Recent logs - v1.16.2

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Game title Version Latest Report Message
eFootball 2024 By Bendezu v1.16.2 2024-04-25 Unknown GetPointer 00000020 PC 08815fc8 LR 08815fd4
Go! Puzzle™ v1.16.2 2024-04-16 UNIMPL sceUtilityGameSharingInitStart(089bd130)
Go! Puzzle™ v1.16.2 2024-04-16 sceNetAdhocMatchingInit(32768) at 0889bd34
LocoRoco v1.16.2 2024-04-14 sceNetAdhocMatchingInit(32768) at 0893418c
eFootball 2024 By Bendezu v1.17 2024-04-25 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
PES MY 2024 v1.9.4 2024-04-25 sceMp3Init: invalid data: not layer 3
PES MY 2024 v1.7.5 2024-04-27 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
PES MY 2024 v1.17.1 2024-04-21 Game install with no files / data
MONSTER HUNTER FREEDOM UNITE™ v1.16.2 2024-03-24 sceDmacMemcpy(dest=0414e000, src=095d5830, size=158640): overlapping read
eFootball 2024 By Bendezu v1.16.2 2024-03-23 Unknown GetPointerWrite 00000000 PC 0882bbf4 LR 088113dc
PES MY 2024 v1.9.4 2024-04-27 Savedata version requested: 3
MONSTER HUNTER PORTABLE 3rd v1.16.2 2024-02-26 __KernelStopThread: thread 570 does not exist (ApctlThread deleted)
LEGO® Batman™: The Videogame v1.16.2 2024-02-26 Unaligned icache invalidation of 086c3af8 (086c3af8 + 0) at PC=089741fc
Grand Theft Auto: Vice City Stories v1.16.2 2024-02-25 WriteToHardware: Invalid address 000004e4 near PC 08a3da0c LR 08a3d724
Def Jam® Fight For NY™: The Takeover v1.16.2 2024-02-19 sceDmacMemcpy(dest=09637040, src=08400000, size=177600): overlapping read
Twisted Metal: Head-On v1.16.2 2024-02-19 __KernelStopThread: thread 407 does not exist (helper deleted)
Twisted Metal: Head-On v1.16.2 2024-02-19 __KernelStopThread: thread 462 does not exist (helper deleted)
ASPHALT : URBAN GT 2 v1.16.2 2024-02-17 __KernelStopThread: thread 1486 does not exist (helper deleted)
ASPHALT : URBAN GT 2 v1.16.2 2024-02-17 __KernelStopThread: thread 1401 does not exist (helper deleted)
MONSTER HUNTER FREEDOM UNITE™ v1.16.2 2024-02-01 sceDmacMemcpy(dest=0414e000, src=094599e0, size=276864): overlapping read
LEGO® Batman™: The Videogame v1.16.2 2024-02-01 Unaligned icache invalidation of 086d3f38 (086d3f38 + 0) at PC=089741fc
SMASH COURT TENNIS 3 v1.16.6 2024-01-23 sceNetAdhocMatchingInit(32768) at 08959dac
eFootball v1.17.1 2024-03-19 ReadFromHardware: Invalid address 00000000 near PC 08a063b4 LR 08a3fbe4
SBK-07 v1.16.2 2024-01-17 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09304ea0): duplicate handler
MONSTER HUNTER FREEDOM UNITE™ v1.16.2 2024-01-15 sceDmacMemcpy(dest=0414e000, src=095231a0, size=198032): overlapping read
Ben 10 Ultimate Alien: Cosmic Destruction v1.16.2 2024-01-10 scePsmfPlayerSetPsmf*: incorrect PSMF magic (087025ba), bad data
SBK-07 v1.16.2 2024-01-08 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 092aaee0): duplicate handler
eFootball v1.9.4 2024-04-27 Savedata version requested: 3
Dragon Ball Z: Tenkaichi Tag Team v1.16.2 2024-01-06 ReadFromHardware: Invalid address 0c400400 near PC 0c400400 LR 0c400400
Syphon Filter™: Logan's Shadow v1.16.2 2023-12-31 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08d3bd64
Syphon Filter™: Logan's Shadow v1.16.2 2023-12-30 ReadFromHardware: Invalid address d48c8ae4 near PC d48c8ae4 LR 08bc2f38
SBK-07 v1.16.2 2023-12-28 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 090dd6a0): duplicate handler
RIDGE RACER v1.16.2 2023-12-27 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=2, text=2
RIDGE RACER v1.16.2 2023-12-27 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=1, text=1
eFootball 2024 By Bendezu v1.16.6 2024-03-22 sceNetAdhocMatchingInit(32768) at 08a719b8
SBK-07 v1.16.2 2023-12-23 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09386de0): duplicate handler
SBK-07 v1.16.2 2023-12-23 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 091f3dc0): duplicate handler
SBK-07 v1.16.2 2023-12-23 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 093c26e0): duplicate handler
RA-PATCH EDISI FIFA WORLD CUP 2022 v1.16.2 2023-12-22 ReadFromHardware: Invalid address 00000008 near PC 0886a804 LR 0886a7e0
SBK-07 v1.16.2 2023-12-21 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 092abb40): duplicate handler
SBK-07 v1.16.2 2023-12-21 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 095ac8f0): duplicate handler
SBK-07 v1.16.2 2023-12-23 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0946dee0): duplicate handler
SBK-07 v1.16.2 2023-12-21 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 094a9de0): duplicate handler
SBK-07 v1.16.2 2023-12-21 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 092f83e0): duplicate handler
eFootball Chelito 19 v1.16.2 2023-12-18 ReadFromHardware: Invalid address 3f400000 near PC 3f400000 LR 08824448
WARRIORS OROCHI 2 v1.16.2 2023-12-18 Unimplemented HLE function sceNetResolverTerm
