To see your stuff show here, enable Compatibility Server Reports in PPSSPP.
Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.
| Game title |
Version |
Latest Report |
Hits |
Message |
| Disney•Pixar UP |
v1.17.1-334-g1786a4ddb |
2025-09-22 |
1 |
__KernelStopThread: thread 3260 does not exist (helper deleted) |
| Crash™ Bandicoot Gatchanko World |
v1.17.1-334-g1786a4ddb |
2025-10-01 |
2 |
Unknown GetPointerWrite 00000008 PC 08b3a8d4 LR 08a88d28 |
| Killzone™: Liberation |
v1.17.1-334-g1786a4ddb |
2025-09-21 |
1 |
sceDmacMemcpy(dest=04149a00, src=097ad3e0, size=3456): overlapping read |
| METAL GEAR SOLID PEACE WALKER |
v1.17.1-334-g1786a4ddb |
2025-09-21 |
1 |
Unknown GetPointerWrite 00000068 PC 08811304 LR 08811320 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2025-09-20 |
1 |
Error in shader program link: info: (unknown reason)
fs: 10180000:00200002 Tex Fog FragUber TFuncMod
#version 310 es
#extension GL_ARM_shader_framebuffer_fetch : require
// Driver: Mali-T720 - GLSL 310
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 10180000:00200002 Tex Fog FragUber TFuncMod
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01000000:80000b20 HWX T N Light: LightUberShader Cull
#version 310 es
// Driver: Mali-T720 - GLSL 310
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b20 HWX T N Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
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 mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
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 mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
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;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir0, toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1-334-g1786a4ddb |
2025-10-08 |
11 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
| SBK®09 Superbike World Championship |
v1.17.1-334-g1786a4ddb |
2025-09-19 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09a47ae0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.17.1-334-g1786a4ddb |
2025-09-19 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0919b0e0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.17.1-334-g1786a4ddb |
2025-09-19 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0920c3e0): duplicate handler |
| PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2025-09-18 |
1 |
80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header |
| Disney•Pixar Cars 2 |
v1.17.1-334-g1786a4ddb |
2025-09-17 |
1 |
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].
01f05955:00000b01 HWX T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:2 3: c:1 t: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))
// 01f05955:00000b01 HWX T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:2 3: c:1 t:1
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
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;
lowp float angle;
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(toL |
| Lego Star Wars II: The Original Trilogy |
v1.17.1-334-g1786a4ddb |
2025-09-16 |
1 |
Unaligned icache invalidation of 08705e38 (08705e38 + 0) at PC=088454a0 |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1-334-g1786a4ddb |
2025-09-16 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(d97ed5d, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| eFootball PES 2021 By GABRIEL |
v1.17.1-334-g1786a4ddb |
2025-09-16 |
1 |
Unknown GetPointer 00080500 PC 0884a908 LR 0884a928 |
| FIFA 14 |
v1.17.1-334-g1786a4ddb |
2025-09-16 |
1 |
ReadFromHardware: Invalid address fff6fff6 near PC fff6fff6 LR 08afb27c |
| eFootball Euro y Copa America By T. Bendezu |
v1.17.1-334-g1786a4ddb |
2025-09-16 |
1 |
Utility access thread still running, state: shutting down, dialog=1/1 |
| eFootball Euro y Copa America By T. Bendezu |
v1.17.1-334-g1786a4ddb |
2025-09-16 |
1 |
Utility access thread still running, state: shutting down, dialog=2/1 |
