Recent logs - v1.15.4

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Game title Version Latest Report Message
eFootball 2024 Beta By Tutoriales Bendezu v1.15.4 2025-01-21 MIPSCompileOp: Invalid instruction 00370045
eFootball 2024 Beta By Tutoriales Bendezu v1.15.4 2025-01-21 MIPSCompileOp: Invalid instruction 05268a00
eFootball 2024 Beta By Tutoriales Bendezu v1.15.4 2025-01-21 MIPSCompileOp: Invalid instruction 02959005
eFootball 2024 Beta By Tutoriales Bendezu v1.15.4 2025-01-21 MIPSCompileOp: Invalid instruction cd4bc419
eFootball 2024 Beta By Tutoriales Bendezu v1.15.4 2025-01-21 MIPSCompileOp: Invalid instruction cc195c19
eFootball 2024 Beta By Tutoriales Bendezu v1.15.4 2025-01-21 MIPSCompileOp: Invalid instruction cc05d418
eFootball 2024 Beta By Tutoriales Bendezu v1.15.4 2025-01-21 Jump to invalid address: 07545940
Gangs of London™ v1.15.4 2025-01-20 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r10p0-00dev0 [Revision 96995]. 01f70444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 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)) // 01f70444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 Cull 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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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 mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = color0.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outP
Gangs of London™ v1.15.4 2025-01-20 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r10p0-00dev0 [Revision 96995]. 01f70444:00010b08 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 #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)) // 01f70444:00010b08 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 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 mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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 mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = color0.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; gl_Position = outPos; }
Gangs of London™ v1.15.4 2025-01-20 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r10p0-00dev0 [Revision 96995]. 01f70444:00010b09 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 #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)) // 01f70444:00010b09 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 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 mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = color0.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; gl_Position = outPos; }
Gangs of London™ v1.15.4 2025-01-20 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r10p0-00dev0 [Revision 96995]. 01f70444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 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)) // 01f70444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying 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() { 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); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMi
Gangs of London™ v1.15.4 2025-01-20 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r10p0-00dev0 [Revision 96995]. 01f10444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f10444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying 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() { 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); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMi
eFootball Chelito 19 v1.15.4 2025-01-19 Unknown GetPointer c1c687c2 PC 08816090 LR 08816098
MONSTER HUNTER FREEDOM UNITE™ v1.15.4 2025-01-18 sceDmacMemcpy(dest=0414e000, src=097a3120, size=288320): overlapping read
Prince of Persia - Revelations v1.15.4 2025-01-18 sceDmacMemcpy(dest=08e3de70, src=08e4d870, size=8256): overlapping read
MONSTER HUNTER PORTABLE 2nd G v1.15.4 2025-01-16 sceDmacMemcpy(dest=0414e000, src=095d96a0, size=263856): overlapping read
MONSTER HUNTER PORTABLE 2nd G v1.15.4 2025-01-15 sceDmacMemcpy(dest=0414e000, src=095d9620, size=200256): overlapping read
Harry Potter and the Goblet of Fire™ v1.15.4 2025-01-14 __KernelStopThread: thread 440 does not exist (ApctlThread deleted)
第2次スーパーロボット大戦Z 破界篇 v1.15.4 2025-01-13 sceDmacMemcpy(dest=04110000, src=09696a80, size=557056): overlapping read
MONSTER HUNTER PORTABLE 2nd G v1.15.4 2025-01-13 sceDmacMemcpy(dest=0414e000, src=095bbcf0, size=244976): overlapping read
LocoRoco™ v1.18.1 2025-01-20 Failed to truncate file.
