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| Game title |
Version |
Latest Report |
Message |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2026-04-03 |
sceGeBreak(mode=0, unknown=08dfeba8): unknown ptr (valid) |
| EA SPORTS™ FIGHT NIGHT Round 3 |
v1.17.1-334-g1786a4ddb |
2026-04-02 |
Invalid replacement op 6a78de9d at 08000038 |
| EA SPORTS™ FIGHT NIGHT Round 3 |
v1.17.1-334-g1786a4ddb |
2026-04-02 |
Jump to invalid address: 0a3b11e4 |
| EA SPORTS™ FIGHT NIGHT Round 3 |
v1.17.1-334-g1786a4ddb |
2026-04-02 |
MIPSCompileOp: Invalid instruction 7d378853 |
| EA SPORTS™ FIGHT NIGHT Round 3 |
v1.17.1-334-g1786a4ddb |
2026-04-02 |
Branch in Jump delay slot at 08020400 in block starting at 080174f8 |
| EA SPORTS™ FIGHT NIGHT Round 3 |
v1.17.1-334-g1786a4ddb |
2026-04-02 |
MIPSCompileOp: Invalid instruction b4fa7dd6 |
| EA SPORTS™ FIGHT NIGHT Round 3 |
v1.17.1-334-g1786a4ddb |
2026-04-02 |
MIPSCompileOp: Invalid instruction ee07175d |
| EA SPORTS™ FIGHT NIGHT Round 3 |
v1.17.1-334-g1786a4ddb |
2026-04-02 |
MIPSCompileOp: Invalid instruction 4da708fa |
| EA SPORTS™ FIGHT NIGHT Round 3 |
v1.17.1-334-g1786a4ddb |
2026-04-02 |
MIPSCompileOp: Invalid instruction 7e306b47 |
| The Fast and the Furious |
v1.17.1-334-g1786a4ddb |
2026-04-02 |
Error in shader compilation: info: 0:387: L0002: No matching function for call to 'mul'
0:391: L0001: Expected literal or '(', got 'else'
postshader
#ifdef GL_ES
precision mediump float;
#endif
// PPSSPP: Grabbed from Processing and slightly modified.
// FXAA shader, GLSL code adapted from:
// http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA
// Whitepaper describing the technique:
// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
//======================================================================================================================================================================
//Extra options:
#define FXAA 0 //ON:1/OFF:0 /default FXAA, info above
//there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below
//================
#define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters
#define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics
//================
#define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242
//================
#define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress
//================
#define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/
#define samples 4 //Default: 4 /higher = more glow, worser performance
#define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality
#define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts
#define Bpower 0.5 //Default: 0.5 /amount of bloom mixed
//================
#define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o
#define Cpower 0.5 //Default: 0.5 /amount of effect mixed
//================
#define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default
#define value 7.5 //Default: 7.5 /higher = more visible effect
//================
#define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate
#define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect
//================
#define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
#define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader
#define brightness 1.0 //Default: 1.0
#define contrast 1.0 //Default: 1.0 //negative will be... well negative;p
#define red 1.0 //Default: 1.0
#define green 1.0 //Default: 1.0
#define blue 1.0 //Default: 1.0
//Shadeboost presets: //Shadeboost must be activated, presets override options above
int SEPIA = 0; //Moody coolors:)
int GRAYSCALE = 0; //Just for lols?
int NEGATIVE = 0; //As above
int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder)
//All presets are simple switch ON:1/OFF:0,
//================
#define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299
#define correction 1.0 //Default: 1.0
//================
#define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P)
#define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high
#define S |
| PES 22 BY HAROUN Z |
v1.17.1-334-g1786a4ddb |
2026-04-02 |
Error in shader program link: info: L0010 Uniform 'u_texelDelta' differ on precision
fs: postshader
#ifdef GL_ES
precision mediump float;
#endif
//Note : Recommend to use PPSSPP v1.1.1-183-gb411fc0 or newer for full functionality, there were some bugs in earlier versions.
//Note2 : Upscaling, smoothing and sharpening filters are not set to be mixed between each other since the results are pointless(they counter each other).
// Only last one applies, so pick just one of them, mess around with it's settings and add other effects as needed.
