite bfc0845c PC 08b87438 LR 08b0d348
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-04-17 1 Replacement rowPitch=128, but w=904 (level=0)
WWE 2K19 by GamerNafZ™ and Finn v1.14.4 2023-04-17 1 80630007=sceAtracSetData(3, 08d4b180, 00003c88): atracID uses different codec type than data
Prince of Persia - Revelations v1.14.4 2023-04-17 1 80630006=sceAtracSetDataAndGetID(09623d80, 00000800): invalid RIFF header
PES 2019 BY CHELITO 19 v1.14.4 2023-12-26 2 Replacement rowPitch=512, but w=2000 (level=0)
Prince of Persia - Revelations v1.14.4 2023-04-17 2 80630006=sceAtracSetDataAndGetID(097ab640, 00000800): invalid RIFF header
eFootball PES 2022 v1.15.4 2023-07-05 3 Unknown GetPointerWrite 00000000 PC 088287e0 LR 088287f0
eFootball PES 2023 By GAMEPLUSTX v1.14.4 2023-04-17 1 Replacement rowPitch=512, but w=2048 (level=0)
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.14.4 2023-04-17 1 WriteToHardware: Invalid address 0000007c near PC 08880ea8 LR 08880af4
eFootball C22 Sultan Design PATCH v1.14.4 2023-04-17 1 Replacement rowPitch=256, but w=1200 (level=0)
SBK-07 v1.14.4 2023-04-17 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 095646f0): duplicate handler
SBK-07 v1.14.4 2023-04-17 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09383530): duplicate handler
eFootball PES 2023 By GAMEPLUSTX v1.14.4 2023-04-17 1 Replacement rowPitch=512, but w=4000 (level=0)
eFootball PES 2023 By GAMEPLUSTX v1.14.4 2023-04-17 1 Replacement rowPitch=256, but w=8000 (level=0)
eFootball PES 2023 By GAMEPLUSTX v1.14.4 2023-04-17 1 Replacement rowPitch=1024, but w=2048 (level=0)
eFootball PES 2023 By GAMEPLUSTX v1.14.4 2023-04-17 1 Replacement rowPitch=512, but w=1800 (level=0)
eFootball PES 2023 By GAMEPLUSTX v1.14.4 2023-04-17 1 Replacement rowPitch=2048, but w=4096 (level=0)
eFootball PES 2023 By GAMEPLUSTX v1.14.4 2023-04-17 12 Replacement rowPitch=256, but w=2048 (level=0)
eFootball PES 2023 By GAMEPLUSTX v1.14.4 2023-04-17 1 Replacement rowPitch=128, but w=1920 (level=0)
SBK-07 v1.14.4 2023-04-17 1 Replacement rowPitch=256, but w=2000 (level=0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-05-31 4 00000000=sceUtilityScreenshotInitStart(09caa5e8)
RATATOUILLE v1.14.4 2023-04-17 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:128: 'comp' : redefinition ERROR: 0:129: 'type' : redefinition ERROR: 0:177: 'comp' : redefinition ERROR: 0:178: 'type' : redefinition ERROR: 0:226: 'comp' : redefinition ERROR: 0:227: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80010b39 HWX C T N LM Tex TexProjPos UVMtx Light: LightUberShader 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)) // 01000000:80010b39 HWX C T N LM Tex TexProjPos UVMtx Light: LightUberShader 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 mediump mat4 u_texmtx; 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 lowp vec3 v_color1; 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_lightang
RATATOUILLE v1.14.4 2023-04-17 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:127: 'comp' : redefinition ERROR: 0:128: 'type' : redefinition ERROR: 0:176: 'comp' : redefinition ERROR: 0:177: 'type' : redefinition ERROR: 0:225: 'comp' : redefinition ERROR: 0:226: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader 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)) // 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader 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 lowp vec3 v_color1; 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
Thrillville: Off The Rails v1.14.4 2023-04-17 1 WriteToHardware: Invalid address 00000058 near PC 08a1a048 LR 08a01438
第2次スーパーロボット大戦Z 破界篇 v1.14.4 2025-07-01 5 Replacement rowPitch=1024, but w=4096 (level=0)
SBK®09 Superbike World Championship v1.14.4 2023-04-17 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096e3f20): duplicate handler
Silent Hill: Shattered Memories v1.14.4 2023-04-17 2 Ignoring possible texturing from framebuffer at 08bb4780 +32x-13908 / 64x256
PES 2014 v1.14.4 2023-04-17 1 Replacement rowPitch=128, but w=320 (level=0)
Aliens vs. Predator™ - Requiem v1.14.4 2023-04-17 1 Truncating vertex count from 22953 to 21845
PES 2014 v1.14.4 2023-04-17 1 Replacement rowPitch=2048, but w=5252 (level=0)
Efootball PES 2022 v1.14.4 2023-04-17 1 Replacement rowPitch=2048, but w=8000 (level=0)
MotoGP™22 | By CahNdutz v1.14.4 2023-04-17 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 094f8960): duplicate handler
MotoGP™22 | By CahNdutz v1.14.4 2023-04-17 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0926a860): duplicate handler
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-04-17 1 MIPSCompileOp: Invalid instruction 70599768
eFootball PES 2020 C19 & Nibeck Tv v1.14.4 2023-04-17 1 Replacement rowPitch=512, but w=2036 (level=0)
GODS EATER BURST v1.14.4 2023-04-17 1 Replacement rowPitch=1024, but w=3072 (level=0)
グランナイツヒストリー v1.14.4 2023-04-17 1 00000000=sceUtilityScreenshotInitStart(08de2ad0)
グランナイツヒストリー v1.14.4 2023-04-17 3 00000000=sceUtilityScreenshotInitStart(08de2300)
Prince of Persia - Revelations v1.14.4 2023-04-17 1 80630006=sceAtracSetDataAndGetID(09b9f2c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.8.0 2024-07-13 3 80630006=sceAtracSetDataAndGetID(09aebd00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-04-17 2 80630006=sceAtracSetDataAndGetID(09afbcc0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-04-17 1 80630006=sceAtracSetDataAndGetID(09aeaf00, 00000800): invalid RIFF header
Dragon Ball Z: Budokai Tenkaichi 3 PSP JJake_J v1.14.4 2023-04-17 1 Replacement rowPitch=256, but w=1068 (level=0)
Prince of Persia - Revelations v1.14.4 2023-04-17 1 80630006=sceAtracSetDataAndGetID(09a86400, 00000800): invalid RIFF header
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-04-17 1 MIPSCompileOp: Invalid instruction 46a405e0
Silent Hill: Shattered Memories v1.14.4 2023-04-17 3 Ignoring possible texturing from framebuffer at 08bb4780 +48x-1246 / 64x256
eFOOTBALL 2022 by Cris17Gaming v1.14.4 2023-05-02 2 Replacement rowPitch=1024, but w=4096 (level=0)
DISSIDIA® 012[duodecim]™ FINAL FANTASY® v1.14.4 2023-04-17 1 WriteToHardware: Invalid address ffffffc8 near PC 088d20f0 LR 088d24ac
eFootball PES 2020 C19 & Nibeck Tv v1.14.4 2023-04-17 1 Replacement rowPitch=2048, but w=8192 (level=0)
eFootball PES 2021 DraycEM "C19" v1.14.4 2023-04-17 1 Replacement rowPitch=512, but w=4032 (level=0)
eFOOTBALL 2022 by Cris17Gaming v1.14.4 2023-04-29 6 Replacement rowPitch=128, but w=2048 (level=0)

« Newest   Older »