eFOOTBALL By YUNIER YUNIER & EDITOR ECUADOR PSP v1.9.4 2024-04-26 Savedata version requested: 3
eFOOTBALL By YUNIER YUNIER & EDITOR ECUADOR PSP v1.9.4 2024-04-26 UNIMPL sceUtilityLoadUsbModule(1)
SBK® Superbike World Championship v1.16.2 2023-12-15 sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 08fdd060): duplicate handler
SBK® Superbike World Championship v1.16.2 2023-12-15 sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 09945dd0): duplicate handler
SBK® Superbike World Championship v1.17.1 2024-04-08 sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 09944ab0): duplicate handler
Spider-Man 3 v1.16.2 2023-12-15 Unknown GetPointerWrite 00000000 PC 08a0f248 LR 08a0f258
SBK® Superbike World Championship v1.16.2 2023-12-14 sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 08fca2d0): duplicate handler
SBK® Superbike World Championship v1.16.2 2023-12-13 sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 08fb3a90): duplicate handler
SBK® Superbike World Championship v1.16.2 2023-12-13 sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 094dabf0): duplicate handler
SBK® Superbike World Championship v1.16.2 2023-12-13 sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 09613e60): duplicate handler
SBK® Superbike World Championship v1.16.2 2023-12-13 sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 0900b720): duplicate handler
SBK® Superbike World Championship v1.16.2 2023-12-13 sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 09492ce0): duplicate handler
SOCOM U.S. Navy SEALs: Tactical Strike v1.16.2 2023-12-12 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
SOCOM U.S. Navy SEALs: Tactical Strike v1.16.2 2023-12-12 sceKernelLoadModuleByID: unsupported options size=00000014, flags=ffffabcd, pos=0, access=1, data=2, text=2
eFootball PES 2021 T. Bendezu "C19" v1.16.2 2023-12-10 ReadFromHardware: Invalid address 44804458 near PC 0881da68 LR 0881da04
Tomb Raider: Anniversary™ v1.16.2 2023-12-07 sceDmacMemcpy(dest=041b9000, src=09340c00, size=9216): overlapping read
SBK-07 v1.16.5 2023-12-23 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 090456e0): duplicate handler
Tomb Raider: Anniversary™ v1.16.2 2023-12-06 sceDmacMemcpy(dest=041b7c00, src=09543720, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.16.2 2023-12-06 sceDmacMemcpy(dest=041f9c00, src=09543720, size=5120): overlapping read
eFootball 2024 By Bendezu v1.16.2 2023-12-05 Game install with no files / data
WWE SmackDown vs. RAW 2007 The Remastered Mod v1.17.1 2024-04-22 Rendering to framebuffer offset at 04000000 +480x0 (stride 512)
WWE SmackDown vs. RAW 2007 The Remastered Mod v1.6.3 2024-04-22 sceGeBreak(mode=0, unknown=08b9cc8c): unknown ptr (valid)
RA-PATCH EDISI FIFA WORLD CUP 2022 v1.17.1 2024-04-27 Texture cache ran out of GPU memory; switching to low memory mode
Syphon Filter™: Logan's Shadow v1.16.2 2024-01-04 Unknown GetPointerWrite 00000000 PC 08be7de0 LR 08be7d38
実況パワフルプロ野球ポータブル4 v1.16.2 2023-12-01 sceGeBreak(mode=0, unknown=08ce04ac): unknown ptr (valid)
WWE SmackDown! vs. RAW 2006. v1.16.2 2023-11-30 sceDmacMemcpy(dest=04154fd0, src=0915a250, size=262160): overlapping read
eFootball PES 2020 "C19" v1.16.2 2023-11-29 Unknown GetPointer 00009b7d PC 0881c418 LR 0881c420
クロヒョウ2 龍が如く 阿修羅編 v1.16.2 2023-11-28 sceDmacMemcpy(dest=04156400, src=09a20a60, size=3040): overlapping read
プロ野球スピリッツ2014 v1.16.2 2023-11-28 sceGeBreak(mode=0, unknown=08ce04ac): unknown ptr (valid)
eFootball 2024 ISO ATGXGAMING PRO V1.0 v1.16.6 2023-11-28 ReadFromHardware: Invalid address 00000000 near PC 08a47880 LR 08a3fbb0
Dragon Ball Z: Tenkaichi Tag Team v1.16.2 2023-11-26 Jump to invalid address: 06046620
Dragon Ball Z: Tenkaichi Tag Team v1.16.2 2023-11-26 Jump to invalid address: 07b3a000
プロ野球スピリッツ2014 v1.16.2 2023-11-25 Unusual bezier/spline vtype: 12011383, morph: 0, bones: 5
プロ野球スピリッツ2014 v1.16.2 2023-11-25 Unusual bezier/spline vtype: 12005383, morph: 0, bones: 2
God of War™: Ghost of Sparta v1.16.2 2023-11-24 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 r10p0-00rel0 [Revision 96995]. 01f34444:00010b29 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:1 MatUp: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)) // 01f34444:00010b29 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:1 MatUp:3 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 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 mediump vec3 u_lightatt3; 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 = 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 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; 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_fogd