//======================================================================================================================================================================
//SMOOTHING FILTERS: //If you love smooth graphics ~ those are also great for downscaling - to do that, you need to use higher rendering res than your display res
//================
#define FXAA 0 //ON:1/OFF:0 /default FXAA, orginal info below
//================
#define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering
#define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics
//================
#define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242
//================
//SHARPENING FILTERS: //if you need very sharp image, add lots of aliasing
//================
#define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default
#define value 7.5 //Default: 7.5 /higher = more visible effect
//================
#define S_COM_V2 0 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate
#define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect
//================
//UPSCALING FILTERS: //To use those, you have to set rendering res to smaller than window/display size(x1 for best results) and screen scaling filter to "nearest"
//Starting from v1.1.1-28-g70e9979 you can also add Upscaling=True to ini file(check example) to do it automatically
//================
#define xBR 1 //ON:1/OFF:0 /5xBR upscale, nice for 2D games especially those that might be buggy with higher rendering res, initially made by Hyllian - license below
#define VariantB 0 //ON:1/OFF:0 /slightly less effect on fonts, dots and other small details
//================
#define xHQ 0 //ON:1/OFF:0 same as 4xHQ in PPSSPP, but actually using output resolution
#define scaleoffset 0.75 //Default: 0.75 /you can tweek it between 0.5 and 1.0, Note: to little = no effect, to high = ugliness
//================
//OTHER FILTERS: //Most effects from here on can be fully mixed without loosing previous effects. Exceptions: Natural Colors, Advanced Cartoon
//================
#define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/
#define MIKU 0 //Hatsune<3 this is an optional bloom filter for all those pale anime faces which get white otherwise:P tested on Miku in white dress
#define samples 3 //Default: 4 /higher = more glow, worse performance
#define quality 0.22 //Default: 0.18 /lower = smaller glow, better quality
#define Bpower 1.0 //Default: 1.0 /amount of bloom mixed
//================
#define COLORED 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o
#define Cpower 0.5 //Default: 0.5 /strenght of the effect
//================
#define NATURALC 0 //ON:1/OFF:0 /by popular demand, natular colors, note: this shader can't be fully mixed with smoothing/sharpening/upscaling effects
#define ncpower 0.5 //Default:0.5 / higher = more natural color, check note line above
//================
#define ACAR |
| eFootball Chelito 19 |
v1.17.1-334-g1786a4ddb |
2026-04-01 |
Unknown GetPointer 00000020 PC 08815f88 LR 08815fd4 |
| Over the Hedge™ Hammy Goes Nuts |
v1.17.1-334-g1786a4ddb |
2026-03-29 |
Can't draw: No current render step. Step count: 0 |
| EFOOTBALL PES FL 2026 |
v1.17.1-334-g1786a4ddb |
2026-03-26 |
sceDmacMemcpy(dest=040cc000, src=08701400, size=1043456): overlapping read |
| MYFP26 ENGLISH |
v1.17.1-334-g1786a4ddb |
2026-03-25 |
Unknown GetPointer 00000000 PC 088e2fd8 LR 088e2fe8 |
| Lego Star Wars II: The Original Trilogy |
v1.17.1-334-g1786a4ddb |
2026-03-24 |
__KernelStopThread: thread 2735 does not exist (ApctlThread deleted) |
| EFOOTBALL PES FL 2026 |
v1.17.1-334-g1786a4ddb |
2026-03-18 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00001000): invalid RIFF header |
| eFootball Chelito 19 |
v1.17.1-334-g1786a4ddb |
2026-03-18 |
Unknown GetPointer 6fc06828 PC 08815fc8 LR 08815fd4 |
| EFOOTBALL PES FL 2026 |
v1.17.1-334-g1786a4ddb |
2026-04-05 |
Unknown GetPointer 00000000 PC 0884a908 LR 0884a928 |
| Dead To Rights: Reckoning |
v1.17.1-334-g1786a4ddb |
