Recent logs - v1.17.1-817-g13506d3d02

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Game title Version Latest Report Message
EA SPORTS™ FIGHT NIGHT Round 3 v1.17.1-817-g13506d3d02 2024-11-17 __KernelStopThread: thread 299 does not exist (ApctlThread deleted)
eFootball 2025 By Komo Valeri v1.18.1 2024-12-17 Unknown GetPointer 00000000 PC 08a08b0c LR 08a01a10
PES MY 2024 v1.9.4 2024-12-25 Savedata version requested: 3
eFootball 2024 By Komo Valeri v1.17.1-817-g13506d3d02 2024-11-05 Unknown GetPointer 5c225ade PC 0881c428 LR 0881c438
eFootball 2025 By Komo Valeri v1.9.4 2024-12-25 Savedata version requested: 3
RESISTANCE® ~報復の刻~ v1.17.1-817-g13506d3d02 2024-10-31 Unexpected mpeg first timestamp: f27d3facc4 / 1041483410628
RESISTANCE® ~報復の刻~ v1.17.1-817-g13506d3d02 2024-10-31 Could not setup streams, unexpected stream count: 513
RESISTANCE® ~報復の刻~ v1.17.1-817-g13506d3d02 2024-10-31 WriteToHardware: Invalid address 00000010 near PC 08d09d20 LR 08bf868c
RESISTANCE® ~報復の刻~ v1.17.1-817-g13506d3d02 2024-10-31 ReadFromHardware: Invalid address 00000224 near PC 08d09d20 LR 08bf868c
Pro Evolution Soccer 6 v1.17.1-817-g13506d3d02 2024-10-29 Unimplemented HLE function sceKernelStopUnloadSelfModule
PATCH SPARTAN11 v1.18.1 2024-12-25 80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16)
PATCH SPARTAN11 v1.9.4 2024-12-25 Savedata version requested: 3
ドラゴンボールZ 真武道会2 v1.17.1-817-g13506d3d02 2024-10-18 Trying to compile instruction 00001834 that can't be interpreted
ドラゴンボールZ 真武道会2 v1.17.1-817-g13506d3d02 2024-10-18 MIPSCompileOp: Invalid instruction 00001855
ドラゴンボールZ 真武道会2 v1.17.1-817-g13506d3d02 2024-10-18 MIPSCompileOp: Invalid instruction 00001114
Grand Theft Auto: Vice City Stories v1.17.1-817-g13506d3d02 2024-10-15 WriteToHardware: Invalid address 0000027c near PC 08b65b74 LR 08807cac
PATCH SPARTAN11 v1.9.4 2024-12-25 Unknown GetPointer 00000000 PC 0881c2d8 LR 0881c2e8
PATCH SPARTAN11 v1.9.4 2024-12-25 Savedata version requested: 3
TEKKEN 6 v1.17.1-817-g13506d3d02 2024-10-10 WriteToHardware: Invalid address 150f7a5c near PC 08000000 LR 08000000
LEGO® Indiana Jones™: TOA v1.17.1-817-g13506d3d02 2024-10-10 Unaligned icache invalidation of 086c3ff8 (086c3ff8 + 0) at PC=0896f274
Grand Theft Auto®: Chinatown Wars™ v1.17.1-817-g13506d3d02 2024-10-04 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]. 01730551:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 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)) // 01730551:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3 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 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 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; 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(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_lightspecu
LEGO® Indiana Jones™: TOA v1.17.1-817-g13506d3d02 2024-10-02 Unaligned icache invalidation of 086021f8 (086021f8 + 0) at PC=0896f274
eFootball 2025 STAR PATCH v1.18.1-92-gfe6db07f0d 2024-12-25 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
eFootball 2025 STAR PATCH v1.9.4 2024-12-25 Savedata version requested: 3
eFootball PC - V. v1.9.4 2024-12-25 Savedata version requested: 3
eFootball Chelito 19 v1.17.1-817-g13506d3d02 2024-10-31 Unknown GetPointer 002e0500 PC 0884a918 LR 0884a938
FIFA 11 v1.17.1-817-g13506d3d02 2024-09-22 Branch in Jump delay slot at 08020400 in block starting at 0801cf68
FIFA 11 v1.17.1-817-g13506d3d02 2024-09-22 MIPSCompileOp: Invalid instruction 02181478
FIFA 11 v1.17.1-817-g13506d3d02 2024-09-22 MIPSCompileOp: Invalid instruction 7fbff5f5
FIFA 11 v1.17.1-817-g13506d3d02 2024-09-22 MIPSCompileOp: Invalid instruction ee54b898
FIFA 11 v1.17.1-817-g13506d3d02 2024-09-22 MIPSCompileOp: Invalid instruction 720b4076
FIFA 11 v1.17.1-817-g13506d3d02 2024-09-22 MIPSCompileOp: Invalid instruction f350cb0a
FIFA 11 v1.17.1-817-g13506d3d02 2024-09-22 MIPSCompileOp: Invalid instruction d2d3e944
FIFA 11 v1.17.1-817-g13506d3d02 2024-09-22 Jump to invalid address: 0c1a7a74
FIFA 11 v1.17.1-817-g13506d3d02 2024-09-22 MIPSCompileOp: Invalid instruction ced14912
FIFA 11 v1.17.1-817-g13506d3d02 2024-09-22 Branch in branch delay slot at 0800006c with different target
FIFA 11 v1.17.1-817-g13506d3d02 2024-09-22 MIPSCompileOp: Invalid instruction b4ec449f
