Recent logs - v1.17.1

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
eFooTBall Play Cesar Patch v1.17.1 2025-02-19 Unknown GetPointerWrite 00000000 PC 08872bb4 LR 08872c1c
頭文字D STREET STAGE v1.17.1 2025-02-19 sceDmacMemcpy(dest=04169a00, src=09a68700, size=2048): overlapping read
LEGO® Batman™: The Videogame v1.17.1 2025-02-19 Unaligned icache invalidation of 086ca9f8 (086ca9f8 + 0) at PC=089741fc
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2025-02-19 WriteToHardware: Invalid address 6e82aa94 near PC 0880dcc8 LR 0880dcc8
Tom Clancy's Ghost Recon® Predator v1.17.1 2025-02-19 __KernelStopThread: thread 419 does not exist (helper deleted)
頭文字D STREET STAGE v1.17.1 2025-02-19 sceDmacMemcpy(dest=04167800, src=09a8d250, size=2048): overlapping read
STAR OCEAN: Second Evolution v1.17.1 2025-02-19 Jump to invalid address: 04876910
Ys SEVEN v1.17.1 2025-02-19 Bad bounding box data: 000001
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2025-02-19 MIPSCompileOp: Invalid instruction 0001df1e
LORD OF ARCANA™ v1.17.1 2025-02-19 UNIMPL sceIoChstat(ms0:/PSP/GAME/NPUH90091/EBOOT.PBP, 09f6ccf8, 00000002)
Juiced 2: Hot Import Nights v1.17.1 2025-02-19 __KernelStopThread: thread 4269 does not exist (helper deleted)
ソードアート・オンライン -インフィニティ・モーメント- v1.17.1 2025-02-18 sceDmacMemcpy(dest=041c2c00, src=08d0c7a0, size=250880): overlapping read
Tomb Raider: Legend™ v1.17.1 2025-02-18 sceDmacMemcpy(dest=041fa800, src=09916ee0, size=5120): overlapping read
WipEout® Pulse v1.17.1 2025-02-18 sceKernelLoadModule: unsupported options size=00000014, flags=fefefefe, pos=0, access=1, data=2, text=2
頭文字D STREET STAGE v1.17.1 2025-02-18 sceDmacMemcpy(dest=04167800, src=09abc090, size=2048): overlapping read
頭文字D STREET STAGE v1.17.1 2025-02-18 sceDmacMemcpy(dest=0416aa00, src=09bad500, size=2048): overlapping read
eFootball Chelito 19 v1.18.1 2025-02-18 807f00fd=sceMp3Init(00000001): invalid bitrate v0 l0 rate 0000
LEGO® Batman™: The Videogame v1.17.1 2025-02-18 Unaligned icache invalidation of 08608438 (08608438 + 0) at PC=089741fc
ダンボール戦機W v1.17.1 2025-02-18 Branch in RSZeroComp delay slot at 0942d578 in block starting at 0942d574
ダンボール戦機W v1.17.1 2025-02-18 Branch in Jump delay slot at 0942d574 in block starting at 0942d574
TEKKEN DARK RESURRECTION v1.17.1 2025-02-18 sceDmacMemcpy(dest=49d35500, src=49d15b80, size=320): overlapping read
WWE'12 v1.17.1 2025-02-18 sceDmacMemcpy(dest=041b07a0, src=094be430, size=65552): overlapping read
ダンボール戦機W v1.17.1 2025-02-18 Jump to invalid address: 0150ee40
ダンボール戦機W v1.17.1 2025-02-18 Branch in branch delay slot at 0942a248 with different target
ダンボール戦機W v1.17.1 2025-02-18 MIPSCompileOp: Invalid instruction ef31fee3
ダンボール戦機W v1.17.1 2025-02-18 MIPSCompileOp: Invalid instruction b354febf
ダンボール戦機W v1.17.1 2025-02-18 Branch in Jump delay slot at 0942a224 in block starting at 0942a224
BURNOUT DOMINATOR v1.17.1 2025-02-18 sceKernelLoadModule: unsupported options size=00000014, flags=08a995e4, pos=0, access=1, data=2, text=2
BURNOUT DOMINATOR v1.17.1 2025-02-18 sceKernelLoadModule: unsupported options size=00000014, flags=08a995e4, pos=0, access=1, data=1, text=1
IWF VS AEW & CZW 2K23 v1.17.1 2025-02-17 80630007=sceAtracSetData(2, 08bd5600, 000055e0): atracID uses different codec type than data
IWF VS AEW & CZW 2K23 v1.17.1 2025-02-17 80630007=sceAtracSetData(2, 08bd5600, 000053a0): atracID uses different codec type than data
IWF VS AEW & CZW 2K23 v1.17.1 2025-02-17 80630007=sceAtracSetData(2, 08bd5600, 00002ee0): atracID uses different codec type than data
Lego Star Wars II: The Original Trilogy v1.17.1 2025-02-17 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=2
eFootball PC - V. v1.17.1 2025-02-17 Unknown GetPointer 2c5ba742 PC 0884d5b0 LR 0884d7d4
ootball 2025 by MP v1.17.1 2025-02-17 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header