2026-03-16 |
sceFontGetNumFontList(00000000, 09fff4e8): invalid font lib |
| eFootball Chelito 19 |
v1.17.1-334-g1786a4ddb |
2026-04-06 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| eFootball Chelito 19 |
v1.17.1-334-g1786a4ddb |
2026-03-07 |
Unknown GetPointer 00000000 PC 0884d7b4 LR 0884d7d4 |
| Pro Evolution Soccer 2014 |
v1.17.1-334-g1786a4ddb |
2026-02-27 |
sceDmacMemcpy(dest=092ed040, src=086cd800, size=1255424): overlapping read |
| Toy Story 3 |
v1.17.1-334-g1786a4ddb |
2026-02-24 |
__KernelStopThread: thread 1447 does not exist (helper deleted) |
| SBK-07 |
v1.17.1-334-g1786a4ddb |
2026-02-21 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 093be320): duplicate handler |
| SBK-07 |
v1.17.1-334-g1786a4ddb |
2026-02-21 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 093ce470): duplicate handler |
| Street Fighter® Alpha 3 Max |
v1.17.1-334-g1786a4ddb |
2026-02-21 |
MFIC instruction hit (70020024) at 08a9d9a0 |
| MYFP26 ENGLISH |
v1.17.1-334-g1786a4ddb |
2026-02-19 |
Unknown GetPointer f4a81c89 PC 0881c428 LR 0881c438 |
| EFOOTBALL PES FL 2026 |
v1.17.1-334-g1786a4ddb |
2026-04-05 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
| GHOST IN THE SHELL STAND ALONE COMPLEX |
v1.17.1-334-g1786a4ddb |
2026-02-14 |
80630006=sceAtracSetData(0, 09e1d300, 0000dcb0): multiple fmt definitions |
| GHOST IN THE SHELL STAND ALONE COMPLEX |
v1.17.1-334-g1786a4ddb |
2026-02-14 |
80630006=sceAtracSetData(0, 08b14400, 00001200): multiple fmt definitions |
| GHOST IN THE SHELL STAND ALONE COMPLEX |
v1.17.1-334-g1786a4ddb |
2026-03-05 |
80630006=sceAtracSetData(0, 09ddd300, 00040000): multiple fmt definitions |
| GHOST IN THE SHELL STAND ALONE COMPLEX |
v1.17.1-334-g1786a4ddb |
2026-03-05 |
80630006=sceAtracSetData(0, 08b14400, 00002000): multiple fmt definitions |
| GHOST IN THE SHELL STAND ALONE COMPLEX |
v1.17.1-334-g1786a4ddb |
2026-03-06 |
80630006=sceAtracSetData(0, 09d6d300, 00040000): multiple fmt definitions |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.17.1-334-g1786a4ddb |
2026-02-13 |
Branch in Jump delay slot at 08020400 in block starting at 0801994c |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.17.1-334-g1786a4ddb |
2026-02-13 |
MIPSCompileOp: Invalid instruction d2d25c0b |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.17.1-334-g1786a4ddb |
2026-02-13 |
MIPSCompileOp: Invalid instruction 4b006740 |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.17.1-334-g1786a4ddb |
2026-02-13 |
MIPSCompileOp: Invalid instruction 78c6e92c |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.17.1-334-g1786a4ddb |
2026-02-13 |
MIPSCompileOp: Invalid instruction 4b152e71 |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.17.1-334-g1786a4ddb |
2026-02-13 |
MIPSCompileOp: Invalid instruction 00ba5928 |
| MYFP26 ENGLISH |
v1.19.3 |
2026-03-04 |
sceNetAdhocMatchingInit(32768) at 08a719b8 |
| GTA: Liberty City Stories |
v1.17.1-334-g1786a4ddb |
2026-02-07 |
MFIC instruction hit (70020024) at 08a9d9a0 |
| SBK®09 Superbike World Championship |
v1.17.1-334-g1786a4ddb |
2026-02-07 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092b3110): duplicate handler |
| LP FOOTBALL BY LP ESTUDIOS |
v1.20.3 |
2026-04-06 |
Savedata version requested: 3 |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1-334-g1786a4ddb |
2026-02-03 |
sceDmacMemcpy(dest=098cc780, src=08400000, size=72384): overlapping read |
| NARUTO Shippuden: Ultimate Ninja 5 PSP Edition By JJake_J |
v1.17.1-334-g1786a4ddb |
2026-02-03 |
sceDmacMemcpy(dest=095a0510, src=095184f0, size=557056): overlapping read |
| MYFP26 ENGLISH |
v1.17.1-334-g1786a4ddb |
2026-02-01 |
Unknown GetPointer e9cd9240 PC 08815fc8 LR 08815fd4 |
| MYFP26 ENGLISH |
v1.17.1-334-g1786a4ddb |
2026-01-31 |
Unknown GetPointer 00000000 PC 0881c2d8 LR 0881c2e8 |
| MYFP26 ENGLISH |
v1.19.3-787-g5aa0856280 |
2026-03-25 |
Game install with no files / data |
| EFOOTBALL PES FL 2026 |
v1.9.4 |
2026-04-06 |
