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Game title |
Version |
Latest Report |
Message |
EA SPORTS FC 24 PPSSPP BY MP |
v1.17.1 |
2024-04-24 |
Savedata version requested: 3 |
EAFC24 BY RAFZZ |
v1.9.4 |
2024-04-25 |
Savedata version requested: 3 |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.15.2 |
2024-03-12 |
MIPSCompileOp: Invalid instruction 07760100 |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.15.2 |
2024-03-12 |
Jump to invalid address: 0729d2c0 |
Myuno eFootball 24 |
v1.9.4 |
2024-04-25 |
Savedata version requested: 3 |
CRISIS CORE -FINAL FANTASY VII- |
v1.15.2 |
2024-02-23 |
sceDmacMemcpy(dest=091d3780, src=086ecc00, size=194560): overlapping read |
CRISIS CORE -FINAL FANTASY VII- |
v1.15.2 |
2024-02-23 |
sceDmacMemcpy(dest=092d0800, src=087539e0, size=348160): overlapping read |
CRISIS CORE -FINAL FANTASY VII- |
v1.15.2 |
2024-02-22 |
sceDmacMemcpy(dest=091e3800, src=08640b60, size=176128): overlapping read |
CRISIS CORE -FINAL FANTASY VII- |
v1.15.2 |
2024-02-21 |
sceDmacMemcpy(dest=08640a00, src=09206440, size=180224): overlapping read |
CRISIS CORE -FINAL FANTASY VII- |
v1.15.2 |
2024-02-21 |
sceDmacMemcpy(dest=09423f80, src=085cb220, size=157696): overlapping read |
CRISIS CORE -FINAL FANTASY VII- |
v1.15.2 |
2024-02-20 |
sceDmacMemcpy(dest=0869ab60, src=093e9780, size=176128): overlapping read |
CRISIS CORE -FINAL FANTASY VII- |
v1.15.2 |
2024-02-20 |
sceDmacMemcpy(dest=08682f80, src=09d43a80, size=36864): overlapping read |
CRISIS CORE -FINAL FANTASY VII- |
v1.15.2 |
2024-02-18 |
sceDmacMemcpy(dest=084629a0, src=095ab480, size=309248): overlapping read |
Prince of Persia The Forgotten Sands™ |
v1.15.2 |
2024-02-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09474d24, 4, 00000000, 0) |
Prince of Persia The Forgotten Sands™ |
v1.15.2 |
2024-02-17 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09474d24, 4, 00000000, 0) |
Toy Story 3 |
v1.15.2 |
2024-02-15 |
__KernelStopThread: thread 1503 does not exist (helper deleted) |
Toy Story 3 |
v1.15.2 |
2024-02-15 |
__KernelStopThread: thread 1402 does not exist (helper deleted) |
Toy Story 3 |
v1.15.2 |
2024-02-15 |
__KernelStopThread: thread 1301 does not exist (helper deleted) |
PES FL 2022 |
v1.17.1 |
2024-03-29 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
PES FL 2022 |
v1.9.4 |
2024-04-25 |
Savedata version requested: 3 |
PES FL 2022 |
v1.9.4 |
2024-04-25 |
Savedata version requested: 3 |
EAFC24 BY PEBRI PROJECT |
v1.17.1 |
2024-04-16 |
Savedata version requested: 3 |
EA SPORTS FC 24 BY BENDEZU (DEJEN DE ROBAR MIS MODS) |
v1.17.1 |
2024-04-25 |
Texture cache ran out of GPU memory; switching to low memory mode |
EA SPORTS FC 24 BY BENDEZU (DEJEN DE ROBAR MIS MODS) |
v1.9.4 |
2024-04-25 |
Savedata version requested: 3 |
Def Jam® Fight For NY™: The Takeover |
v1.15.2 |
2024-01-23 |
sceDmacMemcpy(dest=09935d00, src=08400000, size=14336): overlapping read |
The Warriors |
v1.15.2 |
2024-01-21 |
MIPSCompileOp: Invalid instruction b67bd842 |
The Warriors |
v1.15.2 |
2024-01-21 |
MIPSCompileOp: Invalid instruction b796d5fa |
無双OROCHI2 Special |
v1.15.2 |
2024-01-19 |
Error in shader program link: info: Error: Uniform u_texelDelta precision mismatch with other stage.
