Recent logs - v1.17.1-334-g1786a4ddb

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God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2026-05-03 2 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 r10p0-00rel0 [Revision 96995]. 01f34515:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 #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)) // 01f34515:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 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 mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; 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 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 - 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; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); 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(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2026-05-03 2 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 r10p0-00rel0 [Revision 96995]. 01b34051:00000f09 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:1 3: c:0 t:1 MatUp:3 #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)) // 01b34051:00000f09 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:1 3: c:0 t:1 MatUp:3 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_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; gl_Position = outPos; }
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2026-05-03 2 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 r10p0-00rel0 [Revision 96995]. 01b34051:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:0 t:1 MatUp:3 #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)) // 01b34051:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:0 t:1 MatUp:3 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_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; gl_Position = outPos; }
Capcom® Classics Collection Remixed v1.17.1-334-g1786a4ddb 2026-05-01 1 Unknown GetPointerWrite deadbeef PC 0885eef8 LR 08824f70
Capcom® Classics Collection Remixed v1.17.1-334-g1786a4ddb 2026-05-01 1 Branch in branch delay slot at 0882e960 with different target
Capcom® Classics Collection Remixed v1.17.1-334-g1786a4ddb 2026-05-01 1 Branch in branch delay slot at 0882e95c with different target
Capcom® Classics Collection Remixed v1.17.1-334-g1786a4ddb 2026-05-01 1 Branch in branch delay slot at 0882e958 with different target
Capcom® Classics Collection Remixed v1.17.1-334-g1786a4ddb 2026-05-01 1 MIPSCompileOp: Invalid instruction d150fac0
Capcom® Classics Collection Remixed v1.17.1-334-g1786a4ddb 2026-05-01 1 MIPSCompileOp: Invalid instruction 7cb00f90
Capcom® Classics Collection Remixed v1.17.1-334-g1786a4ddb 2026-05-01 1 MIPSCompileOp: Invalid instruction 7ff01950
Capcom® Classics Collection Remixed v1.17.1-334-g1786a4ddb 2026-05-01 1 MIPSCompileOp: Invalid instruction 7e90f930
Capcom® Classics Collection Remixed v1.17.1-334-g1786a4ddb 2026-05-01 1 Branch in branch delay slot at 088227f0 with different target
Capcom® Classics Collection Remixed v1.17.1-334-g1786a4ddb 2026-05-01 1 Branch in branch delay slot at 088227ec with different target
Capcom® Classics Collection Remixed v1.17.1-334-g1786a4ddb 2026-05-01 1 MIPSCompileOp: Invalid instruction 71b0ec50
Capcom® Classics Collection Remixed v1.17.1-334-g1786a4ddb 2026-05-01 1 Unknown GetPointerWrite 000000de PC 0885eef8 LR 08824f70
