Recent logs - v1.16.5

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Game title Version Latest Report Message
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.16.5 2025-10-23 sceDmacMemcpy(dest=09743a90, src=0973fa90, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.16.5 2025-10-23 sceDmacMemcpy(dest=0973fe60, src=0973be60, size=16384): overlapping read
SBK®08 Superbike World Championship v1.16.5 2025-10-23 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 09119990): duplicate handler
SBK®08 Superbike World Championship v1.16.5 2025-10-23 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 0907b8a0): duplicate handler
SBK®08 Superbike World Championship v1.16.5 2025-10-23 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08f61fe0): duplicate handler
SBK®09 Superbike World Championship v1.16.5 2025-10-20 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096dd330): duplicate handler
eFootball Edicion Mundial de Clubes By T. Bendezu v1.16.5 2025-10-17 Unknown GetPointer 0000c100 PC 0881c428 LR 0881c438
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.16.5 2025-10-16 sceDmacMemcpy(dest=0975d900, src=09759900, size=16384): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.16.5 2025-10-14 sceDmacMemcpy(dest=097ce400, src=097cd400, size=4096): overlapping read
SBK®08 Superbike World Championship v1.16.5 2025-10-13 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 0939d080): duplicate handler
SBK®08 Superbike World Championship v1.16.5 2025-10-13 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08fdcd90): duplicate handler
SBK®08 Superbike World Championship v1.16.5 2025-10-13 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08e7e300): duplicate handler
SBK®08 Superbike World Championship v1.16.5 2025-10-13 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08e7ab80): duplicate handler
eFootball 2024 Beta By Tutoriales Bendezu v1.16.5 2025-10-10 Jump to invalid address: 073900f8
eFootball 2024 Beta By Tutoriales Bendezu v1.16.5 2025-10-10 Branch in Jump delay slot at 09ce3fb8 in block starting at 09ce3fa0
eFootball 2024 Beta By Tutoriales Bendezu v1.16.5 2025-10-10 Jump to invalid address: 0739004c
eFootball 2024 Beta By Tutoriales Bendezu v1.16.5 2025-10-10 Branch in Jump delay slot at 09ce3fb4 in block starting at 09ce3fa0
eFootball 2024 Beta By Tutoriales Bendezu v1.16.5 2025-10-10 Jump to invalid address: 0738ffa0
eFootball 2024 Beta By Tutoriales Bendezu v1.16.5 2025-10-10 Jump to invalid address: 07339240
MYFP26 ENGLISH v1.18.1 2025-10-20 Unknown GetPointer 00000140 PC 08824cf4 LR 088113dc
MYFP26 ENGLISH v1.18.1 2025-10-20 Unknown GetPointerWrite 00000000 PC 08824cf4 LR 088113dc
MYFP26 ENGLISH v1.18.1 2025-10-29 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
MYFP26 ENGLISH v1.8.0 2025-10-29 MIPSCompileOp: Invalid instruction 46800499
MYFP26 ENGLISH v1.8.0 2025-10-29 Unknown GetPointer 00000000 PC 0881c2d8 LR 0881c2e8
Gladiator Begins v1.16.5 2025-09-26 Branch in branch delay slot at 0896736c with different target
Gladiator Begins v1.16.5 2025-09-25 __KernelStopThread: thread 3704 does not exist (helper deleted)
Crash™ Tag Team Racing v1.16.5 2025-09-24 80630006=sceAtracSetDataAndGetID(09cdc440, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.16.5 2025-09-24 80630006=sceAtracSetDataAndGetID(09cc7d40, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.16.5 2025-09-24 80630006=sceAtracSetDataAndGetID(09cb7340, 00014000): invalid RIFF header
GTA: Liberty City Stories v1.16.5 2025-09-22 WriteToHardware: Invalid address 00000004 near PC 08ad66dc LR 08aa3214
GTA: Liberty City Stories v1.16.5 2025-09-22 ReadFromHardware: Invalid address 0aaf0640 near PC 08ad66dc LR 08aa3214
WWE SmackDown vs. RAW 2009 v1.19.3 2025-09-23 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]. 07f71000:41400b29 HWX C T N LM Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 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)) // 07f71000:41400b29 HWX C T N LM Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 WScale 3 Cull attribute mediump vec4 w1; attribute mediump vec2 w2; 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 mat4 u_bone4; uniform mat4 u_bone5; 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) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5); 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 = color0; 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); 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 /