| Tomb Raider: Anniversary™ |
v1.17.1-334-g1786a4ddb |
2025-09-15 |
1 |
80630006=sceAtracSetDataAndGetID(09ed3b60, 00025800): invalid RIFF header |
| eFootball Euro y Copa America By T. Bendezu |
v1.17.1-334-g1786a4ddb |
2025-09-15 |
1 |
Unknown GetPointer 00361400 PC 0884d7b4 LR 0884d7d4 |
| Lego Star Wars II: The Original Trilogy |
v1.17.1-334-g1786a4ddb |
2025-09-15 |
1 |
Unaligned icache invalidation of 08700bb8 (08700bb8 + 0) at PC=088454a0 |
| Lego Star Wars II: The Original Trilogy |
v1.17.1-334-g1786a4ddb |
2025-09-15 |
1 |
Unaligned icache invalidation of 0870c1f8 (0870c1f8 + 0) at PC=088454a0 |
| PES FL 2022 |
v1.17.1-334-g1786a4ddb |
2025-09-15 |
1 |
MIPSCompileOp: Invalid instruction 00009fff |
| PES FL 2022 |
v1.17.1-334-g1786a4ddb |
2025-09-15 |
1 |
MIPSCompileOp: Invalid instruction 05fd9f9e |
| PES FL 2022 |
v1.17.1-334-g1786a4ddb |
2025-09-15 |
1 |
MIPSCompileOp: Invalid instruction 0003eefe |
| PES FL 2022 |
v1.17.1-334-g1786a4ddb |
2025-09-15 |
1 |
MIPSCompileOp: Invalid instruction effeeefe |
| MYFP26 ENGLISH |
v1.9.4 |
2026-11-10 |
51,218 |
Savedata version requested: 3 |
| 頭文字D STREET STAGE |
v1.17.1-334-g1786a4ddb |
2025-09-14 |
1 |
sceDmacMemcpy(dest=041d1600, src=092e1000, size=2048): overlapping read |
| PES FL 2022 |
v1.17.1-334-g1786a4ddb |
2025-09-14 |
1 |
Unknown GetPointerWrite 00001b24 PC 08872ba4 LR 08872c0c |
| Tony Hawk's Project 8™ |
v1.17.1-334-g1786a4ddb |
2025-09-14 |
3 |
MIPSCompileOp: Invalid instruction 00000129 |
| PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2025-09-14 |
1 |
Unknown GetPointer 1b6eb5c9 PC 0881c410 LR 0881c420 |
| NASCAR® |
v1.17.1-334-g1786a4ddb |
2025-09-13 |
1 |
Unknown GetPointer 1b000000 PC 08000020 LR 08000020 |
| NASCAR® |
v1.17.1-334-g1786a4ddb |
2025-09-13 |
1 |
Unknown GE command : 0de2e3dd |
| SBK-07 |
v1.17.1-334-g1786a4ddb |
2025-09-13 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0941d2e0): duplicate handler |
| SBK-07 |
v1.17.1-334-g1786a4ddb |
2025-09-13 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0948e320): duplicate handler |
| PES 2019 GLGM PATCHS |
v1.17.1-334-g1786a4ddb |
2025-09-13 |
1 |
Can't draw: No current render step. Step count: 0 |
| SBK®09 Superbike World Championship |
v1.17.1-334-g1786a4ddb |
2025-09-13 |
5 |
Error in shader program link: info: Error: Uniform u_texelDelta precision mismatch with other stage.
Error: Linking failed.
fs: postshader
#version 320 es
precision mediump float;
precision highp int;
uniform vec2 u_texelDelta;
uniform vec2 u_pixelDelta;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec4 u_time;
in vec2 v_texcoord0;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
in vec4 v_texcoordNC0;
in vec4 v_texcoordNC1;
in vec4 v_texcoordNC2;
in vec4 v_texcoordNC3;
mediump int SEPIA;
mediump int GRAYSCALE;
mediump int NEGATIVE;
mediump int PSPCOLORS;
bvec4 _and_(bvec4 A, bvec4 B)
{
return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w);
}
vec4 df(vec4 A, vec4 B)
{
return abs(A - B);
}
bvec4 close(vec4 A, vec4 B)
{
vec4 param = A;
vec4 param_1 = B;
return lessThan(df(param, param_1), vec4(15.0));
}
bvec4 _or_(bvec4 A, bvec4 B)
{
return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w);
}
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
{
vec4 param = a;
vec4 param_1 = b;
vec4 param_2 = a;
vec4 param_3 = c;
vec4 param_4 = d;
vec4 param_5 = e;
vec4 param_6 = d;
vec4 param_7 = f;
vec4 param_8 = g;
vec4 param_9 = h;
return (((df(param, param_1) + df(param_2, param_3)) + df(param_4, param_5)) + df(param_6, param_7)) + (df(param_8, param_9) * 4.0);
}
vec3 processxBR(vec3 color)
{
vec2 pS = vec2(1.0) / u_texelDelta;
vec2 fp = fract(v_texcoord0 * pS);
vec2 TexCoord_0 = v_texcoord0 - (fp * u_pixelDelta);
vec2 dx = vec2(u_texelDelta.x, 0.0);
vec2 dy = vec2(0.0, u_texelDelta.y);
vec2 y2 = dy + dy;
vec2 x2 = dx + dx;
vec3 A = texture(sampler0, (TexCoord_0 - dx) - dy).xyz;