Capcom® Classics Collection Remixed v1.17.1-334-g1786a4ddb 2026-05-01 2 Unknown GetPointerWrite 000000de PC 0885eac0 LR 08826080
Capcom® Classics Collection Remixed v1.17.1-334-g1786a4ddb 2026-05-01 1 Unknown GetPointerWrite 8af4e08c PC 0885eef8 LR 08824f70
Capcom® Classics Collection Remixed v1.17.1-334-g1786a4ddb 2026-05-01 1 Unknown GetPointerWrite 00000888 PC 0885eef8 LR 08824f70
Capcom® Classics Collection Remixed v1.17.1-334-g1786a4ddb 2026-05-01 1 Branch in RSZeroComp delay slot at 088227f4 in block starting at 088227f0
Capcom® Classics Collection Remixed v1.17.1-334-g1786a4ddb 2026-05-01 1 Branch in RSZeroComp delay slot at 088227f4 in block starting at 088227e8
Capcom® Classics Collection Remixed v1.17.1-334-g1786a4ddb 2026-05-01 1 Unknown GetPointerWrite 47e75e40 PC 0885eef8 LR 08824f70
Sega Genesis Collection™ v1.17.1-334-g1786a4ddb 2026-05-01 1 Unknown GetPointerWrite 9e65065b PC 088b2cf4 LR 088445d8
Sega Genesis Collection™ v1.17.1-334-g1786a4ddb 2026-05-01 1 Unknown GetPointerWrite 4723f08c PC 08838aa0 LR 088445d8
Sega Genesis Collection™ v1.17.1-334-g1786a4ddb 2026-05-01 1 Unknown GetPointerWrite 4738508c PC 08838aa0 LR 088445d8
Sega Genesis Collection™ v1.17.1-334-g1786a4ddb 2026-04-30 1 Unknown GetPointerWrite 4680508c PC 08838aa0 LR 088445d8
Sega Genesis Collection™ v1.17.1-334-g1786a4ddb 2026-04-30 1 Unknown GetPointerWrite 4680108c PC 08838aa0 LR 088445d8
Sega Genesis Collection™ v1.17.1-334-g1786a4ddb 2026-04-30 1 Unknown GetPointerWrite 00000245 PC 08838aa0 LR 088445d8
EA FC 2024 BY SPARTAN JR 11 v1.17.1-334-g1786a4ddb 2026-04-29 1 Unknown GetPointerWrite 0000049b PC 08872bb4 LR 08872c1c
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.17.1-334-g1786a4ddb 2026-04-28 1 Unknown GetPointerWrite 0a004c88 PC 089d149c LR 089d14a4
MYFP26 ENGLISH v1.17.1-334-g1786a4ddb 2026-04-23 1 MIPSCompileOp: Invalid instruction 78143e11
EFOOTBALL PES FL 2026 v1.17.1-334-g1786a4ddb 2026-04-21 2 MIPSCompileOp: Invalid instruction 72025968
EFOOTBALL PES FL 2026 v1.17.1-334-g1786a4ddb 2026-04-21 1 MIPSCompileOp: Invalid instruction 71e32878
EFOOTBALL PES FL 2026 v1.17.1-334-g1786a4ddb 2026-06-14 2 Branch in RSZeroComp delay slot at 08000100 in block starting at 0800002c
EFOOTBALL PES FL 2026 v1.17.1-334-g1786a4ddb 2026-04-21 3 MIPSCompileOp: Invalid instruction 72025ce8
EFOOTBALL PES FL 2026 v1.17.1-334-g1786a4ddb 2026-04-21 1 MIPSCompileOp: Invalid instruction 71e32bf8
EFOOTBALL PES FL 2026 v1.17.1-334-g1786a4ddb 2026-06-14 5 Branch in RSZeroComp delay slot at 08000100 in block starting at 08000020
EFOOTBALL PES FL 2026 v1.17.1-334-g1786a4ddb 2026-04-20 1 MIPSCompileOp: Invalid instruction 71e33ab0
EA SPORTS™ FIGHT NIGHT Round 3 v1.17.1-334-g1786a4ddb 2026-04-02 1 MIPSCompileOp: Invalid instruction 7d378853
EA SPORTS™ FIGHT NIGHT Round 3 v1.17.1-334-g1786a4ddb 2026-04-02 1 MIPSCompileOp: Invalid instruction b4fa7dd6
EA SPORTS™ FIGHT NIGHT Round 3 v1.17.1-334-g1786a4ddb 2026-04-02 1 MIPSCompileOp: Invalid instruction ee07175d
EA SPORTS™ FIGHT NIGHT Round 3 v1.17.1-334-g1786a4ddb 2026-04-02 1 MIPSCompileOp: Invalid instruction 4da708fa
EA SPORTS™ FIGHT NIGHT Round 3 v1.17.1-334-g1786a4ddb 2026-04-02 1 MIPSCompileOp: Invalid instruction 7e306b47
The Fast and the Furious v1.17.1-334-g1786a4ddb 2026-04-02 2 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 3 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 PES FL 2026 v1.17.1-334-g1786a4ddb 2026-03-18 1 80630006=sceAtracSetDataAndGetID(09a4ec00, 00001000): invalid RIFF header