FIFA 11 v1.17.1-817-g13506d3d02 2024-09-22 MIPSCompileOp: Invalid instruction 7468d053
FIFA 11 v1.17.1-817-g13506d3d02 2024-09-22 Invalid replacement op 6a534565 at 0800004c
FIFA 11 v1.17.1-817-g13506d3d02 2024-09-22 MIPSCompileOp: Invalid instruction ce51c282
FIFA 11 v1.17.1-817-g13506d3d02 2024-09-22 Jump to invalid address: 01a24604
FIFA 11 v1.17.1-817-g13506d3d02 2024-09-22 MIPSCompileOp: Invalid instruction d0246bfd
LEGO® Batman™: The Videogame v1.17.1-817-g13506d3d02 2024-09-19 Unaligned icache invalidation of 08607778 (08607778 + 0) at PC=089741fc
LEGO® Indiana Jones™: TOA v1.17.1-817-g13506d3d02 2024-10-09 Unaligned icache invalidation of 0860b478 (0860b478 + 0) at PC=0896f274
WWE'12 v1.17.1-817-g13506d3d02 2024-09-11 Unaligned icache invalidation of 086e14f8 (086e14f8 + 0) at PC=089741fc
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1-817-g13506d3d02 2024-09-07 00000000=sceUtilityScreenshotInitStart(09cad7e8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1-817-g13506d3d02 2024-09-07 00000000=sceUtilityScreenshotInitStart(09cad828)
SBK® Superbike World Championship v1.17.1-817-g13506d3d02 2024-09-03 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 095952f0): duplicate handler
SBK® Superbike World Championship v1.17.1-817-g13506d3d02 2024-09-03 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 08fb5320): duplicate handler
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-817-g13506d3d02 2024-09-03 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=2, text=2
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-817-g13506d3d02 2024-09-03 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=1, text=1
Dragon Ball TAG VS v1.17.1-817-g13506d3d02 2024-09-26 AT3 header map lacks entry for bpf: 0 channels: 0
Dragon Ball TAG VS v1.17.1-817-g13506d3d02 2024-10-17 00000400=sceGeEdramSetAddrTranslation(00000800)
Midnight Club L.A. Remix v1.17.1-817-g13506d3d02 2024-08-30 WriteToHardware: Invalid address 00000227 near PC 08b0ea40 LR 08b0ea08
LEGO® Indiana Jones™: TOA v1.17.1-817-g13506d3d02 2024-08-29 Unaligned icache invalidation of 086c89f8 (086c89f8 + 0) at PC=0896f274
LEGO® Indiana Jones™: TOA v1.17.1-817-g13506d3d02 2024-08-28 Unaligned icache invalidation of 08604738 (08604738 + 0) at PC=0896f274
eFootball 2025 by MP v1.8.0 2024-12-20 Unknown GetPointer 00000000 PC 0881c2d8 LR 0881c2e8
PES FL 2022 v1.9.4 2024-12-25 Savedata version requested: 3
ファントム・ブレイブ PORTABLE v1.17.1-817-g13506d3d02 2024-08-19 sceDmacMemcpy(dest=08eb72c0, src=08ecdb6c, size=6036): overlapping read
eFootball 2025 by MP v1.9.4 2024-12-25 Savedata version requested: 3
WWE SmackDown vs. RAW 2010 v1.17.1-817-g13506d3d02 2024-08-17 sceDmacMemcpy(dest=041997e0, src=094f2c70, size=65552): overlapping read
PES MY 2024 v1.18.1 2024-12-25 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
Def Jam® Fight For NY™: The Takeover v1.17.1-817-g13506d3d02 2024-08-16 UNTESTED sceNetAdhocctlJoinEnterGameMode(9705829, 80:fa:48:f8:bb:e1, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.17.1-817-g13506d3d02 2024-08-16 UNTESTED sceNetAdhocctlCreateEnterGameMode(8665247, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
SBK®08 Superbike World Championship v1.17.1-817-g13506d3d02 2024-08-16 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 095b33e0): duplicate handler
SBK®08 Superbike World Championship v1.17.1-817-g13506d3d02 2024-08-16 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08f5a770): duplicate handler
SBK®08 Superbike World Championship v1.17.1-817-g13506d3d02 2024-08-16 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 0960a360): duplicate handler
SBK®08 Superbike World Championship v1.17.1-817-g13506d3d02 2024-08-16 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 0971d0e0): duplicate handler
SBK-07 v1.17.1-817-g13506d3d02 2024-08-14 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09345bd0): duplicate handler
BLAZBLUE CONTINUUM SHIFT Ⅱ v1.17.1-817-g13506d3d02 2024-08-13 WriteToHardware: Invalid address 00001c78 near PC 08a39708 LR 08a39708
ACE COMBAT JOINT ASSAULT v1.17.1-817-g13506d3d02 2024-08-20 Can't draw: No current render step. Step count: 0
eFootball Chelito 19 v1.17.1-817-g13506d3d02 2024-11-26 Unknown GetPointer 001c0000 PC 0884a918 LR 0884a938