Savedata version requested: 3 |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1-334-g1786a4ddb |
2026-01-24 |
sceDmacMemcpy(dest=09adc880, src=08400000, size=641344): overlapping read |
| SBK-07 |
v1.17.1-334-g1786a4ddb |
2026-01-24 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 093aacb0): duplicate handler |
| SBK-07 |
v1.17.1-334-g1786a4ddb |
2026-01-24 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 093bef00): duplicate handler |
| SBK-07 |
v1.17.1-334-g1786a4ddb |
2026-01-24 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08ee6420): duplicate handler |
| PES 2019 GLGM PATCHS |
v1.17.1-334-g1786a4ddb |
2026-01-22 |
Unknown GetPointer f8d06800 PC 0884a920 LR 0884a940 |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1-334-g1786a4ddb |
2026-01-21 |
sceDmacMemcpy(dest=095b6fc0, src=08400000, size=72384): overlapping read |
| Tomb Raider: Anniversary™ |
v1.17.1-334-g1786a4ddb |
2026-01-20 |
sceDmacMemcpy(dest=041de800, src=09ad0700, size=9216): overlapping read |
| Resistance: Retribution™ |
v1.17.1-334-g1786a4ddb |
2026-01-19 |
Unknown GetPointerWrite 000035c4 PC 088075dc LR 08a77cd8 |
| TRON EVOLUTION |
v1.17.1-334-g1786a4ddb |
2026-01-18 |
sceDmacMemcpy(dest=04088000, src=099244a0, size=557056): overlapping read |
| Dragon Ball Z: KAKAROT PSP DELUXE EDITION By JJake_J |
v1.18.1 |
2026-03-30 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
| PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2026-01-16 |
Unknown GetPointerWrite 00000000 PC 08808430 LR 08808448 |
| eFootball Libertadores StaR PatcH 2025 By L_S eDits |
v1.17.1-334-g1786a4ddb |
2026-01-14 |
Unknown GetPointer 0a957290 PC 0881c2d8 LR 0881c2e8 |
| Disney•Pixar Cars 2 |
v1.17.1-334-g1786a4ddb |
2026-01-12 |
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 r9p0-01rel0 [Revision 96995].
01f05555:00000321 HWX N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 Cull
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f05555:00000321 HWX N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
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 lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - 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);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot * lightScale;
}
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);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0 |
| James Cameron's AVATAR™: THE GAME |
v1.17.1-334-g1786a4ddb |
2026-01-11 |
80630006=sceAtracSetData(0, 08fd9400, 000004a4): multiple fmt definitions |
| eFootball Chelito 19 |
v1.18.1 |
2026-03-19 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1-334-g1786a4ddb |
2026-01-08 |
MIPSCompileOp: Invalid instruction b0e10468 |
| Dragon Ball Z: KAKAROT PSP DELUXE EDITION By JJake_J |
v1.18.1 |
2026-03-30 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| TRON EVOLUTION |
v1.17.1-334-g1786a4ddb |
2026-01-06 |
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 r9p0-01rel0 [Revision 96995].
01f35551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f35551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLi |
| eFootball Chelito 19 |
v1.9.4 |
2026-04-06 |
Savedata version requested: 3 |
| SBK®09 Superbike World Championship |
v1.17.1-334-g1786a4ddb |
2026-01-04 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0968f0f0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.17.1-334-g1786a4ddb |
2026-01-04 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096e3710): duplicate handler |
| SBK®09 Superbike World Championship |
v1.17.1-334-g1786a4ddb |
2026-01-04 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090a1cb0): duplicate handler |
| MYFP26 ENGLISH |
v1.17.1-334-g1786a4ddb |
2026-03-28 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
| LUCIANOÇÕES 2023 |
v1.17.1-334-g1786a4ddb |
2025-12-30 |
sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2 |
| Marvel™: Ultimate Alliance 2 |
v1.17.1-334-g1786a4ddb |
2025-12-24 |
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 r9p0-01rel0 [Revision 96995].