WWE SmackDown vs. RAW 2008 v1.16.5 2025-09-22 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]. 07f71000:41400b29 HWX C T N LM Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 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)) // 07f71000:41400b29 HWX C T N LM Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 WScale 3 Cull attribute mediump vec4 w1; attribute mediump vec2 w2; 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 mat4 u_bone4; uniform mat4 u_bone5; 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) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5); 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 = color0; 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); 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 /
WWE SmackDown vs. RAW 2010 v1.16.5 2025-09-21 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]. 07f71000:41400b29 HWX C T N LM Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 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)) // 07f71000:41400b29 HWX C T N LM Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 WScale 3 Cull attribute mediump vec4 w1; attribute mediump vec2 w2; 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 mat4 u_bone4; uniform mat4 u_bone5; 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) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5); 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 = color0; 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); 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 /
WWE SmackDown vs. RAW 2007 v1.16.5 2025-09-20 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 r8p0-00dev0 [Revision 96995]. 07f71000:41400b29 HWX C T N LM Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 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)) // 07f71000:41400b29 HWX C T N LM Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 WScale 3 Cull attribute mediump vec4 w1; attribute mediump vec2 w2; 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 mat4 u_bone4; uniform mat4 u_bone5; 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) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5); 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 = color0; 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); 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 /
eFootball 2025 by MP v1.16.5 2025-09-20 Unknown GetPointer 00580000 PC 0884a918 LR 0884a938
eFootball 2025 by MP v1.16.5 2025-09-19 Unknown GetPointer 00941800 PC 0884d7b4 LR 0884d7d4
Justice League Heroes v1.16.5 2025-09-18 sceDmacMemcpy(dest=040cc000, src=086f8140, size=557056): overlapping read
Gran Turismo® v1.16.5 2025-09-18 __KernelStopThread: thread 331 does not exist (ApctlThread deleted)
SOULCALIBUR: Broken Destiny v1.16.5 2025-09-16 Could not setup streams, unexpected stream count: 7168
SOULCALIBUR: Broken Destiny v1.16.5 2025-09-16 Unexpected mpeg first timestamp: 5000000600 / 343597385216
MYFP26 ENGLISH v1.9.4 2025-10-29 Savedata version requested: 3
真・三國無雙 MULTI RAID 2 v1.16.5 2025-09-09 sceDmacMemcpy(dest=04171000, src=09b52218, size=4096): overlapping read
"eFootball Mod Full Asia Musim 2024 by TRMD" v1.19.3 2025-10-20 Game install with no files / data
eFootball PC - V. v1.16.5 2025-09-17 Unknown GetPointer 00000020 PC 08815fc0 LR 08815fd4
eFootball PC - V. v1.16.5 2025-09-17 Unknown GetPointerWrite 00000000 PC 08815fc0 LR 08815fd4
eFootball RB - V. v1.18.1 2025-10-28 Unknown GetPointer 00000000 PC 0884d7b4 LR 0884d7d4
eFootball RB - V. v1.9.4 2025-10-29 sceDmacMemcpy(dest=040cc000, src=086ce940, size=1251008): overlapping read
eFootball RB - V. v1.9.4 2025-10-29 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball RB - V. v1.18.1 2025-10-28 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
eFootball RB - V. v1.9.4 2025-10-29 Savedata version requested: 3
PES 2017 PATCH BY SKAYY PATCH v1.9.4 2025-10-28 Savedata version requested: 3
"eFootball Mod Full Asia Musim 2024 by TRMD" v1.18.1 2025-10-26 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
eFootball SM - V. v1.16.5 2025-09-03 Unknown GetPointer 002a0200 PC 0884a918 LR 0884a938
EA FC 2024 BFARIS X LIO v1.17.1 2025-10-16 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
EA FC 2024 BFARIS X LIO v1.18.1 2025-10-28 Unknown GetPointer 00000000 PC 0881c2d8 LR 0881c2e8
EA FC 2024 BFARIS X LIO v1.18.1-592-gf88b6abb5d 2025-10-22 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