Dead To Rights: Reckoning v1.17.1-334-g1786a4ddb 2026-03-16 1 sceFontGetNumFontList(00000000, 09fff4e8): invalid font lib
eFootball Chelito 19 v1.17.1-334-g1786a4ddb 2026-05-10 10 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
SBK-07 v1.17.1-334-g1786a4ddb 2026-05-23 2 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 093be320): duplicate handler
SBK-07 v1.17.1-334-g1786a4ddb 2026-02-21 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 093ce470): duplicate handler
Street Fighter® Alpha 3 Max v1.17.1-334-g1786a4ddb 2026-02-21 1 MFIC instruction hit (70020024) at 08a9d9a0
EFOOTBALL PES FL 2026 v1.17.1-334-g1786a4ddb 2026-08-01 26 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
GHOST IN THE SHELL STAND ALONE COMPLEX v1.17.1-334-g1786a4ddb 2026-02-14 1 80630006=sceAtracSetData(0, 09e1d300, 0000dcb0): multiple fmt definitions
GHOST IN THE SHELL STAND ALONE COMPLEX v1.17.1-334-g1786a4ddb 2026-02-14 2 80630006=sceAtracSetData(0, 08b14400, 00001200): multiple fmt definitions
GHOST IN THE SHELL STAND ALONE COMPLEX v1.17.1-334-g1786a4ddb 2026-03-05 6 80630006=sceAtracSetData(0, 09ddd300, 00040000): multiple fmt definitions
GHOST IN THE SHELL STAND ALONE COMPLEX v1.17.1-334-g1786a4ddb 2026-03-05 30 80630006=sceAtracSetData(0, 08b14400, 00002000): multiple fmt definitions
GHOST IN THE SHELL STAND ALONE COMPLEX v1.17.1-334-g1786a4ddb 2026-03-06 3 80630006=sceAtracSetData(0, 09d6d300, 00040000): multiple fmt definitions
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.17.1-334-g1786a4ddb 2026-02-13 1 MIPSCompileOp: Invalid instruction d2d25c0b
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.17.1-334-g1786a4ddb 2026-02-13 1 MIPSCompileOp: Invalid instruction 4b006740
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.17.1-334-g1786a4ddb 2026-02-13 1 MIPSCompileOp: Invalid instruction 78c6e92c
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.17.1-334-g1786a4ddb 2026-02-13 1 MIPSCompileOp: Invalid instruction 4b152e71
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.17.1-334-g1786a4ddb 2026-02-13 1 MIPSCompileOp: Invalid instruction 00ba5928
MYFP26 ENGLISH v1.19.3 2026-03-04 6 sceNetAdhocMatchingInit(32768) at 08a719b8
GTA: Liberty City Stories v1.17.1-334-g1786a4ddb 2026-02-07 1 MFIC instruction hit (70020024) at 08a9d9a0
SBK®09 Superbike World Championship v1.17.1-334-g1786a4ddb 2026-02-07 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092b3110): duplicate handler
EFOOTBALL PES FL 2026 v1.20.3 2026-09-03 48 sceNetAdhocMatchingInit(32768) at 08a71984
SBK-07 v1.17.1-334-g1786a4ddb 2026-01-24 2 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 093aacb0): duplicate handler
SBK-07 v1.17.1-334-g1786a4ddb 2026-01-24 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 093bef00): duplicate handler
SBK-07 v1.17.1-334-g1786a4ddb 2026-01-24 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08ee6420): duplicate handler
Resistance: Retribution™ v1.17.1-334-g1786a4ddb 2026-01-19 1 Unknown GetPointerWrite 000035c4 PC 088075dc LR 08a77cd8
Dragon Ball Z: KAKAROT PSP DELUXE EDITION By JJake_J v1.18.1 2026-03-30 135 AT3 header map lacks entry for bpf: 0 channels: 0
PES MY 2024 v1.17.1-334-g1786a4ddb 2026-01-16 1 Unknown GetPointerWrite 00000000 PC 08808430 LR 08808448
