Recent logs - v1.15.2

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Game title Version Latest Report Message
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 v1.9.4 2024-02-21 Savedata version requested: 3
EAFC24 BY PEBRI PROJECT v1.17.1 2024-02-22 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 2024-02-17 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
PES FL 2022 v1.16.6 2024-02-19 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball 2024 Beta By Tutoriales Bendezu v1.15.2 2023-12-31 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 2024-02-21 Texture cache ran out of GPU memory; switching to low memory mode
eFootball 2024 LaLiga Hypermotion By Bendezu v1.17.1 2024-02-22 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
eFootball 2024 LaLiga Hypermotion By Bendezu v1.9.4 2024-02-21 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball 2024 LaLiga Hypermotion By Bendezu v1.9.4 2024-02-22 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 2024-02-22 Savedata version requested: 3
eFOOTBALL By YUNIER YUNIER & EDITOR ECUADOR PSP v1.9.4 2024-02-22 UNIMPL sceUtilityLoadUsbModule(1)
PES FL 2022 v1.17.1 2024-02-21 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 v1.16.6 2024-01-11 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 2024-02-22 Savedata version requested: 3
PES FL 2022 v1.9.4 2024-02-22 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 2024-02-14 Savedata version requested: 3
PES FL 2022 v1.17 2024-02-04 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 v1.16.6 2023-12-28 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 08a81ed4, 4, 00000000, 0)
Bomba Patch FF MYMAXYT23 v1.16.6 2023-12-28 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08a81ed4, 4, 00000000, 0)
PRO EVOLUTION SOCCER MYMAXFFY EDITION v1.17 2024-02-01 Savedata version requested: 3
Bomba Patch FF MYMAXYT23 v1.9.4 2024-02-21 Savedata version requested: 3
Bomba Patch FF MYMAXYT23 v1.9.4 2024-02-21 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
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 2024-02-21 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 2023-12-15 Savedata version requested: 3
eFootball Chelito 19 v1.16.6 2024-02-17 Unknown GetPointer 00000000 PC 0881c2e0 LR 0881c2e8
LEGO® Batman™: The Videogame v1.16.6 2024-01-11 Unaligned icache invalidation of 08610378 (08610378 + 0) at PC=089741fc
Pro Evolution Soccer 2014 v1.17 2024-02-17 807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0000
Pro Evolution Soccer 2014 v1.17 2024-02-17 sceMp3Init: invalid data: not layer 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 2024-02-22 Savedata version requested: 3
LEGO® Batman™: The Videogame v1.16.6 2024-01-23 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
Silent Hill® Origins v1.15.2 2023-10-16 Unknown GetPointerWrite 00000000 PC 088452d0 LR 088452d8
Silent Hill® Origins v1.15.2 2023-10-16 WriteToHardware: Invalid address 0000f6f0 near PC 0899e070 LR 0899e134
Silent Hill® Origins v1.15.2 2023-10-16 WriteToHardware: Invalid address 00000000 near PC 089bb138 LR 089bb138
Silent Hill® Origins v1.15.2 2023-10-16 ReadFromHardware: Invalid address 00003448 near PC 089bb138 LR 089bb138
Silent Hill® Origins v1.15.2 2023-10-16 WriteToHardware: Invalid address 0000000c near PC 0899e4a4 LR 0899e4c4
PRO EVOLUTION SOCCER MYMAXFFY EDITION v1.16.5 2023-10-18 sceNetAdhocMatchingInit(32768) at 08a71984
BOMBA PATCH JP GAMEPLAY'S v1.17.1 2024-02-10 Unknown GetPointer 00000060 PC 088d29a8 LR 088d29d0
XV3 v7 by LegendCrack Z SUSCRIBE. v1.15.2 2023-10-10 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2
PRO EVOLUTION SOCCER MYMAXFFY EDITION v1.9.4 2023-12-09 Savedata version requested: 3
EFOOTBALL NEW PATCH SEASON 2024 v1.17.1 2024-02-22 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
EFOOTBALL NEW PATCH SEASON 2024 v1.9.4 2024-02-22 Savedata version requested: 3
WWE 2K22 BY LEGENT GAMER v1.15.2 2023-10-10 Unknown GetPointerWrite 00000000 PC 089fa228 LR 089fa23c
Equipe Passe de Pacths v1.16.6 2024-02-21 Savedata version requested: 3
Def Jam® Fight For NY™: The Takeover v1.15.2 2023-10-05 sceDmacMemcpy(dest=09705c40, src=08400000, size=14336): overlapping read
Def Jam® Fight For NY™: The Takeover v1.15.2 2023-10-05 sceDmacMemcpy(dest=095a90c0, src=08400000, size=31360): overlapping read