vec3 B = texture(sampler0, TexCoord_0 - dy).xyz;
vec3 C = texture(sampler0, (TexCoord_0 + dx) - dy).xyz;
vec3 D = texture(sampler0, TexCoord_0 - dx).xyz;
vec3 E = texture(sampler0, TexCoord_0).xyz;
vec3 F = texture(sampler0, TexCoord_0 + dx).xyz;
vec3 G = texture(sampler0, (TexCoord_0 - dx) + dy).xyz;
vec3 H = texture(sampler0, TexCoord_0 + dy).xyz;
vec3 I = texture(sampler0, (TexCoord_0 + dx) + dy).xyz;
vec3 A1 = texture(sampler0, (TexCoord_0 - dx) - y2).xyz;
vec3 C1 = texture(sampler0, (TexCoord_0 + dx) - y2).xyz;
vec3 A0 = texture(sampler0, (TexCoord_0 - x2) - dy).xyz;
vec3 G0 = texture(sampler0, (TexCoord_0 - x2) + dy).xyz;
vec3 C4 = texture(sampler0, (TexCoord_0 + x2) - dy).xyz;
vec3 I4 = texture(sampler0, (TexCoord_0 + x2) + dy).xyz;
vec3 G5 = texture(sampler0, (TexCoord_0 - dx) + y2).xyz;
vec3 I5 = texture(sampler0, (TexCoord_0 + dx) + y2).xyz;
vec3 B1 = texture(sampler0, TexCoord_0 - y2).xyz;
vec3 D0 = texture(sampler0, TexCoord_0 - x2).xyz;
vec3 H5 = texture(sampler0, TexCoord_0 + y2).xyz;
vec3 F4 = texture(sampler0, TexCoord_0 + x2).xyz;
vec4 b = vec4(dot(B, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(D, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(H, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(F, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)));
vec4 c = vec4(dot(C, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(A, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(G, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(I, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)));
vec4 d = vec4(b.y, b.z, b.w, b.x);
vec4 e = vec4(dot(E, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)));
vec4 f = vec4(b.w, b.x, b.y, b.z);
vec4 g = vec4(c.z, c.w, c.x, c.y);
vec4 h = vec4(b.z, b.w, b.x, b.y);
vec4 i = vec4(c.w, c.x, c.y, c.z);
vec4 i4 = vec4(dot(I4, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(C1, vec3(16.1630001068115234375, 23.3509998321533203125, 8.4771995544 |
| Midnight Club 3: DUB Edition |
v1.17.1-334-g1786a4ddb |
2025-09-12 |
1 |
MIPSCompileOp: Invalid instruction ce0ff807 |
| Midnight Club 3: DUB Edition |
v1.17.1-334-g1786a4ddb |
2025-09-12 |
1 |
MIPSCompileOp: Invalid instruction b3322dcb |
| Midnight Club 3: DUB Edition |
v1.17.1-334-g1786a4ddb |
2025-09-12 |
1 |
MIPSCompileOp: Invalid instruction b08dfb3a |
| Midnight Club 3: DUB Edition |
v1.17.1-334-g1786a4ddb |
2025-09-12 |
1 |
Branch in branch delay slot at 088ac584 with different target |
| NBA BALLERS REBOUND |
v1.17.1-334-g1786a4ddb |
2025-09-12 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data |
| NBA BALLERS REBOUND |
v1.17.1-334-g1786a4ddb |
2025-09-12 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data |
| NBA BALLERS REBOUND |
v1.17.1-334-g1786a4ddb |
2025-09-12 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data |
| NBA BALLERS REBOUND |
v1.17.1-334-g1786a4ddb |
2025-09-12 |
4 |
80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data |
| NBA BALLERS REBOUND |
v1.17.1-334-g1786a4ddb |
2025-09-12 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data |
| NBA BALLERS REBOUND |
v1.17.1-334-g1786a4ddb |
2025-09-12 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data |
| NBA BALLERS REBOUND |
v1.17.1-334-g1786a4ddb |
2025-09-12 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data |
| NBA BALLERS REBOUND |
v1.17.1-334-g1786a4ddb |
2025-09-12 |
5 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
| LUCIANOÇÕES 2023 |
v1.17.1-334-g1786a4ddb |
2025-09-11 |
1 |
MIPSCompileOp: Invalid instruction 009fffff |
| PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2025-09-11 |
1 |
Unknown GetPointerWrite 3576804a PC 0888d3ec LR 0888d3fc |
| Obscure: The Aftermath |
v1.17.1-334-g1786a4ddb |
2025-09-11 |
1 |
sceDmacMemcpy(dest=0936ae60, src=099cfbc0, size=8192): overlapping read |
| LUCIANOÇÕES 2023 |
v1.17.1-334-g1786a4ddb |
2025-09-10 |
1 |
