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 |
| eFootball RH12 SEASON 5 |
v1.14.4 |
2023-07-24 |
2 |
Replacement rowPitch=128, but w=1024 (level=0) |
| eFootball RH12 SEASON 5 |
v1.14.4 |
2023-07-24 |
3 |
Replacement rowPitch=512, but w=1200 (level=0) |
| eFottball Hend Asean |
v1.14.4 |
2023-07-23 |
1 |
Replacement rowPitch=512, but w=5760 (level=0) |
| PRO EVOLUTION SOCCER VANDAMME EDITION |
v1.14.4 |
2023-07-23 |
1 |
Replacement rowPitch=512, but w=1712 (level=0) |
| eFootball Chelito 19 |
v1.15.4 |
2023-09-12 |
4 |
Unknown GetPointerWrite 00001b24 PC 08872bf8 LR 08872c1c |
| eFootball RH12 SEASON 5 |
v1.14.4 |
2023-07-23 |
1 |
Replacement rowPitch=512, but w=6360 (level=0) |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-07-23 |
1 |
Replacement rowPitch=256, but w=1796 (level=0) |
| WWE SmackDown vs. RAW 2011 |
v1.14.4 |
2023-07-25 |
2 |
Replacement rowPitch=128, but w=5120 (level=0) |
| WWE SmackDown vs. RAW 2011 |
v1.14.4 |
2023-07-26 |
2 |
Replacement rowPitch=512, but w=2560 (level=0) |
| ドラゴンボール タッグバーサス |
v1.18.1-670-g63c7c73fa0 |
2025-08-18 |
5 |
Branch in branch delay slot at 08fa239c with different target |
| ドラゴンボール タッグバーサス |
v1.18.1-670-g63c7c73fa0 |
2025-08-18 |
6 |
MIPSCompileOp: Invalid instruction 43ee8d9a |
| WWE 2K21 PRICELESS ALACRITY V3.0.1 |
v1.18.1 |
2025-07-04 |
37 |
Unknown GetPointerWrite 00000000 PC 08bf4030 LR 08bf4038 |
| eFootball PES 2021 By GABRIEL |
v1.14.4 |
2023-07-23 |
1 |
Replacement rowPitch=256, but w=1560 (level=0) |
| SBK® Superbike World Championship |
v1.16.6 |
2023-11-29 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 08f84790): duplicate handler |
| METAL SLUG Anthology |
v1.14.4 |
2023-07-22 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIb9f1, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4 |
| WWE 2K22 EN ESPAÑOL BY ANT PLAY AIPS |
v1.18.1 |
2025-01-08 |
65 |
80630007=sceAtracSetData(2, 08d4b180, 0000516c): atracID uses different codec type than data |
| WWE 2K22 EN ESPAÑOL BY ANT PLAY AIPS |
v1.17.1 |
2024-07-30 |
19 |
80630007=sceAtracSetData(2, 08d4b180, 0000a814): atracID uses different codec type than data |
| WWE 2K22 EN ESPAÑOL BY ANT PLAY AIPS |
v1.17.1 |
2024-07-29 |
18 |
80630007=sceAtracSetData(2, 08d4b180, 000114c4): atracID uses different codec type than data |
| WWE 2K22 EN ESPAÑOL BY ANT PLAY AIPS |
v1.17.1 |
2024-05-12 |
8 |
80630007=sceAtracSetData(2, 08d4b180, 0000c3fc): atracID uses different codec type than data |
| Gran Turismo® |
v1.14.4 |
2023-07-22 |
1 |
Error in shader compilation: info: Compile failed.
WARNING: 0:62: 'function_call_constructor@vec4_vec4@12' : used without being initialised
WARNING: 0:66: 'function_call_constructor@uint_uint@33' : used without being initialised
WARNING: 0:92: 'function_call_constructor@float_float@113' : used without being initialised
WARNING: 0:97: 'function_call_constructor@vec3_vec3@117' : used without being initialised
WARNING: 4 compilation warnings.
01000000:803a0338 HWX C N Tex UVEnv Light: LightUberShader 2: c:0 t:0 3: c:0 t:0 Cull
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:803a0338 HWX C N Tex UVEnv Light: LightUberShader 2: c:0 t:0 3: c:0 t:0 Cull
in vec3 position;
in mediump vec3 normal;
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 = c |
| Gran Turismo® |
v1.14.4 |
2023-07-22 |
1 |
Error in shader compilation: info: Compile failed.