EA FC 2024 BFARIS X LIO v1.19.3-612-g313d1fa390 2025-10-29 Savedata version requested: 3
真・三國無雙 MULTI RAID 2 v1.16.5 2025-08-29 sceDmacMemcpy(dest=04171000, src=09b230d8, size=4096): overlapping read
GUILTYGEAR XX ΛCORE PLUS v1.16.5 2025-08-28 80630006=sceAtracSetDataAndGetID(08b3d9c4, 00008000): invalid RIFF header
UFC® Undisputed™ 2010 v1.16.5 2025-08-27 __KernelStopThread: thread 537 does not exist (helper deleted)
UFC® Undisputed™ 2010 v1.16.5 2025-08-27 __KernelStopThread: thread 543 does not exist (helper deleted)
真・三國無雙 MULTI RAID 2 v1.16.5 2025-08-26 sceDmacMemcpy(dest=04171000, src=09b36ad8, size=4096): overlapping read
遊☆戯☆王 5D's タッグフォース6 v1.16.5 2025-08-26 __KernelStopThread: thread 4197 does not exist (helper deleted)
EA FC 2024 BY SPARTAN JR 11 v1.16.5 2025-09-17 Unknown GetPointer 00000020 PC 08815fc0 LR 08815fd4
EA FC 2024 BY SPARTAN JR 11 v1.16.5 2025-09-17 Unknown GetPointerWrite 00000000 PC 08815fc0 LR 08815fd4
EA FC 2024 BY SPARTAN JR 11 v1.18.1 2025-10-23 Unknown GetPointer 00000140 PC 08824cf4 LR 088113dc
EA FC 2024 BY SPARTAN JR 11 v1.16.5 2025-09-26 Unknown GetPointerWrite 00000000 PC 08824cf4 LR 088113dc
eFootball PC - V. v1.16.5 2025-08-20 MIPSCompileOp: Invalid instruction 46800499
eFootbaFaris ppsspp78dial de Clubes By T. Bendezu v1.18.1 2025-10-26 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
eFootball Edicion Mundial de Clubes By T. Bendezu v1.9.4 2025-10-26 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0886af74
真・三國無雙 MULTI RAID 2 v1.16.5 2025-08-16 sceDmacMemcpy(dest=04171000, src=09b16ad8, size=4096): overlapping read
eFootball Patch Zipdy v1.18.1 2025-08-19 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
eFootball Patch Zipdy v1.16.5 2025-08-14 80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16)
eFootball Patch Zipdy v1.19.3 2025-09-20 Savedata version requested: 3
SBK-07 v1.16.5 2025-08-11 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08ec33b0): duplicate handler
SBK-07 v1.16.5 2025-08-11 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 096132b0): duplicate handler
SBK-07 v1.16.5 2025-08-11 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09129ff0): duplicate handler
EA-Sports FC Lop-Play v1.9.4 2025-10-29 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
EA FC 2024 BY SPARTAN JR 11 v1.18.1-107-g6c64608359 2025-10-27 Unknown GetPointer 00000140 PC 08824a58 LR 088113dc
EA-Sports FC Lop-Play v1.18.1 2025-10-23 Unknown GetPointer 00000140 PC 08824cf4 LR 088113dc
EA-Sports FC Lop-Play v1.18.1 2025-10-23 Unknown GetPointerWrite 00000000 PC 08824cf4 LR 088113dc
EA FC 2024 BY SPARTAN JR 11 v1.18.1-1103-g8b1bf43283 2025-10-27 Unknown GetPointer 00000020 PC 08815fc8 LR 08815fd4
遊☆戯☆王 5D's タッグフォース6 v1.16.5 2025-08-09 __KernelStopThread: thread 1265 does not exist (helper deleted)
EA-Sports FC Lop-Play v1.18.1-362-g01b4eb41be 2025-10-29 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
eFootbaFaris ppsspp78dial de Clubes By T. Bendezu v1.9.4 2025-10-29 Savedata version requested: 3
EA-Sports FC Lop-Play v1.9.4 2025-10-29 Savedata version requested: 3
SBK®09 Superbike World Championship v1.16.5 2025-08-05 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091f8b10): duplicate handler
SBK®09 Superbike World Championship v1.16.5 2025-08-05 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09405fe0): duplicate handler
Pro Evolution Soccer 2013 v1.16.5 2025-08-04 Unknown GetPointer 0067431b PC 0884a900 LR 0884a920
Pro Evolution Soccer 2013 v1.16.5 2025-08-04 Unknown GetPointer 001f1308 PC 0884a900 LR 0884a920
EA FC 2024 BY SPARTAN JR 11 v1.18.1-107-g6c64608359 2025-10-29 Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460
eFootball 2026 StaR Patch v1.9.4 2025-10-29 Savedata version requested: 3
EA FC 2024 BY SPARTAN JR 11 v1.18.1-846-gab47c3cb1f 2025-10-28 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
EA FC 2024 BY SPARTAN JR 11 v1.18.1-846-gab47c3cb1f 2025-10-20 Unknown GetPointer 00000140 PC 08824a58 LR 088113dc
EA FC 2024 BY SPARTAN JR 11 v1.9.4 2025-10-29 Unknown GetPointer 00000000 PC 0881c2d8 LR 0881c2e8
eFootball Chelito 19 v1.16.5 2025-08-02 Bad SAS Mix output address: 08b26d80, grain=164361872
EA FC 2024 BY SPARTAN JR 11 v1.18.1-846-gab47c3cb1f 2025-10-28 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
EA FC 2024 BY SPARTAN JR 11 v1.9.4 2025-10-29 MIPSCompileOp: Invalid instruction 46800499
EA FC 2024 BY SPARTAN JR 11 v1.9.4 2025-10-29 Savedata version requested: 3