ootball 2025 by MP v1.17.1 2025-02-18 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2025-02-17 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 r4p0-00rel0 [Revision 96995]. 01730551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3 Cull #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01730551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3 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 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 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 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); 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 - 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_lig
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2025-02-17 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 r4p0-00rel0 [Revision 96995]. 01f35951:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:2 3: c:1 t:1 MatUp:3 Cull #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f35951:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:2 3: 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 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 mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform 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() { 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; lowp float angle; 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 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = dot(u_lightdir2, toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, di
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2025-02-17 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 r4p0-00rel0 [Revision 96995]. 01f35551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3 Cull #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f35551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3 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 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 mediump vec3 u_lightatt2; 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 vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); 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 - 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(
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2025-02-17 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 r4p0-00rel0 [Revision 96995]. 01f35951:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:2 3: c:1 t:1 MatUp:3 Cull #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f35951:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:2 3: c:1 t:1 MatUp:3 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 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 mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; 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 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = dot(u_lightdir2, toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(
eFootball v1.17.1 2025-02-17 Unknown GetPointer 00000000 PC 0881c2e0 LR 0881c2e8
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD REVISITED v1.17.1 2025-02-17 sceNetAdhocMatchingInit(3000) at 088f2b90
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD REVISITED v1.17.1 2025-02-17 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
EFOOTBALL V. 1 BY PRFD v1.17.1 2025-02-17 80630011=sceAtracSetHalfwayBufferAndGetID(08bff040, 00000000, 00040000): buffer too small
EA FC 2024 BY RA-PATCH v1.17.1 2025-02-17 Unknown GetPointer 00000140 PC 08824cf4 LR 088113dc
EA FC 2024 BY RA-PATCH v1.17.1 2025-02-17 Unknown GetPointerWrite 00000000 PC 08824cf4 LR 088113dc
頭文字D STREET STAGE v1.17.1 2025-02-17 sceDmacMemcpy(dest=0416aa00, src=09478230, size=32768): overlapping read
EA-Sports FC PC-V v1.17.1 2025-02-17 sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=1, text=1
頭文字D STREET STAGE v1.17.1 2025-02-17 sceDmacMemcpy(dest=04181000, src=091eb580, size=65536): overlapping read
戦場のヴァルキュリア3 v1.17.1 2025-02-17 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2
戦場のヴァルキュリア3 v1.17.1 2025-02-17 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1
戦場のヴァルキュリア3 v1.17.1 2025-02-17 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2
戦場のヴァルキュリア3 v1.17.1 2025-02-17 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1
戦場のヴァルキュリア3 v1.17.1 2025-02-17 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
METAL GEAR SOLID PORTABLE OPS + v1.17.1 2025-02-17 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5550, pos=0, access=1, data=2, text=2
