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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 |