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Game title |
Version |
Latest Report |
Message |
TEKKEN 6 |
v1.17.1-1183-gedf41df79a |
2024-10-13 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (4424acc0), bad data |
TEKKEN 6 |
v1.17.1-1183-gedf41df79a |
2024-10-13 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (441ed930), bad data |
Def Jam® Fight For NY™: The Takeover |
v1.17.1-1183-gedf41df79a |
2024-10-07 |
sceDmacMemcpy(dest=099b8a40, src=08400000, size=641344): overlapping read |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1-1183-gedf41df79a |
2024-10-01 |
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].
03f10444:41c90b20 HWX T N TexProjNNrm UVMtx Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 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))
// 03f10444:41c90b20 HWX T N TexProjNNrm UVMtx Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 1 Cull
attribute mediump vec4 w1, w2;
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 mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7);
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 - 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) |
Assassin's Creed: Bloodlines™ |
v1.17.1-1183-gedf41df79a |
2024-10-01 |
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].
03f10044:41890b20 HWX T N TexProjNNrm UVMtx Bones:7 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))
// 03f10044:41890b20 HWX T N TexProjNNrm UVMtx Bones:7 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 mediump vec3 w2;
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 mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
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) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6);
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(li |
Assassin's Creed: Bloodlines™ |
v1.17.1-1183-gedf41df79a |
2024-10-01 |
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].
03f10444:41c90b20 HWX T N TexProjNNrm UVMtx Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 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))
// 03f10444:41c90b20 HWX T N TexProjNNrm UVMtx Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 1 Cull
attribute mediump vec4 w1, w2;
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 mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7);
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 - 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) |
300: March to Glory |
v1.17.1-1183-gedf41df79a |
2024-10-01 |
WriteToHardware: Invalid address 000026c8 near PC 08adddf0 LR 08984cd4 |
eFootball PC - V. |
v1.17.1-980-gabaea0197b |
2024-11-03 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
eFootball 2025 Betway Premiership By Zamani |
v1.9.4 |
2024-11-03 |
Savedata version requested: 3 |
eFootball PC - V. |
v1.9.4 |
2024-11-03 |
Savedata version requested: 3 |
eFootball Chelito 19 |
v1.9.4 |
2024-11-03 |
Savedata version requested: 3 |
eFootball By TM ARTS |
v1.9.4 |
2024-11-03 |
Savedata version requested: 3 |
eFootball 2025 Pre-Temporada By Naaxz |
v1.17.1-1183-gedf41df79a |
2024-11-03 |
Savedata version requested: 3 |
Star Wars: The Force Unleashed |
v1.17.3 |
2024-10-01 |
WriteToHardware: Invalid address 000018f4 near PC 08bf8bc0 LR 08b96b84 |
eFottball Hend Asean |
v1.17.1-980-gabaea0197b |
2024-11-03 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1-980-gabaea0197b |
2024-11-03 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
EFOOTBALL NEW PATCH SEASON 2025.... |
v1.9.4 |
2024-11-03 |
Savedata version requested: 3 |
Dragon Ball Z: Forever Tenkaichi Tag Team |
v1.17.4-1 |
2024-11-01 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
ドラゴンボール タッグバーサス |
v1.17.4-1 |
2024-11-03 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
XV3 v7 by LegendCrack Z SUSCRIBE. |
v1.17.4-1 |
2024-10-09 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.17.4-1 |
2024-11-03 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.17.4-1 |
2024-11-03 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.4-1 |
2024-11-03 |
sceKernelCreateThread(name=nipvp): unsupported attributes 00001007 |
X-Men Origins: Wolverine |
v1.17.1-1183-gedf41df79a |
2024-10-01 |
Can't draw: No current render step. Step count: 0 |
God of War: Chains of Olympus |
v1.17.4-1 |
2024-11-03 |
Can't draw: No current render step. Step count: 0 |
Star Wars: The Force Unleashed |
v1.17.1-1187-g6b383e40e0 |
2024-10-25 |
Can't draw: No current render step. Step count: 0 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.17.4-1 |
2024-11-01 |
Can't draw: No current render step. Step count: 0 |
God of War™: Ghost of Sparta |
v1.17.4-1 |
2024-10-31 |
Can't draw: No current render step. Step count: 0 |
eFootball Chelito 19 |
v1.9.4 |
2024-11-03 |
Savedata version requested: 3 |
Assassin's Creed: Bloodlines™ |
v1.17.1-1183-gedf41df79a |
2024-10-01 |
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].