WARNING: 0:59: 'function_call_constructor@vec4_vec4@12' : used without being initialised
WARNING: 0:89: 'function_call_constructor@float_float@119' : used without being initialised
WARNING: 0:94: 'function_call_constructor@vec3_vec3@123' : used without being initialised
WARNING: 3 compilation warnings.
01000000:80000128 HWX C Light: LightUberShader Cull
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000128 HWX C Light: LightUberShader Cull
in vec3 position;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
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 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;
defaul |
| Diabolik: The Original Sin |
v1.14.4 |
2023-07-22 |
1 |
Error in shader compilation: info: Compile failed.
WARNING: 0:59: 'function_call_constructor@vec4_vec4@12' : used without being initialised
WARNING: 0:89: 'function_call_constructor@float_float@119' : used without being initialised
WARNING: 0:94: 'function_call_constructor@vec3_vec3@123' : used without being initialised
WARNING: 3 compilation warnings.
01000000:80000928 HWX C T Light: LightUberShader Cull
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000928 HWX C T Light: LightUberShader Cull
in vec3 position;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
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 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;
de |
| eFootball PES 2021 By GABRIEL |
v1.14.4 |
2023-07-22 |
1 |
Replacement rowPitch=2048, but w=7600 (level=0) |
| RA-PATCH EDISI FIFA WORLD CUP 2022 |
v1.14.4 |
2023-07-22 |
1 |
Unknown GetPointerWrite 00000000 PC 08811228 LR 088113dc |
| eFootball Play-C |
v1.20.4 |
2026-11-12 |
6,838 |
sceNetAdhocMatchingInit(32768) at 08a719b8 |
| eFootball PES 2022 By ERYE CHANNEL |
v1.14.4 |
2023-07-21 |
1 |
Replacement rowPitch=256, but w=2048 (level=0) |
| Daxter |
v1.14.4 |
2023-07-21 |
2 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9d390, 4, 00000000, 0) |
| EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.14.4 |
2023-10-09 |
3 |
Replacement rowPitch=512, but w=2560 (level=0) |
| EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.14.4 |
2023-07-21 |
1 |
Replacement rowPitch=512, but w=4268 (level=0) |
| Pro Evolution Soccer 6 |
v1.14.4 |
2023-07-21 |
1 |
Ignoring possible texturing from framebuffer at 04154000 +0x128 / 128x272 |
| Grand Theft Auto: Vice City Stories |
v1.14.4 |
2023-07-21 |
1 |
WriteToHardware: Invalid address 000004e4 near PC 08923aa8 LR 08923aa8 |
| APE ACADEMY 2 |
v1.18 |
2024-12-26 |
13 |
sceKernelCreateThread(name=x002): unsupported attributes 00000006 |
| APE ACADEMY 2 |
v1.18 |
2024-12-26 |
6 |
sceKernelCreateThread(name=game): unsupported attributes 00000006 |
| APE ACADEMY 2 |
v1.18.1 |
2025-06-01 |
6 |
sceKernelCreateThread(name=ID0911_hitori): unsupported attributes 00000006 |
| APE ACADEMY 2 |
v1.18.1 |
2025-06-01 |
3 |
sceKernelCreateThread(name=ID0912_opening): unsupported attributes 00000006 |
| APE ACADEMY 2 |
v1.18.1 |
2025-06-01 |
3 |
sceKernelCreateThread(name=ID0903_main): unsupported attributes 00000006 |
| APE ACADEMY 2 |
v1.18.1 |
2025-06-01 |
4 |
sceKernelCreateThread(name=ID0901_title): unsupported attributes 00000006 |
| APE ACADEMY 2 |
v1.18.1 |
2025-06-01 |
4 |
sceKernelCreateThread(name=menu): unsupported attributes 00000006 |
| APE ACADEMY 2 |
v1.18.1 |
2025-06-01 |
4 |
sceKernelCreateThread(name=system): unsupported attributes 00000006 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-07-20 |
1 |
Unknown GE command : 4e5f3ec0 |
| Crash® of the Titans |
v1.14.4 |
2023-07-20 |
1 |
Unknown GetPointerWrite 3f3d6dd0 PC 08b8770c LR 08b0d61c |
| EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.14.4 |
2023-07-20 |
1 |
Replacement rowPitch=512, but w=4336 (level=0) |
| WWE 2K22 EN ESPAÑOL BY ANT PLAY AIPS |
v1.17.1 |
2024-08-08 |
53 |
80630007=sceAtracSetData(2, 08d4b180, 000011e4): atracID uses different codec type than data |
| eFootball RH12 SEASON 5 |
v1.14.4 |
2023-07-28 |
2 |
Replacement rowPitch=512, but w=2200 (level=0) |
| BEN 10: Protector of Earth |