Error: Linking failed.
fs: postshader
#version 320 es
precision mediump float;
precision highp int;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec2 u_texelDelta;
in vec2 v_texcoord0;
in vec2 v_texcoord1;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
void main()
{
vec2 angle = ((v_texcoord0 * v_texcoord1) - vec2(0.25)) * 6.283185482025146484375;
float yfactor = (16.0 + sin(angle.y)) * 0.0588235296308994293212890625;
float xfactor = (4.0 + sin(angle.x)) * 0.20000000298023223876953125;
vec2 centerCoord = floor(v_texcoord0 * v_texcoord1) + vec2(0.5);
vec3 colour = texture(sampler0, u_texelDelta * centerCoord).xyz;
colour *= (yfactor * xfactor);
_RESERVED_IDENTIFIER_FIXUP_gl_FragColor = vec4(colour, 1.0);
}
vs: postshader
#version 320 es
uniform vec2 u_texelDelta;
out vec2 v_texcoord0;
in vec2 a_texcoord0;
in vec4 a_position;
out vec2 v_texcoord1;
void main()
{
v_texcoord0 = a_texcoord0;
gl_Position = a_position;
v_texcoord1 = vec2(1.0) / u_texelDelta;
}
|
DEAD OR ALIVE Paradise |
v1.15.2 |
2024-01-19 |
Waiting thread for 20 that was already waiting for 20 |
eFootball 2024 LaLiga Hypermotion By Bendezu |
v1.17.1 |
2024-02-15 |
Unknown GetPointer 00000000 PC 0884a918 LR 0884a938 |
WWE'12 |
v1.15.2 |
2024-01-18 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-00dev0 [Revision 96995].
07f61000:40c00b29 HWX C T N LM Bones:4 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:6 WScale 3 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))
// 07f61000:40c00b29 HWX C T N LM Bones:4 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:6 WScale 3 Cull
attribute mediump vec4 w1;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = color0.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular3 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
lightSum0 = clamp(lightSum0, 0.0, 1.0);
v_color0 = lightSum0;
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
if (u_fogcoef.x <= -65535.0 && u_fogcoef.y <= -65535.0) {
v_fogdepth = 1.0;
} else {
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
vec3 |
eFootball By YT MYMX |
v1.15.2 |
2024-01-16 |
Unknown GetPointer 00000000 PC 0884a908 LR 0884a928 |
Army of TWO™: The 40th Day |
v1.15.2 |
2024-01-16 |
sceDmacMemcpy(dest=041a4400, src=08e35f20, size=5120): overlapping read |
無双OROCHI2 Special |
v1.15.2 |
2024-01-14 |
Unimplemented HLE function scePowerLock |
無双OROCHI2 Special |
v1.15.2 |
2024-01-14 |
Unimplemented HLE function scePowerUnlock |
無双OROCHI2 Special |
v1.15.2 |
2024-01-14 |
Error in shader program link: info: Error: Uniform u_texelDelta precision mismatch with other stage.
Error: Linking failed.
fs: postshader
#version 320 es
precision mediump float;
precision highp int;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec2 u_texelDelta;
in vec2 v_texcoord0;
in vec2 v_texcoord1;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
void main()
{
vec2 texcoordInPixels = v_texcoord0 * v_texcoord1;
vec2 centerCoord = floor(texcoordInPixels) + vec2(0.5);
vec2 distFromCenter = abs(centerCoord - texcoordInPixels);
float Y = max(distFromCenter.x, distFromCenter.y);
Y *= Y;
float YY = Y * Y;
float YYY = YY * Y;
float LineWeight = YY - (2.7000000476837158203125 * YYY);
LineWeight = 1.0 - (14.0 * LineWeight);
vec3 colour = texture(sampler0, u_texelDelta * centerCoord).xyz * LineWeight;
_RESERVED_IDENTIFIER_FIXUP_gl_FragColor = vec4(colour, 1.0);
}
vs: postshader
#version 320 es
uniform vec2 u_texelDelta;
out vec2 v_texcoord0;
in vec2 a_texcoord0;
in vec4 a_position;
out vec2 v_texcoord1;
void main()
{
v_texcoord0 = a_texcoord0;
gl_Position = a_position;
v_texcoord1 = vec2(1.0) / u_texelDelta;
}
|
eFootball 2024 Beta By Tutoriales Bendezu |
v1.15.2 |
2024-01-09 |