Toy Story 3 v1.15.4 2025-01-11 __KernelStopThread: thread 1086 does not exist (helper deleted)
Toy Story 3 v1.15.4 2025-01-11 __KernelStopThread: thread 936 does not exist (helper deleted)
Toy Story 3 v1.15.4 2025-01-11 __KernelStopThread: thread 922 does not exist (helper deleted)
Toy Story 3 v1.15.4 2025-01-11 __KernelStopThread: thread 758 does not exist (helper deleted)
Def Jam® Fight For NY™: The Takeover v1.15.4 2025-01-10 sceDmacMemcpy(dest=0965f940, src=08400000, size=72384): overlapping read
第2次スーパーロボット大戦Z 破界篇 v1.15.4 2025-01-10 ReadFromHardware: Invalid address 0d3fd5c8 near PC 0881e8a0 LR 0881e834
Def Jam® Fight For NY™: The Takeover v1.15.4 2025-01-10 sceDmacMemcpy(dest=097ecc40, src=08400000, size=203968): overlapping read
Def Jam® Fight For NY™: The Takeover v1.15.4 2025-01-10 sceDmacMemcpy(dest=098a0640, src=08400000, size=72384): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.15.4 2025-01-09 sceDmacMemcpy(dest=0414e000, src=094f18f0, size=178752): overlapping read
eFootball PC - V. v1.15.4 2025-01-09 Unknown GetPointer 00003d70 PC 0881c428 LR 0881c438
遊☆戯☆王 5D's タッグフォース6 v1.15.4 2025-01-08 Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0
eFootball PC - V. v1.15.4 2025-01-07 Unknown GetPointer 00003300 PC 0884a918 LR 0884a938
eFootball PC - V. v1.15.4 2025-01-04 Unknown GetPointer 00019cd0 PC 0881c428 LR 0881c438
Def Jam® Fight For NY™: The Takeover v1.15.4 2025-01-04 sceDmacMemcpy(dest=095f2940, src=08400000, size=72384): overlapping read
Def Jam® Fight For NY™: The Takeover v1.15.4 2025-01-02 sceDmacMemcpy(dest=095f2600, src=08400000, size=72384): overlapping read
ワールド・ネバーランド~ナルル王国物語~ v1.15.4 2025-01-01 00000400=sceGeEdramSetAddrTranslation(00000800)
ワールド・ネバーランド~ナルル王国物語~ v1.15.4 2025-01-01 sceKernelRegisterSubIntrHandler(30, 0, 0884e790, 00000000): duplicate handler
LittleBigPlanet™ v1.15.4 2025-01-01 sceKernelRegisterSubIntrHandler(30, 0, 0884e790, 00000000): duplicate handler
EAGLE PATCH 2025 PSP LIGA MX & MLS v1.18.1 2025-01-20 MIPSCompileOp: Invalid instruction 01010101
絶体絶命都市3 ─壊れゆく街と彼女の歌─ v1.15.4 2024-12-29 sceDmacMemcpy(dest=04088000, src=09719680, size=557056): overlapping read
LEGO® Batman™: The Videogame v1.15.4 2024-12-29 Unexpected mpeg first timestamp: cdd38bfaeac / 14144279391916
eFootball Chelito 19 v1.18.1 2025-01-20 Branch in RSZeroComp delay slot at 08000100 in block starting at 08000034
eFootball Chelito 19 v1.18.1 2025-01-20 Branch in Jump delay slot at 08000038 in block starting at 08000034
eFootball Chelito 19 v1.18.1 2025-01-20 Branch in Jump delay slot at 08000034 in block starting at 08000034
eFootball Chelito 19 v1.15.4 2024-12-29 Jump to invalid address: 0bbef770
eFootball Chelito 19 v1.15.4 2024-12-29 Jump to invalid address: 0bbef470
eFootball Chelito 19 v1.15.4 2024-12-29 Jump to invalid address: 0bbef370
eFootball Chelito 19 v1.15.4 2024-12-29 Jump to invalid address: 070ef060
eFootball Chelito 19 v1.15.4 2024-12-29 Jump to invalid address: 0bbef270
eFootball Chelito 19 v1.15.4 2024-12-29 MIPSCompileOp: Invalid instruction 71f5ac34
Mortal Kombat: Unchained v1.15.4 2024-12-28 __KernelStopThread: thread 390 does not exist (helper deleted)
eFootball Chelito 19 v1.15.4 2024-12-28 ReadFromHardware: Invalid address 139d2818 near PC 08849a4c LR 08849a58
PATCH SPARTAN11 v1.15.4 2024-12-28 Unknown GetPointer 0000f5bd PC 0881c430 LR 0881c438
PATCH SPARTAN11 v1.15.4 2024-12-28 Unknown GetPointerWrite 00000000 PC 08816154 LR 0881615c
PATAPON™ 2 DonChaka♪ v1.15.4 2024-12-30 sceNetAdhocMatchingInit(16384) at 08a1b6c8
eFootball PC - V. v1.15.4 2024-12-27 ReadFromHardware: Invalid address 00000000 near PC 08a063b4 LR 08a3fbe4
eFootball Chelito 19 v1.15.4 2024-12-27 ReadFromHardware: Invalid address 1397d998 near PC 08849a4c LR 08849a58
eFootball PC - V. v1.15.4 2024-12-27 Unknown GetPointer 0000a318 PC 0881c428 LR 0881c438
Daxter v1.15.4 2024-12-24 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da40a0, 4, 00000000, 0)
MONSTER HUNTER FREEDOM UNITE™ v1.15.4 2024-12-24 sceDmacMemcpy(dest=0414e000, src=09608140, size=83984): overlapping read
Toy Story 3 v1.15.4 2024-12-23 __KernelStopThread: thread 992 does not exist (helper deleted)