v1.14.4 |
2023-07-20 |
1 |
Replacement rowPitch=512, but w=5120 (level=0) |
| Grand Theft Auto: Liberty City Stories |
v1.15.4 |
2025-04-25 |
9 |
Truncating vertex count from 31680 to 21845 |
| eFottball Hend Asean |
v1.14.4 |
2024-03-22 |
3 |
Replacement rowPitch=1024, but w=3200 (level=0) |
| WWE All Stars |
v1.14.4 |
2023-07-20 |
1 |
80630006=sceAtracSetDataAndGetID(08b9a100, 0001a044): invalid RIFF header |
| WWE All Stars |
v1.14.4 |
2023-07-20 |
1 |
80630006=sceAtracSetDataAndGetID(08b9a100, 00006ff0): invalid RIFF header |
| WWE All Stars |
v1.14.4 |
2023-07-20 |
1 |
80630006=sceAtracSetDataAndGetID(08b9a100, 00017ad0): invalid RIFF header |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.14.4 |
2023-07-20 |
1 |
Replacement rowPitch=256, but w=2256 (level=0) |
| EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.14.4 |
2023-10-07 |
2 |
Replacement rowPitch=1024, but w=2848 (level=0) |
| EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.16.6 |
2024-05-22 |
17 |
Unknown GetPointerWrite 00000000 PC 08808430 LR 08808448 |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.4 |
2023-07-19 |
1 |
00000000=sceUtilityScreenshotInitStart(09cae048) |
| FIFA STREET 2 |
v1.14.4 |
2023-07-19 |
1 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:138: 'comp' : redefinition
ERROR: 0:139: 'type' : redefinition
ERROR: 0:187: 'comp' : redefinition
ERROR: 0:188: 'type' : redefinition
ERROR: 0:236: 'comp' : redefinition
ERROR: 0:237: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
03000000:c1800b38 HWX C T N Tex Bones:7 Light: LightUberShader WScale 1 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))
// 03000000:c1800b38 HWX C T N Tex Bones:7 Light: LightUberShader WScale 1 Cull
in mediump vec4 w1;
in mediump vec3 w2;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
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_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 |
| FIFA STREET 2 |
v1.14.4 |
2023-07-19 |
1 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:138: 'comp' : redefinition
ERROR: 0:139: 'type' : redefinition
ERROR: 0:187: 'comp' : redefinition
ERROR: 0:188: 'type' : redefinition
ERROR: 0:236: 'comp' : redefinition
ERROR: 0:237: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
03000000:c1c00b38 HWX C T N Tex Bones:8 Light: LightUberShader WScale 1 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))
// 03000000:c1c00b38 HWX C T N Tex Bones:8 Light: LightUberShader WScale 1 Cull
in mediump vec4 w1, w2;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
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_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;
|
| WWE All Stars |
v1.14.4 |
2023-07-19 |
1 |
80630006=sceAtracSetDataAndGetID(08b9a100, 00011cc0): invalid RIFF header |
| WWE All Stars |
v1.14.4 |
2023-07-20 |
2 |
80630006=sceAtracSetDataAndGetID(08b9a100, 0000d4d4): invalid RIFF header |
| WWE All Stars |
v1.14.4 |
2023-07-19 |
2 |
80630006=sceAtracSetDataAndGetID(08b9a100, 0000b3c0): invalid RIFF header |
| WWE All Stars |
v1.14.4 |
2023-07-19 |
1 |
80630006=sceAtracSetDataAndGetID(08b9a100, 0000ea70): invalid RIFF header |
| WWE All Stars |
v1.14.4 |
2023-07-19 |
3 |
80630006=sceAtracSetDataAndGetID(08b9a100, 00003da0): invalid RIFF header |
| eFootball Chelito 19 |
v1.14.4 |
2023-07-19 |
1 |
Unknown GetPointerWrite 00000900 PC 08872bb4 LR 08872c1c |
| eFootball RH12 SEASON 5 |
v1.14.4 |
2023-07-19 |
1 |
Replacement rowPitch=256, but w=1600 (level=0) |
| eFootball By TM ARTS |
v1.14.4 |
2023-08-13 |
2 |
Replacement rowPitch=1024, but w=12000 (level=0) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-07-19 |
1 |
WriteToHardware: Invalid address 02040008 near PC 08a552d0 LR 08a552d0 |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.14.4 |
2023-07-19 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00006ed8): atracID uses different codec type than data |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.14.4 |
2023-07-19 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00003fd0): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2009 |