Jump to invalid address: 07377740 |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.15.2 |
2024-01-09 |
MIPSCompileOp: Invalid instruction 00000881 |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.15.2 |
2024-01-09 |
MIPSCompileOp: Invalid instruction 74000000 |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.15.2 |
2024-01-09 |
Jump to invalid address: 073c8140 |
PES FL 2022 |
v1.17.1 |
2024-04-23 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
PES FL 2022 |
v1.17.1 |
2024-04-22 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.15.2 |
2024-03-14 |
Jump to invalid address: 0733a080 |
eFootball Chelito 19 |
v1.15.2 |
2023-12-29 |
Unknown GetPointer 002a0000 PC 0884a930 LR 0884a938 |
eFootball 2024 LaLiga Hypermotion By Bendezu |
v1.17.1 |
2024-04-23 |
Texture cache ran out of GPU memory; switching to low memory mode |
eFootball 2024 LaLiga Hypermotion By Bendezu |
v1.17.1 |
2024-04-24 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
eFootball 2024 LaLiga Hypermotion By Bendezu |
v1.9.4 |
2024-04-23 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball 2024 LaLiga Hypermotion By Bendezu |
v1.9.4 |
2024-04-25 |
Savedata version requested: 3 |
EFOOTBALL NEW PATCH SEASON 2024 |
v1.16.6 |
2023-12-30 |
80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.15.2 |
2023-12-17 |
sceDmacMemcpy(dest=0419f7c0, src=08f39050, size=64): overlapping read |
eFOOTBALL By YUNIER YUNIER & EDITOR ECUADOR PSP |
v1.9.4 |
2024-04-25 |
Savedata version requested: 3 |
eFOOTBALL By YUNIER YUNIER & EDITOR ECUADOR PSP |
v1.9.4 |
2024-04-25 |
UNIMPL sceUtilityLoadUsbModule(1) |
PES FL 2022 |
v1.17.1-181-gc6d2fba2f |
2024-04-23 |
Unknown GetPointerWrite 00000000 PC 088287e0 LR 088287f0 |
Def Jam® Fight For NY™: The Takeover |
v1.15.2 |
2023-12-11 |
sceDmacMemcpy(dest=098167c0, src=08400000, size=203968): overlapping read |
PES FL 2022 |
v1.17.1 |
2024-04-12 |
Unknown GetPointerWrite 00000000 PC 08871364 LR 0887137c |
Def Jam® Fight For NY™: The Takeover |
v1.15.2 |
2023-12-10 |
sceDmacMemcpy(dest=099aa100, src=08400000, size=14336): overlapping read |
PES FL 2022 |
v1.9.4 |
2024-04-25 |
Savedata version requested: 3 |
PES FL 2022 |
v1.9.4 |
2024-04-25 |
Savedata version requested: 3 |
eFootball 2024 By RH12 Official |
v1.9.4 |
2024-04-25 |
Savedata version requested: 3 |
PES 2019 BY CHELITO 19 |
v1.15.2 |
2023-12-04 |
Unknown GetPointer 00000140 PC 088113bc LR 088113c4 |
PES 2019 BY CHELITO 19 |
v1.15.2 |
2023-12-04 |
Unknown GetPointerWrite 00000140 PC 088113bc LR 088113c4 |
PRO EVOLUTION SOCCER MYMAXFFY EDITION |
v1.9.3-478-gb475e7356 |
2024-04-08 |
Savedata version requested: 3 |
PES FL 2022 |
v1.17.1 |
2024-04-22 |
Savedata version requested: 3 |
MONSTER HUNTER FREEDOM UNITE™ |
v1.15.2 |
2023-11-17 |
Error in shader compilation: info: Compile failed.
WARNING: 0:72: 'function_call_constructor@vec4_vec4@30' : used without being initialised
WARNING: 0:98: 'function_call_constructor@vec3_vec3@109' : used without being initialised
WARNING: 0:114: 'function_call_constructor@float_float@151' : used without being initialised
WARNING: 0:251: 'function_call_constructor@uint_uint@557' : used without being initialised
WARNING: 4 compilation warnings.
03000000:c1400b20 HWX T N Bones:6 Light: LightUberShader WScale 1 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))
// 03000000:c1400b20 HWX T N Bones:6 Light: LightUberShader WScale 1 Cull
in mediump vec4 w1;
in mediump vec2 w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out 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() {
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);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdi |
MONSTER HUNTER FREEDOM UNITE™ |
v1.15.2 |
2023-11-17 |
Error in shader compilation: info: Compile failed.