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;
|
eFootball Play-C |
v1.9.4 |
2024-11-03 |
Savedata version requested: 3 |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.9.4 |
2024-11-03 |
Savedata version requested: 3 |
Assassin's Creed: Bloodlines™ |
v1.17.1-1183-gedf41df79a |
2024-10-01 |
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].
01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 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))
// 01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
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 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 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 = color0;
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;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = splat3(0.0);
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;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
eFootball PES 2021 By GABRIEL |
v1.9.4 |
2024-11-03 |
Unknown GetPointer 00000000 PC 0881c2c0 LR 0881c2d0 |
Tony Hawk's Project 8™ |
v1.17.1-980-gabaea0197b |
2024-11-02 |
Unaligned icache invalidation of 0889d2f0 (0889d2f0 + 0) at PC=0889ae6c |
Dragon Ball Z: Forever Tenkaichi Tag Team |
v1.17.4-1 |
2024-11-03 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
The Warriors® |
v1.17.1-1314-g19eae98ea9 |
2024-10-27 |
Failed to read valid video stream data from header |
Secret Agent Clank™ |
v1.17.4-1 |
2024-11-03 |
00000000=sceGeEdramSetAddrTranslation(00000000) |
Secret Agent Clank™ |
v1.17.4-1 |
2024-11-03 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
WWE SmackDown vs. RAW 2009 |
v1.17.4-1 |
2024-11-03 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
Ratchet & Clank: Size Matters - Public Beta |
v1.17.3 |
2024-10-01 |
00000000=sceGeEdramSetAddrTranslation(00000000) |
Ratchet & Clank: Size Matters - Public Beta |
v1.17.3 |
2024-10-01 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
XV3 v7 by LegendCrack Z SUSCRIBE. |
v1.17.4-1 |
2024-11-03 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1-980-gabaea0197b |
2024-11-03 |
565 depal unsupported: shift=5 mask=ff offset=0 |
MLB 11 The Show™ |
v1.17.4-1 |
2024-11-03 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
Jak & Daxter®:The Lost Frontier™ |
v1.17.4-1 |
2024-11-03 |
00000000=sceGeEdramSetAddrTranslation(00000000) |
Jak & Daxter®:The Lost Frontier™ |
v1.17.4-1 |
2024-11-03 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.17.4-1 |
2024-11-03 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
SHReK the THiRD™ |
v1.17.4-1 |
2024-11-02 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
God of War™: Ghost of Sparta |
v1.17.4-1 |
2024-11-03 |
Rendering to framebuffer offset at 04161800 +64x0 (stride 1024) |
WWE'12 |
v1.17.4-1 |
2024-11-03 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
Call of Duty : Roads to Victory™ |
v1.17.4-1 |
2024-11-03 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
ドラゴンボール タッグバーサス |
v1.17.4-1 |
2024-11-03 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
Def Jam® Fight For NY™: The Takeover |
v1.17.4-1 |
2024-11-03 |
00000400=sceGeEdramSetAddrTranslation(00001000) |
God of War: Chains of Olympus |
v1.17.4-1 |
2024-11-03 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
Call of Duty : Roads to Victory™ |
v1.17.4-1 |
2024-11-03 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
Dragon Ball Z: Tenkaichi Tag Team |
v1.17.4-1 |
2024-11-03 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
SEGA Rally Revo |
v1.17.4-1 |
2024-11-03 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
MONSTER HUNTER PORTABLE 2nd G |
v1.17.4-1 |
2024-11-03 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
God of War®: Ghost of Sparta |
v1.17.4-1 |
2024-11-03 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
God of War®: Chains of Olympus |
v1.17.4-1 |
2024-11-03 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
LittleBigPlanet™ |
v1.17.5 |
2024-11-03 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
Dragon Ball Z: Tenkaichi Tag Team |
v1.17.4-1 |
2024-11-03 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.17.4-1 |