v1.14.4 |
2023-07-19 |
1 |
80630007=sceAtracSetData(2, 08bd6108, 00003060): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2009 |
v1.14.4 |
2023-07-19 |
1 |
80630007=sceAtracSetData(2, 08bd6108, 00003360): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2009 |
v1.14.4 |
2023-07-19 |
1 |
80630007=sceAtracSetData(2, 08bd6108, 0000a6e0): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2009 |
v1.14.4 |
2023-07-19 |
1 |
80630007=sceAtracSetData(2, 08bd6108, 00008e20): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2009 |
v1.14.4 |
2023-07-19 |
1 |
80630007=sceAtracSetData(2, 08bd6108, 00005520): atracID uses different codec type than data |
| ウルトラマン Fighting Evolution 0 |
v1.14.4 |
2023-07-19 |
1 |
Replacement rowPitch=256, but w=332 (level=0) |
| Marvel Nemesis™: Rise of the Imperfects™ |
v1.14.4 |
2023-07-19 |
64 |
Branch in RSRTComp delay slot at 08800874 in block starting at 08800874 |
| TEKKEN 6 |
v1.14.4 |
2023-07-19 |
1 |
WriteToHardware: Invalid address 150df25c near PC 08000000 LR 08000000 |
| RA-PATCH EDISI FIFA WORLD CUP 2022 |
v1.14.4 |
2023-07-21 |
2 |
Replacement rowPitch=128, but w=4320 (level=0) |
| Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-07-19 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb2bc4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-07-19 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb2bc4, 4, 00000000, 0) |
| RA-PATCH EDISI FIFA WORLD CUP 2022 |
v1.14.4 |
2023-07-19 |
1 |
Replacement rowPitch=1024, but w=4320 (level=0) |
| WWE SmackDown vs. RAW 2011 |
v1.14.4 |
2023-07-19 |
1 |
Replacement rowPitch=256, but w=2880 (level=0) |
| Crash® of the Titans |
v1.14.4 |
2023-07-18 |
1 |
Unknown GetPointerWrite 40a45124 PC 08b8770c LR 08b0d61c |
| Resistance: Retribution™ |
v1.14.4 |
2023-07-26 |
2 |
Unknown GetPointerWrite 26569f58 PC 08ca31e0 LR 08cd6754 |
| eFottball Hend Asean |
v1.14.4 |
2023-12-12 |
3 |
Replacement rowPitch=512, but w=5120 (level=0) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-07-18 |
1 |
WriteToHardware: Invalid address 01e80008 near PC 08a552d0 LR 08a552d0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-07-18 |
1 |
WriteToHardware: Invalid address 0a27d25d near PC 0887ed70 LR 089aa490 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-07-18 |
1 |
MIPSCompileOp: Invalid instruction b6a5be70 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-07-18 |
1 |
MIPSCompileOp: Invalid instruction 7a6af3f0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-07-18 |
1 |
MIPSCompileOp: Invalid instruction 4705e090 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-07-18 |
1 |
WriteToHardware: Invalid address 1eadbeef near PC 0883d080 LR 0883c7a8 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-07-18 |
2 |
MIPSCompileOp: Invalid instruction b265e070 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-07-18 |
1 |
MIPSCompileOp: Invalid instruction 76cbdc10 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-08-27 |
2 |
WriteToHardware: Invalid address 03250008 near PC 08a552d0 LR 08a552d0 |
| AMNESIA LATER |
v1.18.1-8-g2384c17439 |
2026-06-05 |
120 |
00000000=sceUtilityScreenshotInitStart(08c09034) |
| MLB 11 The Show™ |
v1.18.1 |
2025-05-09 |
22 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (3c04000b), bad data |
| 金色のコルダ2 f |
v1.14.4 |
2024-10-01 |
16 |
Using texture with dynamic CLUT: texfmt=4, clutfmt=3 |
| 金色のコルダ2 f |
v1.18.1 |
2026-08-18 |
93 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| WipEout® Pulse |
v1.14.4 |
2023-07-19 |
2 |
Ignoring possible texturing from framebuffer at 04132000 +0x136 / 256x272 |
| EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.14.4 |
2023-09-18 |
3 |
Replacement rowPitch=512, but w=5120 (level=0) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-07-17 |
1 |
WriteToHardware: Invalid address 2ecd1c51 near PC 089aa10c LR 089aa490 |
| eFOOTBALL PES 2020 "C19" T. BENDEZU |
v1.14.4 |
2023-07-17 |
1 |
Replacement rowPitch=2048, but w=3072 (level=0) |