WARNING: 0:73: 'function_call_constructor@vec4_vec4@33' : used without being initialised
WARNING: 0:99: 'function_call_constructor@vec3_vec3@112' : used without being initialised
WARNING: 0:115: 'function_call_constructor@float_float@154' : used without being initialised
WARNING: 0:252: 'function_call_constructor@uint_uint@560' : used without being initialised
WARNING: 4 compilation warnings.
03000000:c1800b20 HWX T N Bones:7 Light: LightUberShader WScale 1 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))
// 03000000:c1800b20 HWX T N 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;
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 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() {
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_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;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
|
MONSTER HUNTER FREEDOM UNITE™ |
v1.15.2 |
2023-11-17 |
Error in shader compilation: info: Compile failed.
WARNING: 0:69: 'function_call_constructor@vec4_vec4@24' : used without being initialised
WARNING: 0:95: 'function_call_constructor@vec3_vec3@103' : used without being initialised
WARNING: 0:111: 'function_call_constructor@float_float@145' : used without being initialised
WARNING: 3 compilation warnings.
03000000:c0c00b20 HWX T N Bones:4 Light: LightUberShader WScale 1 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))
// 03000000:c0c00b20 HWX T N Bones:4 Light: LightUberShader WScale 1 Cull
in mediump vec4 w1;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out 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() {
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);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir0, toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
|
無双OROCHI2 Special |
v1.15.2 |
2023-11-16 |
Error in shader program link: info: Error: Uniform u_texelDelta precision mismatch with other stage.
Error: Linking failed.
fs: postshader
#version 320 es
precision mediump float;
precision highp int;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec2 u_texelDelta;
in vec2 v_texcoord0;
in vec2 v_texcoord1;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
void main()
{
vec2 angle = ((v_texcoord0 * v_texcoord1) - vec2(0.25)) * 6.283185482025146484375;
float yfactor = (16.0 + sin(angle.y)) * 0.0588235296308994293212890625;
float xfactor = (4.0 + sin(angle.x)) * 0.20000000298023223876953125;
vec2 centerCoord = floor(v_texcoord0 * v_texcoord1) + vec2(0.5);
vec3 colour = pow(texture(sampler0, u_texelDelta * centerCoord).xyz, vec3(2.21000003814697265625));
colour = clamp(colour, vec3(0.0), vec3(1.0));
colour = pow(mat3(vec3(0.980000019073486328125, 0.039999999105930328369140625, 0.00999999977648258209228515625), vec3(0.20000000298023223876953125, 0.795000016689300537109375, 0.00999999977648258209228515625), vec3(-0.180000007152557373046875, 0.16500000655651092529296875, 0.980000019073486328125)) * colour, vec3(0.4545454680919647216796875));
colour *= (yfactor * xfactor);
_RESERVED_IDENTIFIER_FIXUP_gl_FragColor = vec4(colour, 1.0);
}
vs: postshader
#version 320 es
uniform vec2 u_texelDelta;
out vec2 v_texcoord0;
in vec2 a_texcoord0;
in vec4 a_position;
out vec2 v_texcoord1;
void main()
{
v_texcoord0 = a_texcoord0;
gl_Position = a_position;
v_texcoord1 = vec2(1.0) / u_texelDelta;
}
|
Bomba Patch FF MYMAXYT23 |
v1.16.6 |
2023-11-30 |
Unknown GetPointerWrite 00000000 PC 0882b118 LR 0882b128 |
PRO EVOLUTION SOCCER MYMAXFFY EDITION |
v1.16.6 |
2023-12-02 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
Bomba Patch FF MYMAXYT23 |
v1.17.1 |
2024-03-30 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 08a81ed4, 4, 00000000, 0) |
Bomba Patch FF MYMAXYT23 |
v1.17.1 |
2024-03-30 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08a81ed4, 4, 00000000, 0) |