2024-11-03 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
God of War®: Ghost of Sparta |
v1.17.4-1 |
2024-11-03 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
Ghost Rider |
v1.17.4-1 |
2024-11-03 |
00000400=sceGeEdramSetAddrTranslation(00001000) |
God of War™: Ghost of Sparta |
v1.17.4-1 |
2024-11-03 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
Assassin's Creed: Bloodlines™ |
v1.17.4-1 |
2024-11-03 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
God of War: Chains of Olympus |
v1.17.5 |
2024-11-03 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
God of War: Chains of Olympus |
v1.17.4-1 |
2024-11-03 |
Rendering to framebuffer offset at 04161800 +64x0 (stride 1024) |
God of War: Chains of Olympus |
v1.17.5 |
2024-11-03 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
God of War®: Ghost of Sparta |
v1.17.4-1 |
2024-11-03 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
God of War®: Chains of Olympus |
v1.17.4-1 |
2024-11-03 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
God of War®: Ghost of Sparta |
v1.17.4-1 |
2024-11-03 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
God of War: Chains of Olympus |
v1.17.4-1 |
2024-11-03 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
God of War™: Ghost of Sparta |
v1.17.4-1 |
2024-11-03 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
God of War: Chains of Olympus |
v1.17.4-1 |
2024-11-03 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
eFootball Chelito 19 |
v1.9.4 |
2024-11-03 |
Savedata version requested: 3 |
eFootball PES 2021 By GABRIEL |
v1.17.1-980-gabaea0197b |
2024-11-03 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
WWE'12 |
v1.17.4-1 |
2024-11-03 |
sceNetAdhocMatchingInit(32768) at 08a587d0 |
eFootball PES 2021 By GABRIEL |
v1.17.1-980-gabaea0197b |
2024-11-03 |
Unknown GetPointer 00000000 PC 0884a908 LR 0884a928 |
eFootball PES 2021 By GABRIEL |
v1.9.4 |
2024-11-03 |
Savedata version requested: 3 |
Tom Clancy's Ghost Recon® Predator |
v1.17.4-1 |
2024-11-03 |
Utility access thread still running, state: shutting down, dialog=1/1 |
Tom Clancy's Ghost Recon® Predator |
v1.17.4-1 |
2024-11-03 |
Utility access thread still running, state: shutting down, dialog=2/1 |
テイルズ オブ ザ ヒーローズ ツインブレイヴ |
v1.17.1-1183-gedf41df79a |
2024-10-02 |
Jump to invalid address: 02a68930 |
テイルズ オブ ザ ヒーローズ ツインブレイヴ |
v1.17.1-1183-gedf41df79a |
2024-10-02 |
Branch in Jump delay slot at 08bb180c in block starting at 08bb1808 |
テイルズ オブ ザ ヒーローズ ツインブレイヴ |
v1.17.1-1183-gedf41df79a |
2024-10-02 |
Jump to invalid address: 02a688c0 |
テイルズ オブ ザ ヒーローズ ツインブレイヴ |
v1.17.1-1183-gedf41df79a |
2024-10-02 |
Branch in Jump delay slot at 08bb1808 in block starting at 08bb1808 |
テイルズ オブ ザ ヒーローズ ツインブレイヴ |
v1.17.1-1183-gedf41df79a |
2024-10-02 |
Jump to invalid address: 02a688a0 |
Grand Theft Auto: Vice City Stories |
v1.17.4-1 |
2024-11-03 |
Trying to relocate non-loaded section (null) |
Syphon Filter®: Logan's Shadow |
v1.17.4-1 |
2024-11-03 |
Failed to read valid video stream data from header |
Mortal Kombat: Unchained |
v1.17.4-1 |
2024-11-03 |
Failed to read valid video stream data from header |
Mortal Kombat: Unchained |
v1.17.4-1 |
2024-11-03 |
Failed to read valid video stream data from header |
Resistance: Retribution™ |
v1.17.4-1 |
2024-11-03 |
Failed to read valid video stream data from header |
TEKKEN 6 |
v1.17.4-1 |
2024-10-27 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (00000000), bad data |
God of War®: Ghost of Sparta |
v1.17.1-1183-gedf41df79a |
2024-10-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
God of War®: Ghost of Sparta |
v1.17.1-1183-gedf41df79a |
2024-10-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
God of War®: Ghost of Sparta |
v1.17.1-491-g9cdd97c13b |
2024-10-30 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=2, text=2 |
God of War®: Ghost of Sparta |
v1.17.1-491-g9cdd97c13b |
2024-10-30 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=1, text=1 |
God of War®: Ghost of Sparta |
v1.17.1-491-g9cdd97c13b |
2024-10-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=2, text=2 |