Recent logs - v1.17.1-1183-gedf41df79a

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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