PRO EVOLUTION SOCCER MYMAXFFY EDITION |
v1.17.1 |
2024-02-25 |
Savedata version requested: 3 |
Bomba Patch FF MYMAXYT23 |
v1.9.4 |
2024-04-21 |
Savedata version requested: 3 |
Bomba Patch FF MYMAXYT23 |
v1.9.4 |
2024-04-24 |
UNIMPL sceUtilityLoadUsbModule(1) |
Kenka Bancho: Badass Rumble |
v1.15.2 |
2023-11-04 |
00000000=sceUtilityScreenshotInitStart(0948a4a0) |
PES 2016 by ASCENDDEGEA |
v1.15.2 |
2023-11-02 |
807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0000 |
PES 2016 by ASCENDDEGEA |
v1.15.2 |
2023-11-02 |
sceMp3Init: invalid data: not layer 3 |
PES 2016 by ASCENDDEGEA |
v1.17.1-8-g834739600 |
2024-02-15 |
Savedata version requested: 3 |
eFootball 2024 By RH12 Official |
v1.9.4 |
2024-04-25 |
Savedata version requested: 3 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.15.2 |
2023-11-01 |
sceDmacMemcpy(dest=04171640, src=09209120, size=128): overlapping read |
eFootball MP New Season Patch 2024 |
v1.9.4 |
2024-04-22 |
Savedata version requested: 3 |
LEGO® Batman™: The Videogame |
v1.15.2 |
2023-10-29 |
Unaligned icache invalidation of 086c13b8 (086c13b8 + 0) at PC=089741fc |
Tom Clancy's Ghost Recon® Predator |
v1.15.2 |
2023-10-28 |
WriteToHardware: Invalid address 00000bf8 near PC 0894bd20 LR 0894bd20 |
Tom Clancy's Ghost Recon® Predator |
v1.15.2 |
2023-10-28 |
ReadFromHardware: Invalid address 00000aa8 near PC 0894bd20 LR 0894bd20 |
Tom Clancy's Ghost Recon® Predator |
v1.15.2 |
2023-10-28 |
WriteToHardware: Invalid address 00000bfc near PC 0894bd20 LR 0894bd20 |
PRO EVOLUTION SOCCER MYMAXFFY EDITION |
v1.9.4 |
2024-03-16 |
Savedata version requested: 3 |
eFootball Chelito 19 |
v1.17.1 |
2024-03-28 |
Unknown GetPointer 00000000 PC 0881c2e0 LR 0881c2e8 |
LEGO® Batman™: The Videogame |
v1.17.1 |
2024-04-19 |
Unaligned icache invalidation of 08610378 (08610378 + 0) at PC=089741fc |
Pro Evolution Soccer 2014 |
v1.17.1 |
2024-03-24 |
807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0000 |
Pro Evolution Soccer 2014 |
v1.17.1 |
2024-04-22 |
sceMp3Init: invalid data: not layer 3 |
Myuno eFootball 24 |
v1.9.4 |
2024-04-25 |
Savedata version requested: 3 |
クロヒョウ2 龍が如く 阿修羅編 |
v1.15.2 |
2023-10-21 |
sceDmacMemcpy(dest=04136400, src=095803a0, size=1200): overlapping read |
PES 2014 |
v1.15.2 |
2023-10-21 |
Unknown GetPointer e9c02b75 PC 0884d7bc LR 0884d7dc |
MONSTER HUNTER FREEDOM UNITE™ |
v1.15.2 |
2023-10-18 |
Error in shader compilation: info: Compile failed.
WARNING: 0:63: 'function_call_constructor@vec4_vec4@12' : used without being initialised
WARNING: 0:87: 'function_call_constructor@vec3_vec3@77' : used without being initialised
WARNING: 0:103: 'function_call_constructor@float_float@119' : used without being initialised
WARNING: 3 compilation warnings.
01000000:80000b20 HWX T N 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))
// 01000000:80000b20 HWX T N 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;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir0, toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
}
} else {
lightScale = 1.0;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(no |
PRO EVOLUTION SOCCER MYMAXFFY EDITION |
v1.8.0 |
2024-04-24 |
Savedata version requested: 3 |
LEGO® Batman™: The Videogame |
v1.17 |
2024-02-24 |
Unaligned icache invalidation of 08607978 (08607978 + 0) at PC=089741fc |
Silent Hill® Origins |
v1.15.2 |
2023-10-16 |
ReadFromHardware: Invalid address 00000234 near PC 089c7670 LR 089c7670 |
Silent Hill® Origins |
v1.15.2 |
2023-10-16 |
WriteToHardware: Invalid address 0000023c near PC 0899fdac LR 0899fde0 |
Silent Hill® Origins |
v1.15.2 |
2023-10-16 |
WriteToHardware: Invalid address 00000000 near PC 0899fc04 LR 0899fcf8 |
Silent Hill® Origins |
v1.15.2 |
2023-10-16 |
ReadFromHardware: Invalid address 00000003 near PC 0883e00c LR 08976fcc |