Recent logs - v1.17.1-1002-g5fd8fae8b5

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Game title Version Latest Report Message
EFOOTBALL NEW PATCH SEASON 2025.... v1.17.1-1002-g5fd8fae8b5 2025-04-02 Unknown GetPointer 00000140 PC 08824ce4 LR 088113c4
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 438a8000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 4387a000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 4399a666
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 00230038
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 437c0000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 438a4000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 4386c000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 43810000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 43864000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 43888000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 43808000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 4382c000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 43890000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 43834000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 4385c000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 4388c000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 43800000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 43830000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 4320a000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 431fa000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 42e2c000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 43e90000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 42e0c000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 434a0000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 00ffffff
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 4313a000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 43006000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 4312a000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 43bc7334
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 42fec000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 43918ccd
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 43bcf334
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 43920ccd
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 4311a000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 43bcb334
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 42fcc000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 4391cccd
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 43880000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-28 MIPSCompileOp: Invalid instruction 43f00000
Assassin's Creed: Bloodlines™ v1.17.1-1002-g5fd8fae8b5 2025-03-09 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 r7p0-00rel1 [Revision 96995]. 03f10044:40c90b20 HWX T N TexProjNNrm UVMtx Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 WScale 1 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)) // 03f10044:40c90b20 HWX T N TexProjNNrm UVMtx Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 WScale 1 Cull attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; 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 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 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 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); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; 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 = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.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; 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); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffs
Assassin's Creed: Bloodlines™ v1.17.1-1002-g5fd8fae8b5 2025-03-09 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 r7p0-00rel1 [Revision 96995]. 01f10444:00090b00 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 #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)) // 01f10444:00090b00 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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 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); 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; gl_Position = outPos; }
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-07 MIPSCompileOp: Invalid instruction 00000514
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-07 MIPSCompileOp: Invalid instruction 000024ce
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-07 MIPSCompileOp: Invalid instruction 00000fbc
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-07 MIPSCompileOp: Invalid instruction 000003e8
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-07 Jump to invalid address: 00000000
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-07 MIPSCompileOp: Invalid instruction 00000001
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-07 MIPSCompileOp: Invalid instruction 00010001
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-07 MIPSCompileOp: Invalid instruction 00000101
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-07 MIPSCompileOp: Invalid instruction 01000001
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-07 Jump to invalid address: 074eee40
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-07 Branch in Jump delay slot at 09d3c080 in block starting at 09d3c06c
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-07 Jump to invalid address: 074f0590
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-07 Branch in Jump delay slot at 09d3c07c in block starting at 09d3c06c
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-07 Jump to invalid address: 074f04c0
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-07 Branch in Jump delay slot at 09d3c074 in block starting at 09d3c06c
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-07 Jump to invalid address: 074f03f0
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-07 MIPSCompileOp: Invalid instruction b7241f0d
eFootball v1.17.1-1002-g5fd8fae8b5 2025-03-07 Jump to invalid address: 074f03b8
