Recent logs - v1.16.2

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Game title Version Latest Report Message
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)
Twisted Metal: Head-On v1.16.2 2023-11-09 __KernelStopThread: thread 851 does not exist (helper deleted)
Midnight Club 3: DUB Edition v1.16.2 2023-11-08 Jump to invalid address: 06826e40
Midnight Club 3: DUB Edition v1.16.2 2023-11-08 Branch in Jump delay slot at 08c7e910 in block starting at 08c7e8e4
Midnight Club 3: DUB Edition v1.16.2 2023-11-08 Jump to invalid address: 06826ac0
Midnight Club 3: DUB Edition v1.16.2 2023-11-08 Branch in Jump delay slot at 08c7e900 in block starting at 08c7e8e4
Midnight Club 3: DUB Edition v1.16.2 2023-11-08 Branch in Jump delay slot at 08c7e8fc in block starting at 08c7e8e4
Midnight Club 3: DUB Edition v1.16.2 2023-11-08 Jump to invalid address: 064b89c0
Midnight Club 3: DUB Edition v1.16.2 2023-11-08 Branch in Jump delay slot at 08c7e8f8 in block starting at 08c7e8e4
Midnight Club 3: DUB Edition v1.16.2 2023-11-08 Jump to invalid address: 064989c0
Midnight Club 3: DUB Edition v1.16.2 2023-11-08 Branch in Jump delay slot at 08c7e8f4 in block starting at 08c7e8e4
Midnight Club 3: DUB Edition v1.16.2 2023-11-08 Jump to invalid address: 0648d580
MONSTER HUNTER PORTABLE 2nd G v1.16.2 2023-11-08 __KernelStopThread: thread 352 does not exist (ApctlThread deleted)
eFootball 2024 Beta By Tutoriales Bendezu v1.16.2 2023-11-22 sceDmacMemcpy(dest=04154000, src=0948f230, size=557056): overlapping read
Tomb Raider : Legend v1.16.2 2023-11-05 sceDmacMemcpy(dest=041fac00, src=096f4990, size=5120): overlapping read
実況パワフルプロ野球ポータブル4 v1.16.2 2023-11-02 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09eada50, 4, 00000000, 0)
実況パワフルプロ野球ポータブル4 v1.16.2 2023-11-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eada50, 4, 00000000, 0)
実況パワフルプロ野球ポータブル4 v1.16.2 2023-11-02 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ea7e60, 4, 00000000, 0)
実況パワフルプロ野球ポータブル4 v1.16.2 2023-11-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ea7e60, 4, 00000000, 0)
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.16.2 2023-11-02 00000000=sceUtilityScreenshotInitStart(09a8eaa8)
Patapon™3 v1.16.2 2023-11-02 WriteToHardware: Invalid address 3f805630 near PC 08000000 LR 08000000
The King Of Fighters - The Orochi Saga v1.16.2 2023-11-02 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIe3d3, 3, 2, 09fff8d0, 20000000, 0) at 0888c598
BLEACH ~HEAT・THE・SOUL 7~ v1.16.2 2023-10-29 sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=2, text=2
METAL SLUG XX v1.16.2 2023-10-29 Unknown GE command : 11ffffff
METAL SLUG Anthology v1.16.2 2023-11-02 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIe3d3, 1, 2, 09fff8c0, 20000000, 0) at 08829184
The King Of Fighters - The Orochi Saga v1.16.2 2023-10-28 UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI66d0, a4:be:30:bf:66:d0, 20000000, 0) at 0888c6c0
METAL SLUG Anthology v1.16.2 2023-10-28 UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI66d0, a4:be:30:bf:66:d0, 20000000, 0) at 088e45b8
METAL SLUG Anthology v1.16.2 2023-11-19 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIe3d3, 1, 2, 09ffe9d0, 20000000, 0) at 088e4450
METAL SLUG Anthology v1.16.2 2023-10-29 UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI66d0, a4:be:30:bf:66:d0, 20000000, 0) at 08829208
DRAGON BALL BUDOKAI TENKAICHI 3 VLATINO v1.6.3 2023-11-28 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
DRAGON BALL BUDOKAI TENKAICHI 3 VLATINO v1.16.6-222-g1e6142d99 2023-11-28 00000400=sceGeEdramSetAddrTranslation(00000800)
eFootball Chelito 19 v1.16.2 2023-10-27 Unknown GetPointer 00000020 PC 08844a98 LR 08844aac
eFootball Chelito 19 v1.16.2 2023-10-27 Unknown GetPointerWrite 00000000 PC 08815fc0 LR 08815fd4
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.16.2 2023-10-24 sceDmacMemcpy(dest=04101800, src=09ea0720, size=12144): overlapping read
Tomb Raider : Legend v1.16.2 2023-10-24 sceDmacMemcpy(dest=041de000, src=09371200, size=5120): overlapping read
eFootball 2024 ISO ATGXGAMING PRO V1.0 v1.16.6 2023-11-28 Savedata version requested: 3