ACE COMBAT X v1.17.1 2025-02-17 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
ダンボール戦機W v1.17.1 2025-02-17 Branch in Jump delay slot at 09424e70 in block starting at 09424e34
ダンボール戦機W v1.17.1 2025-02-17 Jump to invalid address: 04d83dc0
ダンボール戦機W v1.17.1 2025-02-17 Branch in Jump delay slot at 09424e6c in block starting at 09424e34
ダンボール戦機W v1.17.1 2025-02-17 Jump to invalid address: 05111580
ダンボール戦機W v1.17.1 2025-02-17 Branch in Jump delay slot at 09424e68 in block starting at 09424e34
ダンボール戦機W v1.17.1 2025-02-17 Jump to invalid address: 050936c0
ダンボール戦機W v1.17.1 2025-02-17 Branch in Jump delay slot at 09424e64 in block starting at 09424e34
ダンボール戦機W v1.17.1 2025-02-17 Jump to invalid address: 05093ec0
ダンボール戦機W v1.17.1 2025-02-17 Jump to invalid address: 01084800
ダンボール戦機W v1.17.1 2025-02-17 Branch in Jump delay slot at 09424e38 in block starting at 09424e34
ダンボール戦機W v1.17.1 2025-02-17 Branch in Jump delay slot at 09424e34 in block starting at 09424e34
ダンボール戦機W v1.17.1 2025-02-17 Jump to invalid address: 014f38c0
eFootball Chelito 19 v1.17.1 2025-02-16 Unknown GetPointer 0077462a PC 0884a918 LR 0884a938
Grand Theft Auto: Vice City Stories v1.17.1 2025-02-16 WriteToHardware: Invalid address 000005d4 near PC 08aac714 LR 08aac714
eFootball 2025 by MP v1.17.1 2025-02-19 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Wipeout Pure v1.17.1 2025-02-16 80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header
DBS TTT LATINO - LOS IJUE30S v1.17.1 2025-02-16 565 depal unsupported: shift=5 mask=ff offset=0
METAL SLUG Anthology v1.17.1 2025-02-16 UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI77d7, ac:5d:ad:c1:77:d7, 20000000, 0) at 088e683c
eFootball 2024 Beta By Tutoriales Bendezu v1.17.1 2025-02-16 Jump to invalid address: 07336a00
WWE 2K21 PRICELESS ALACRITY V3.0.1 v1.17.1 2025-02-16 80630007=sceAtracSetData(3, 08d4b180, 00001bb8): atracID uses different codec type than data
eFootball 2025 by MP v1.17.1 2025-02-16 MIPSCompileOp: Invalid instruction 01010101
ACE COMBAT X2 JOINT ASSAULT v1.17.1 2025-02-16 MIPSCompileOp: Invalid instruction 00000215
ACE COMBAT X2 JOINT ASSAULT v1.17.1 2025-02-16 Branch in branch delay slot at 083f196c with different target
ACE COMBAT X2 JOINT ASSAULT v1.17.1 2025-02-16 Jump to invalid address: 03e80000
ACE COMBAT X2 JOINT ASSAULT v1.17.1 2025-02-16 MIPSCompileOp: Invalid instruction 9fd00777
ACE COMBAT X2 JOINT ASSAULT v1.17.1 2025-02-16 MIPSCompileOp: Invalid instruction 02ffffff
ACE COMBAT X2 JOINT ASSAULT v1.17.1 2025-02-16 MIPSCompileOp: Invalid instruction 4fc00000
ACE COMBAT X2 JOINT ASSAULT v1.17.1 2025-02-16 BREAK instruction hit
ACE COMBAT X2 JOINT ASSAULT v1.17.1 2025-02-16 MIPSCompileOp: Invalid instruction 00000001
ACE COMBAT X2 JOINT ASSAULT v1.17.1 2025-02-16 Branch in branch delay slot at 083dcaf0 with different target
ACE COMBAT X2 JOINT ASSAULT v1.17.1 2025-02-16 MIPSCompileOp: Invalid instruction 07777774
ACE COMBAT X2 JOINT ASSAULT v1.17.1 2025-02-16 MIPSCompileOp: Invalid instruction 0000bbbb
ACE COMBAT X2 JOINT ASSAULT v1.17.1 2025-02-16 MIPSCompileOp: Invalid instruction b10bbbbb
ACE COMBAT X2 JOINT ASSAULT v1.17.1 2025-02-16 WriteToHardware: Invalid address deadbeef near PC 083dca1c LR eadbeef0
ACE COMBAT X2 JOINT ASSAULT v1.17.1 2025-02-16 MIPSCompileOp: Invalid instruction 70005f60
ACE COMBAT X2 JOINT ASSAULT v1.17.1 2025-02-16 MIPSCompileOp: Invalid instruction 0000005f
LEGO® Batman™: The Videogame v1.17.1 2025-02-16 Unaligned icache invalidation of 086045f8 (086045f8 + 0) at PC=089741fc
ダンボール戦機W v1.17.1 2025-02-16 Branch in Jump delay slot at 0943a5b0 in block starting at 0943a574
ダンボール戦機W v1.17.1 2025-02-16 Branch in Jump delay slot at 0943a5ac in block starting at 0943a574
ダンボール戦機W v1.17.1 2025-02-16 Jump to invalid address: 0518f400
ダンボール戦機W v1.17.1 2025-02-16 Branch in Jump delay slot at 0943a5a8 in block starting at 0943a574
ダンボール戦機W v1.17.1 2025-02-16 Jump to invalid address: 050e93c0
ダンボール戦機W v1.17.1 2025-02-16 Branch in Jump delay slot at 0943a5a4 in block starting at 0943a574
ダンボール戦機W v1.17.1 2025-02-16 Jump to invalid address: 050e9880