sceDmacMemcpy(dest=04154000, src=0948f230, size=557056): overlapping read |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1-334-g1786a4ddb |
2025-09-10 |
1 |
sceDmacMemcpy(dest=09956840, src=08400000, size=17792): overlapping read |
| Pro Evolution Soccer 2013 |
v1.17.1-334-g1786a4ddb |
2025-09-10 |
1 |
ReadFromHardware: Invalid address 127c8860 near PC 127c8860 LR 127c8860 |
| Pro Evolution Soccer 2013 |
v1.17.1-334-g1786a4ddb |
2025-09-10 |
1 |
ReadFromHardware: Invalid address 127c6ca0 near PC 127c6ca0 LR 127c6ca0 |
| WRC |
v1.17.1-334-g1786a4ddb |
2025-09-10 |
3 |
Error in shader program link: info: Error: Uniform u_texelDelta precision mismatch with other stage.
Error: Linking failed.
fs: postshader
#version 320 es
precision mediump float;
precision highp int;
uniform vec2 u_texelDelta;
uniform vec2 u_pixelDelta;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec4 u_time;
in vec2 v_texcoord0;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
in vec4 v_texcoordNC0;
in vec4 v_texcoordNC1;
in vec4 v_texcoordNC2;
in vec4 v_texcoordNC3;
mediump int SEPIA;
mediump int GRAYSCALE;
mediump int NEGATIVE;
mediump int PSPCOLORS;
bvec4 _and_(bvec4 A, bvec4 B)
{
return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w);
}
vec4 df(vec4 A, vec4 B)
{
return abs(A - B);
}
bvec4 close(vec4 A, vec4 B)
{
vec4 param = A;
vec4 param_1 = B;
return lessThan(df(param, param_1), vec4(15.0));
}
bvec4 _or_(bvec4 A, bvec4 B)
{
return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w);
}
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
{
vec4 param = a;
vec4 param_1 = b;
vec4 param_2 = a;
vec4 param_3 = c;
vec4 param_4 = d;
vec4 param_5 = e;
vec4 param_6 = d;
vec4 param_7 = f;
vec4 param_8 = g;
vec4 param_9 = h;
return (((df(param, param_1) + df(param_2, param_3)) + df(param_4, param_5)) + df(param_6, param_7)) + (df(param_8, param_9) * 4.0);
}
vec3 processxBR(vec3 color)
{
vec2 pS = vec2(1.0) / u_texelDelta;
vec2 fp = fract(v_texcoord0 * pS);
vec2 TexCoord_0 = v_texcoord0 - (fp * u_pixelDelta);
vec2 dx = vec2(u_texelDelta.x, 0.0);
vec2 dy = vec2(0.0, u_texelDelta.y);
vec2 y2 = dy + dy;
vec2 x2 = dx + dx;
vec3 A = texture(sampler0, (TexCoord_0 - dx) - dy).xyz;
vec3 B = texture(sampler0, TexCoord_0 - dy).xyz;
vec3 C = texture(sampler0, (TexCoord_0 + dx) - dy).xyz;
vec3 D = texture(sampler0, TexCoord_0 - dx).xyz;
vec3 E = texture(sampler0, TexCoord_0).xyz;
vec3 F = texture(sampler0, TexCoord_0 + dx).xyz;
vec3 G = texture(sampler0, (TexCoord_0 - dx) + dy).xyz;
vec3 H = texture(sampler0, TexCoord_0 + dy).xyz;
vec3 I = texture(sampler0, (TexCoord_0 + dx) + dy).xyz;
vec3 A1 = texture(sampler0, (TexCoord_0 - dx) - y2).xyz;
vec3 C1 = texture(sampler0, (TexCoord_0 + dx) - y2).xyz;
vec3 A0 = texture(sampler0, (TexCoord_0 - x2) - dy).xyz;
vec3 G0 = texture(sampler0, (TexCoord_0 - x2) + dy).xyz;
vec3 C4 = texture(sampler0, (TexCoord_0 + x2) - dy).xyz;
vec3 I4 = texture(sampler0, (TexCoord_0 + x2) + dy).xyz;
vec3 G5 = texture(sampler0, (TexCoord_0 - dx) + y2).xyz;
vec3 I5 = texture(sampler0, (TexCoord_0 + dx) + y2).xyz;
vec3 B1 = texture(sampler0, TexCoord_0 - y2).xyz;
vec3 D0 = texture(sampler0, TexCoord_0 - x2).xyz;
vec3 H5 = texture(sampler0, TexCoord_0 + y2).xyz;
vec3 F4 = texture(sampler0, TexCoord_0 + x2).xyz;
vec4 b = vec4(dot(B, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(D, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(H, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(F, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)));
vec4 c = vec4(dot(C, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(A, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(G, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(I, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)));
vec4 d = vec4(b.y, b.z, b.w, b.x);
vec4 e = vec4(dot(E, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)));
vec4 f = vec4(b.w, b.x, b.y, b.z);