Silent Hill: Shattered Memories v1.16.2 2023-10-23 __KernelStopThread: thread 758 does not exist (helper deleted)
Twisted Metal: Head-On v1.16.2 2023-10-22 __KernelStopThread: thread 457 does not exist (helper deleted)
METAL SLUG Anthology v1.16.2 2023-10-22 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI5ab4, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4
eFootball Japan 2024 v1.16.2 2023-10-24 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
ELITE CWC INDIA 2023 v1.16.6 2023-11-16 Video out requested, not supported: mode=0 size=0,0
CODED ARMS v1.16.2 2023-10-21 sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2
TEKKEN DARK RESURRECTION v1.16.2 2023-10-21 __KernelStopThread: thread 860 does not exist (ApctlThread deleted)
eFootball Japan 2024 v1.16.6 2023-11-18 Savedata version requested: 3
PES 2014 v1.16.2 2023-10-18 Unexpected mpeg first timestamp: fff000fffff / 17587892125695
Innocent Life: A Futuristic Harvest Moon® v1.16.2 2023-10-18 sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=2, text=2
Silent Hill: Shattered Memories v1.16.2 2023-10-19 __KernelStopThread: thread 3661 does not exist (helper deleted)
SBK®09 Superbike World Championship v1.16.2 2023-10-21 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090874a0): duplicate handler
Silent Hill: Shattered Memories v1.16.2 2023-10-15 __KernelStopThread: thread 1002 does not exist (helper deleted)
Lego Star Wars II: The Original Trilogy v1.16.6 2023-11-02 Unaligned icache invalidation of 087050f8 (087050f8 + 0) at PC=088454a0
LEGO® Batman™: The Videogame v1.16.2 2023-10-21 Unaligned icache invalidation of 086d19b8 (086d19b8 + 0) at PC=089741fc
LEGO® Batman™: The Videogame v1.16.2 2023-10-13 Unaligned icache invalidation of 086c79b8 (086c79b8 + 0) at PC=089741fc
LEGO® Batman™: The Videogame v1.16.6 2023-11-24 Unaligned icache invalidation of 086c79f8 (086c79f8 + 0) at PC=089741fc
WWE SmackDown vs. RAW 2K23 v1.8.0 2023-11-11 80630007=sceAtracSetData(2, 08d4b180, 0000d7d8): atracID uses different codec type than data
LEGO® Batman™: The Videogame v1.16.6 2023-11-05 Unaligned icache invalidation of 086c7838 (086c7838 + 0) at PC=089741fc
LEGO® Batman™: The Videogame v1.16.2 2023-10-12 Unaligned icache invalidation of 086c80f8 (086c80f8 + 0) at PC=089741fc
SBK®09 Superbike World Championship v1.16.2 2023-10-12 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08eb80b0): duplicate handler
SBK®09 Superbike World Championship v1.16.2 2023-10-12 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0912eea0): duplicate handler
B-Boy™ v1.16.2 2023-10-11 sceKernelLoadModule: unsupported options size=00000014, flags=09c0edc0, pos=0, access=1, data=2, text=2
B-Boy™ v1.16.2 2023-10-11 Unexpected mpeg first timestamp: 81963090500 / 8905128740096
EFOOTBALL NEW PATCH SEASON 2024 v1.9.4 2023-11-29 Savedata version requested: 3
Patapon™3 v1.16.2 2023-10-10 Branch in Jump delay slot at 096eacfc in block starting at 096eacb4
Patapon™3 v1.16.2 2023-10-10 Branch in JumpReg delay slot at 096eacf8 in block starting at 096eacb4
Patapon™3 v1.16.2 2023-10-10 Jump to invalid address: 02a0b270 PC 096eacf8 LR 088bc780
Patapon™3 v1.16.2 2023-10-10 Jump to invalid address: 05cf3140 PC 096eacec LR 088bc780
Patapon™3 v1.16.2 2023-10-10 Branch in Jump delay slot at 096eace8 in block starting at 096eacb4
Patapon™3 v1.16.2 2023-10-10 Jump to invalid address: 05cf6140 PC 096eace8 LR 088bc780
Patapon™3 v1.16.2 2023-10-10 Branch in Jump delay slot at 096eace4 in block starting at 096eacb4
Patapon™3 v1.16.2 2023-10-10 Jump to invalid address: 05b5dcc0 PC 096eace4 LR 088bc780
Patapon™3 v1.16.2 2023-10-10 Branch in Jump delay slot at 096eace0 in block starting at 096eacb4
Patapon™3 v1.16.2 2023-10-10 Jump to invalid address: 02a0e390 PC 096eace0 LR 088bc780
Patapon™3 v1.16.2 2023-10-10 Branch in Jump delay slot at 096eacdc in block starting at 096eacb4
Patapon™3 v1.16.2 2023-10-10 Jump to invalid address: 05b5dd20 PC 096eacdc LR 088bc780
Patapon™3 v1.16.2 2023-10-10 Branch in Jump delay slot at 096eacd8 in block starting at 096eacb4