03f04444:41800b01 HWX T N LM Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 WScale 1
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 03f04444:41800b01 HWX T N LM Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 WScale 1
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 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 mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
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 lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
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 - 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 - w |
| EA FC 2024 BY SPARTAN JR 11 |
v1.17.1-334-g1786a4ddb |
2025-12-23 |
MIPSCompileOp: Invalid instruction cc928dff |
| EA FC 2024 BY SPARTAN JR 11 |
v1.17.1-334-g1786a4ddb |
2025-12-23 |
MIPSCompileOp: Invalid instruction 0000039e |
| EA FC 2024 BY SPARTAN JR 11 |
v1.17.1-334-g1786a4ddb |
2025-12-23 |
MIPSCompileOp: Invalid instruction cffffff9 |
| EA FC 2024 BY SPARTAN JR 11 |
v1.17.1-334-g1786a4ddb |
2025-12-23 |
MIPSCompileOp: Invalid instruction 4700000d |
| EA FC 2024 BY SPARTAN JR 11 |
v1.17.1-334-g1786a4ddb |
2025-12-23 |
MIPSCompileOp: Invalid instruction cc46bffd |
| EA FC 2024 BY SPARTAN JR 11 |
v1.17.1-334-g1786a4ddb |
2025-12-23 |
MIPSCompileOp: Invalid instruction 05bc619d |
| EA FC 2024 BY SPARTAN JR 11 |
v1.17.1-334-g1786a4ddb |
2025-12-23 |
MIPSCompileOp: Invalid instruction 000004bc |
| EA FC 2024 BY SPARTAN JR 11 |
v1.17.1-334-g1786a4ddb |
2025-12-23 |
MIPSCompileOp: Invalid instruction 619d0000 |
| EA FC 2024 BY SPARTAN JR 11 |
v1.17.1-334-g1786a4ddb |
2025-12-23 |
MIPSCompileOp: Invalid instruction 00004cc5 |
| EA FC 2024 BY SPARTAN JR 11 |
v1.17.1-334-g1786a4ddb |
2025-12-23 |
MIPSCompileOp: Invalid instruction 7000009f |
| MYFP26 ENGLISH |
v1.17.1-334-g1786a4ddb |
2026-03-27 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| SpongeBob SquarePants: The Yellow Avenger |
v1.17.1-334-g1786a4ddb |
2025-12-21 |
MFIC instruction hit (70020024) at 08a9d9a0 |
| Grand Theft Auto RP |
v1.17.1-334-g1786a4ddb |
2025-12-17 |
WriteToHardware: Invalid address 000004e8 near PC 08aafbbc LR 08aafbbc |
| Crash™ Bandicoot Gatchanko World |
v1.17.1-334-g1786a4ddb |
2025-12-16 |
ReadFromHardware: Invalid address cf10c1dc near PC cf10c1dc LR 08a1ac78 |
| Crash™ Bandicoot Gatchanko World |
v1.17.1-334-g1786a4ddb |
2025-12-16 |
Unknown GetPointerWrite 00000400 PC 08b3a8d4 LR 08a88d28 |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1-334-g1786a4ddb |
2025-12-14 |
sceDmacMemcpy(dest=099aa280, src=08400000, size=203968): overlapping read |
| BURNOUT DOMINATOR |
v1.17.1-334-g1786a4ddb |
2025-12-12 |
WriteToHardware: Invalid address deadbeef near PC 080299f0 LR 08000020 |
| BURNOUT DOMINATOR |
v1.17.1-334-g1786a4ddb |
2025-12-12 |
Branch in branch delay slot at 08029a2c with different target |
| BURNOUT DOMINATOR |
v1.17.1-334-g1786a4ddb |
2025-12-12 |
Jump to invalid address: 07fffffc |
| BURNOUT DOMINATOR |
v1.17.1-334-g1786a4ddb |
2025-12-12 |
MIPSCompileOp: Invalid instruction 0005b705 |
| BURNOUT DOMINATOR |
v1.17.1-334-g1786a4ddb |
2025-12-12 |
MIPSCompileOp: Invalid instruction 9fffffff |
| BURNOUT DOMINATOR |
v1.17.1-334-g1786a4ddb |
2025-12-12 |
MIPSCompileOp: Invalid instruction 0000004e |
| BURNOUT DOMINATOR |
v1.17.1-334-g1786a4ddb |
2025-12-12 |
MIPSCompileOp: Invalid instruction 700003fe |
| BURNOUT DOMINATOR |
v1.17.1-334-g1786a4ddb |
2025-12-12 |
WriteToHardware: Invalid address deadbef3 near PC 080738e0 LR 08000020 |
| BURNOUT DOMINATOR |
v1.17.1-334-g1786a4ddb |
2025-12-12 |
An uneaten prefix at end of block: 08073928 |