vec4 g = vec4(c.z, c.w, c.x, c.y);
vec4 h = vec4(b.z, b.w, b.x, b.y);
vec4 i = vec4(c.w, c.x, c.y, c.z);
vec4 i4 = vec4(dot(I4, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(C1, vec3(16.1630001068115234375, 23.3509998321533203125, 8.4771995544 |
| Obscure: The Aftermath |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
sceDmacMemcpy(dest=0936ae60, src=0981b880, size=8192): overlapping read |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 003c4038 |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 00282824 |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 00181c18 |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 0008100c |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 00141814 |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 00484c44 |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 00484844 |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 00646c5c |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 00788070 |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 00788078 |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 00545854 |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 001c1c1c |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 00182018 |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
2 |
Jump to invalid address: 00202020 |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 00343834 |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 0064706c |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 00282828 |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 00101810 |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
2 |
Jump to invalid address: 00707c70 |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 00141414 |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 003c443c |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 00606c64 |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 00607064 |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 0074847c |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 007c8c7c |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 00708078 |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 0068786c |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 006c7c6c |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 00141c18 |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 00181818 |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Jump to invalid address: 002c3830 |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
2 |
Jump to invalid address: 00545c58 |
| LEGO® Batman™: The Videogame |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
2 |
Jump to invalid address: 005c6c64 |
| eFootball Euro y Copa America By T. Bendezu |
v1.17.1-334-g1786a4ddb |
2025-09-09 |
1 |
Unknown GetPointer 00850000 PC 0884a918 LR 0884a938 |
| EA FC 2024 BY SPARTAN JR 11 |
v1.18.1 |
2026-05-06 |
32 |
Unknown GetPointer 00000000 PC 0884a918 LR 0884a938 |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.17.1-334-g1786a4ddb |
2025-09-08 |
2 |
MIPSCompileOp: Invalid instruction 625664ac |
| PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2025-09-08 |
1 |
MIPSCompileOp: Invalid instruction 72fd67dc |
| PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2025-09-08 |
1 |
Jump to invalid address: 0f7d9d20 |
| PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2025-09-08 |
1 |
MIPSCompileOp: Invalid instruction b4e2035c |
| PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2025-09-08 |
1 |
MIPSCompileOp: Invalid instruction 6cc23d82 |
| PES MY 2024 |
v1.17.1-334-g1786a4ddb |
2025-09-08 |
1 |
MIPSCompileOp: Invalid instruction b075b496 |
| NBA '09 |
v1.17.1-334-g1786a4ddb |
2025-09-08 |
1 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08a5c61c |
| eFootball ALDAIR KITMAKER |
v1.17.1-334-g1786a4ddb |
2025-09-08 |
1 |
Unknown GetPointer 2985e528 PC 0881c2e0 LR 0881c2e8 |