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.17.1-1002-g5fd8fae8b5 2025-02-11 WriteToHardware: Invalid address 0000064c near PC 08a88694 LR 08a88674
WWE'12 v1.17.1-1002-g5fd8fae8b5 2025-02-05 80630006=sceAtracSetData(2, 08d13140, 00038000): RIFF chunk did not contain WAVE
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.17.1-1002-g5fd8fae8b5 2025-01-17 sceNetAdhocMatchingInit(32768) at 08a587d0
WWE 2K15 v1.17.1-1002-g5fd8fae8b5 2025-01-12 80630006=sceAtracSetData(2, 08d4b180, 0000b190): invalid RIFF header
WWE 2K15 v1.17.1-1002-g5fd8fae8b5 2025-01-12 80630006=sceAtracSetData(2, 08d4b180, 00001cd0): invalid RIFF header
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.17.1-1002-g5fd8fae8b5 2025-01-07 Can't draw: No current render step. Step count: 0
Def Jam® Fight For NY™: The Takeover v1.17.1-1002-g5fd8fae8b5 2024-12-16 sceDmacMemcpy(dest=095f6300, src=08400000, size=99776): overlapping read
Def Jam® Fight For NY™: The Takeover v1.17.1-1002-g5fd8fae8b5 2024-12-16 sceDmacMemcpy(dest=095e0540, src=08400000, size=72384): overlapping read
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.17.1-1002-g5fd8fae8b5 2024-12-15 80630007=sceAtracSetData(2, 08d13140, 00009408): atracID uses different codec type than data
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.17.1-1002-g5fd8fae8b5 2024-12-12 80630006=sceAtracSetData(3, 08d4b180, 00007334): invalid RIFF header
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.17.1-1002-g5fd8fae8b5 2024-12-12 80630007=sceAtracSetData(2, 08d13140, 00004430): atracID uses different codec type than data
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.17.1-1002-g5fd8fae8b5 2024-12-12 80630006=sceAtracSetData(3, 08d4b180, 00006774): invalid RIFF header
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.17.1-1002-g5fd8fae8b5 2024-12-12 80630006=sceAtracSetData(2, 08d4b180, 00006774): invalid RIFF header
Assassin's Creed: Bloodlines™ v1.18.1 2025-03-09 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 r7p0-00rel1 [Revision 96995]. 01f10044:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 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)) // 01f10044:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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 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 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); 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; 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); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); 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 > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww;
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.17.1-1002-g5fd8fae8b5 2024-11-16 80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.18.1 2025-03-20 80630007=sceAtracSetData(2, 08d4b180, 00005b00): atracID uses different codec type than data
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.17.1-1002-g5fd8fae8b5 2024-11-16 80630007=sceAtracSetData(3, 08d4b180, 00006000): atracID uses different codec type than data
Ben 10 Alien Force: Vilgax Attacks v1.17.1-1002-g5fd8fae8b5 2024-11-14 80630006=sceAtracSetMOutHalfwayBuffer(0, 09b31328, 00001000, 00001000): multiple fmt definitions
Ben 10 Alien Force: Vilgax Attacks v1.17.1-1002-g5fd8fae8b5 2024-11-15 80630006=sceAtracSetMOutHalfwayBuffer(0, 09afc5e0, 00001000, 00001000): multiple fmt definitions
Ben 10 Alien Force: Vilgax Attacks v1.17.1-1002-g5fd8fae8b5 2024-11-14 Unknown GetPointer 00000010 PC 08919c84 LR 088cbea8
Ben 10 Alien Force: Vilgax Attacks v1.17.1-1002-g5fd8fae8b5 2024-11-14 Unknown GetPointerWrite 00000010 PC 08919c94 LR 088cbe6c
Ben 10 Alien Force: Vilgax Attacks v1.17.1-1002-g5fd8fae8b5 2024-11-14 WriteToHardware: Invalid address 00000000 near PC 088cbe4c LR 088cbe6c
Tom Clancy's Splinter Cell® Essentials v1.17.1-1002-g5fd8fae8b5 2024-11-08 Jump to invalid address: 031db4c0 PC 09ffe298 LR 09ffe260
Tom Clancy's Splinter Cell® Essentials v1.17.1-1002-g5fd8fae8b5 2024-11-08 Trying to compile instruction 003560b1 that can't be interpreted
SBK-07 v1.17.1-1002-g5fd8fae8b5 2024-11-07 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 094985d0): duplicate handler
WWE 2K17 by L.J. Nguyen v1.17.1-1002-g5fd8fae8b5 2024-10-25 Unknown GetPointerWrite 00000000 PC 089fa228 LR 089fa23c
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.9.4 2024-12-12 80630006=sceAtracSetData(3, 08d4b180, 00006d54): invalid RIFF header
WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER v1.18.1 2025-04-02 80630006=sceAtracSetData(2, 08d13140, 00000aec): invalid RIFF header
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.9.4 2025-03-20 80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.18.1 2025-03-27 80630006=sceAtracSetData(2, 08d13140, 00000aec): invalid RIFF header
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.18.1 2025-03-27 80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.9.4 2024-11-16 80630007=sceAtracSetData(3, 08d4b180, 00004100): atracID uses different codec type than data
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.17.1-1002-g5fd8fae8b5 2024-10-08 80630007=sceAtracSetData(2, 08d4b180, 000049a8): atracID uses different codec type than data
Tomb Raider : Legend v1.17.1-1002-g5fd8fae8b5 2024-09-29 sceDmacMemcpy(dest=041ef800, src=092a8e00, size=9216): overlapping read
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.17.1-1002-g5fd8fae8b5 2024-10-08 80630007=sceAtracSetData(2, 08d4b180, 00020000): atracID uses different codec type than data
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.17.1-1002-g5fd8fae8b5 2024-11-15 80630007=sceAtracSetData(3, 08d4b180, 00010200): atracID uses different codec type than data
WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER v1.18.1 2025-04-02 80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header
eFootball Chelito 19 v1.9.4 2025-04-03 Savedata version requested: 3
eFootball Asia Clasic 2010 v1.18.1 2025-03-26 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.17.1-1002-g5fd8fae8b5 2024-11-15 80630006=sceAtracSetData(3, 08d4b180, 000052e4): invalid RIFF header