Pro Evolution Soccer 2012 v1.15.4 2024-12-23 ReadFromHardware: Invalid address 00000008 near PC 0887de90 LR 0887d958
Toy Story 3 v1.15.4 2024-12-23 __KernelStopThread: thread 806 does not exist (helper deleted)
LEGO® Batman™: The Videogame v1.15.4 2024-12-23 Unaligned icache invalidation of 086c25b8 (086c25b8 + 0) at PC=089741fc
eFootball v1.15.4 2024-12-23 Unknown GetPointer 7b00205e PC 0884d7b4 LR 0884d7d4
WWE2K24-V1.04 BY MANIA SVR v1.18.1 2025-01-22 80630007=sceAtracSetData(2, 08d4b180, 00009bb0): atracID uses different codec type than data
WWE2K24-V1.04 BY MANIA SVR v1.18.1 2025-01-22 80630007=sceAtracSetData(2, 08d4b180, 0000e3e0): atracID uses different codec type than data
WWE2K24-V1.04 BY MANIA SVR v1.15.4 2024-12-22 80630007=sceAtracSetData(2, 08d4b180, 00007450): atracID uses different codec type than data
eFootball Euro y Copa America By T. Bendezu v1.15.4 2024-12-22 MIPSCompileOp: Invalid instruction 00370045
eFootball Euro y Copa America By T. Bendezu v1.15.4 2024-12-22 MIPSCompileOp: Invalid instruction 05268a00
eFootball Euro y Copa America By T. Bendezu v1.15.4 2024-12-22 MIPSCompileOp: Invalid instruction 02959005
eFootball Euro y Copa America By T. Bendezu v1.15.4 2024-12-22 MIPSCompileOp: Invalid instruction cd4bc419
eFootball Euro y Copa America By T. Bendezu v1.15.4 2024-12-22 MIPSCompileOp: Invalid instruction cc195c19
eFootball Euro y Copa America By T. Bendezu v1.15.4 2025-01-07 Branch in RSRTComp delay slot at 00010000 in block starting at 00010000
eFootball Euro y Copa America By T. Bendezu v1.15.4 2024-12-22 Jump to invalid address: 07334d80
eFootball PES 2024 "SN3" v1.15.4 2024-12-22 Unknown GetPointer c0bdc4bc PC 0881606c LR 08816080
MONSTER HUNTER FREEDOM UNITE™ v1.15.4 2024-12-21 sceDmacMemcpy(dest=0414e000, src=095d1a60, size=248336): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.18 2025-01-06 __KernelStopThread: thread 721 does not exist (ApctlThread stopped)
eFootball Euro y Copa America By T. Bendezu v1.15.4 2024-12-20 Unknown GetPointer 00ffe0b4 PC 0884d7b4 LR 0884d7d4
TEKKEN 6 v1.15.4 2024-12-20 ReadFromHardware: Invalid address b8e8af08 near PC b8e8af08 LR b8e8af08
Def Jam® Fight For NY™: The Takeover v1.15.4 2024-12-20 UNTESTED sceNetAdhocctlJoinEnterGameMode(a97e5ba, 1c:82:08:95:01:29, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.15.4 2024-12-20 UNTESTED sceNetAdhocctlCreateEnterGameMode(a97e5ba, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Def Jam® Fight For NY™: The Takeover v1.15.4 2024-12-20 UNTESTED sceNetAdhocctlJoinEnterGameMode(720bac7, fc:36:48:f7:3e:c8, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.15.4 2024-12-20 UNTESTED sceNetAdhocctlCreateEnterGameMode(720bac7, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Def Jam® Fight For NY™: The Takeover v1.15.4 2024-12-20 UNTESTED sceNetAdhocctlJoinEnterGameMode(4e47644, 1c:82:08:95:01:29, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.15.4 2024-12-20 UNTESTED sceNetAdhocctlCreateEnterGameMode(4e47644, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
EA-Sports FC ATGX v1.15.4 2024-12-18 MIPSCompileOp: Invalid instruction 0000eeff
EA-Sports FC ATGX v1.15.4 2024-12-18 MIPSCompileOp: Invalid instruction 00ff00ff
EA-Sports FC ATGX v1.15.4 2024-12-18 MIPSCompileOp: Invalid instruction 7fff7fff
EA-Sports FC ATGX v1.15.4 2024-12-18 MIPSCompileOp: Invalid instruction 00000001
MONSTER HUNTER PORTABLE 2nd G v1.15.4 2024-12-18 sceDmacMemcpy(dest=0414e000, src=095ae530, size=204944): overlapping read
MONSTER HUNTER PORTABLE 2nd G v1.15.4 2024-12-17 sceDmacMemcpy(dest=0414e000, src=095d0600, size=237168): overlapping read
eFootball Chelito 19 v1.15.4 2024-12-17 Jump to invalid address: 0bbcc570
eFootball Chelito 19 v1.15.4 2024-12-17 Jump to invalid address: 0bbcc270
eFootball Chelito 19 v1.15.4 2024-12-17 Jump to invalid address: 0bbcc170
eFootball Chelito 19 v1.15.4 2024-12-17 Jump to invalid address: 070cbe60
eFootball Chelito 19 v1.15.4 2024-12-17 Jump to invalid address: 0bbcc070
eFootball Chelito 19 v1.15.4 2024-12-17 MIPSCompileOp: Invalid instruction 71e58554
PES 2014 v1.15.4 2024-12-17 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l1 rate 0006