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 |