God of War™: Ghost of Sparta v1.16.2 2023-11-24 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 r10p0-00rel0 [Revision 96995]. 01f34151:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp: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)) // 01f34151:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; 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 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 = 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; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * 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_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); 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); 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_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * 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_lightspecular2 * specularColor * ldot ; } lightSum0.rg
God of War™: Ghost of Sparta v1.16.2 2023-11-24 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 r10p0-00rel0 [Revision 96995]. 01f34154:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp: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)) // 01f34154:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 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 lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; 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 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 = 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; 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); 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_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * 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_lightspecular2 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight
God of War™: Ghost of Sparta v1.16.2 2023-11-24 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 r10p0-00rel0 [Revision 96995]. 01f34151:00000f29 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp: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)) // 01f34151:00000f29 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; 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 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 = 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; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * 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_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); 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); 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_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * 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_lightspecular2 * specularColor * ldot ; } l
God of War™: Ghost of Sparta v1.16.2 2023-11-24 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 r10p0-00rel0 [Revision 96995]. 01730544:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:1 MatUp: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)) // 01730544:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:1 MatUp:3 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 lowp vec3 u_lightspecular2; 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 = 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; 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); 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_lightspecular2 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 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 > -out
クロヒョウ 龍が如く新章 v1.16.2 2023-11-24 sceDmacMemcpy(dest=04176400, src=09afa7e0, size=1376): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.16.2 2023-11-24 sceDmacMemcpy(dest=04176400, src=09b9d9a0, size=1568): overlapping read
GOD EATER 2 v1.16.2 2023-11-23 ReadFromHardware: Invalid address 0000000f near PC 08840110 LR 088710e0
Prince of Persia - Revelations v1.16.2 2023-11-23 80630006=sceAtracSetDataAndGetID(0993fa00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.16.2 2023-11-23 80630006=sceAtracSetDataAndGetID(0985a440, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.16.2 2023-11-23 80630006=sceAtracSetDataAndGetID(09a20a80, 00000800): invalid RIFF header
Lego Star Wars II: The Original Trilogy v1.16.2 2023-11-17 Unaligned icache invalidation of 08602138 (08602138 + 0) at PC=088454a0
EFOOTBALL 2023 PSP FINAL UPDATE v1.16.2 2023-11-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2
Dragon Ball Z: Tenkaichi Tag Team v1.16.2 2023-11-14 MIPSCompileOp: Invalid instruction 7b9f48de
Dragon Ball Z: Tenkaichi Tag Team v1.16.2 2023-11-14 MIPSCompileOp: Invalid instruction b619bdf7
Dragon Ball Z: Tenkaichi Tag Team v1.16.2 2023-11-14 MIPSCompileOp: Invalid instruction eccb8cd2
Dragon Ball Z: Tenkaichi Tag Team v1.16.2 2023-11-14 Jump to invalid address: 0194a3ec
Dragon Ball Z: Tenkaichi Tag Team v1.16.2 2023-11-14 MIPSCompileOp: Invalid instruction 7bfdeb97
Dragon Ball Z: Tenkaichi Tag Team v1.16.2 2023-11-10 ReadFromHardware: Invalid address 3f800000 near PC 089ba5f8 LR 08886df4
ナルティメットアクセル3 v1.16.5 2023-11-14 00000400=sceGeEdramSetAddrTranslation(00000800)