Disney•Pixar Cars 2 v1.17.1-334-g1786a4ddb 2026-01-12 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]. 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 2 80630006=sceAtracSetData(0, 08fd9400, 000004a4): multiple fmt definitions
eFootball Chelito 19 v1.18.1 2026-07-14 9 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2026-01-08 1 MIPSCompileOp: Invalid instruction b0e10468
Dragon Ball Z: KAKAROT PSP DELUXE EDITION By JJake_J v1.18.1 2026-07-22 65 00000400=sceGeEdramSetAddrTranslation(00000800)
TRON EVOLUTION v1.17.1-334-g1786a4ddb 2026-01-06 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]. 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 - BM v2 v1.20.4-124-g736dfc458e 2026-11-11 67,727 BREAK instruction hit
SBK®09 Superbike World Championship v1.17.1-334-g1786a4ddb 2026-01-04 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0968f0f0): duplicate handler
SBK®09 Superbike World Championship v1.17.1-334-g1786a4ddb 2026-01-04 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096e3710): duplicate handler
SBK®09 Superbike World Championship v1.17.1-334-g1786a4ddb 2026-01-04 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090a1cb0): duplicate handler
MYFP26 ENGLISH v1.17.1-334-g1786a4ddb 2026-07-10 15 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
eFootball JOELAND v1.9.4 2026-11-08 1,613 80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16)
Marvel™: Ultimate Alliance 2 v1.17.1-334-g1786a4ddb 2025-12-24 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]. 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 1 MIPSCompileOp: Invalid instruction cc928dff
EA FC 2024 BY SPARTAN JR 11 v1.17.1-334-g1786a4ddb 2025-12-23 1 MIPSCompileOp: Invalid instruction 0000039e
EA FC 2024 BY SPARTAN JR 11 v1.17.1-334-g1786a4ddb 2025-12-23 1 MIPSCompileOp: Invalid instruction cffffff9
EA FC 2024 BY SPARTAN JR 11 v1.17.1-334-g1786a4ddb 2025-12-23 1 MIPSCompileOp: Invalid instruction 4700000d
EA FC 2024 BY SPARTAN JR 11 v1.17.1-334-g1786a4ddb 2025-12-23 1 MIPSCompileOp: Invalid instruction cc46bffd
EA FC 2024 BY SPARTAN JR 11 v1.17.1-334-g1786a4ddb 2025-12-23 1 MIPSCompileOp: Invalid instruction 05bc619d
EA FC 2024 BY SPARTAN JR 11 v1.17.1-334-g1786a4ddb 2025-12-23 1 MIPSCompileOp: Invalid instruction 000004bc
EA FC 2024 BY SPARTAN JR 11 v1.17.1-334-g1786a4ddb 2025-12-23 1 MIPSCompileOp: Invalid instruction 619d0000
EA FC 2024 BY SPARTAN JR 11 v1.17.1-334-g1786a4ddb 2025-12-23 1 MIPSCompileOp: Invalid instruction 00004cc5
EA FC 2024 BY SPARTAN JR 11 v1.17.1-334-g1786a4ddb 2025-12-23 1 MIPSCompileOp: Invalid instruction 7000009f
MYFP26 ENGLISH v1.17.1-334-g1786a4ddb 2026-08-03 17 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
SpongeBob SquarePants: The Yellow Avenger v1.17.1-334-g1786a4ddb 2025-12-21 1 MFIC instruction hit (70020024) at 08a9d9a0
Grand Theft Auto RP v1.17.1-334-g1786a4ddb 2025-12-17 1 WriteToHardware: Invalid address 000004e8 near PC 08aafbbc LR 08aafbbc
Crash™ Bandicoot Gatchanko World v1.17.1-334-g1786a4ddb 2025-12-16 1 Unknown GetPointerWrite 00000400 PC 08b3a8d4 LR 08a88d28
BURNOUT DOMINATOR v1.17.1-334-g1786a4ddb 2025-12-12 1 WriteToHardware: Invalid address deadbeef near PC 080299f0 LR 08000020
BURNOUT DOMINATOR v1.17.1-334-g1786a4ddb 2025-12-12 1 Branch in branch delay slot at 08029a2c with different target

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