Def Jam® Fight For NY™: The Takeover v1.17.1-817-g13506d3d02 2024-08-12 UNTESTED sceNetAdhocctlCreateEnterGameMode(706412d, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
eFottball Hend Asean v1.17.1-817-g13506d3d02 2024-08-11 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2
eFottball Hend Asean v1.17.1-817-g13506d3d02 2024-08-11 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=1
NARUTO: Ultimate Ninja Heroes v1.17.1-817-g13506d3d02 2024-09-19 Can't draw: No current render step. Step count: 0
DBS TTT LATINO - LOS IJUE30S v1.18.1 2024-12-25 AT3 header map lacks entry for bpf: 0 channels: 0
DBS TTT LATINO - LOS IJUE30S v1.18.1 2024-12-24 00000400=sceGeEdramSetAddrTranslation(00000800)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1-817-g13506d3d02 2024-08-05 80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): RIFF chunk did not contain WAVE
RIDE 4 v1.18.1 2024-12-25 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08fa80c0): duplicate handler
God of War®: Ghost of Sparta v1.17.1-817-g13506d3d02 2024-08-03 Jump to invalid address: 078c1b00
God of War®: Ghost of Sparta v1.17.1-817-g13506d3d02 2024-08-03 Jump to invalid address: 078cd740
God of War®: Ghost of Sparta v1.17.1-817-g13506d3d02 2024-08-03 Jump to invalid address: 077bf780
God of War®: Ghost of Sparta v1.17.1-817-g13506d3d02 2024-08-03 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 r8p0-01rel0 [Revision 96995]. 07f34115:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:0 3: c:0 t:1 MatUp:3 WScale 3 #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 07f34115:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:0 3: c:0 t:1 MatUp:3 WScale 3 attribute mediump vec4 w1; attribute mediump float w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; 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 = 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.rg
God of War®: Ghost of Sparta v1.17.1-817-g13506d3d02 2024-08-03 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 r8p0-01rel0 [Revision 96995]. 07730511:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 MatUp:3 WScale 3 #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 07730511:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 MatUp:3 WScale 3 attribute mediump vec4 w1; attribute mediump float w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; 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 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; 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 = 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; 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_matspecul
FIFA STREET 2 v1.18.1 2024-12-17 Block transfer invalid: 00000010/0 -> 04000000/0, 1024x736x2 (0,0)->(0,0)
Grand Theft Auto: Vice City Stories v1.17.1-817-g13506d3d02 2024-08-01 WriteToHardware: Invalid address 0000027c near PC 08a97988 LR 08a3da68
eFootball 2024 v1.18.1-493-gbff2498a3f 2024-12-25 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
eFootball 2024 v1.18.1-493-gbff2498a3f 2024-12-24 Unknown GetPointer 00000000 PC 0884d7b4 LR 0884d7d4
eFootball 2024 v1.18.1 2024-11-19 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
Prince of Persia The Forgotten Sands™ v1.17.1-817-g13506d3d02 2024-08-01 __KernelStopThread: thread 576 does not exist (helper deleted)
Wipeout Pure v1.17.1-817-g13506d3d02 2024-08-01 __KernelStopThread: thread 1347 does not exist (helper deleted)
eFootball 2024 v1.9.4 2024-12-25 Savedata version requested: 3
FINAL FANTASY IV Complete Collection v1.17.1-817-g13506d3d02 2024-07-29 8002006a=sceAtracSetData(0, 00000000, 001287a8): invalid buffer address
FINAL FANTASY IV Complete Collection v1.17.1-817-g13506d3d02 2024-07-29 Unknown GetPointerWrite 00000000 PC 089ffb40 LR 088f6fa0
Daxter v1.17.1-817-g13506d3d02 2024-07-28 Unexpected mpeg first timestamp: d44eb0848ab / 14589652125867
Burnout Legends v1.17.1-817-g13506d3d02 2024-07-28 Unknown GE command : 52000001
The Sims™ 2 Castaway v1.17.1-817-g13506d3d02 2024-07-23 Unknown GetPointerWrite 07c3af00 PC 08b66c90 LR 08916884
SBK®08 Superbike World Championship v1.17.1-817-g13506d3d02 2024-07-23 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 09661920): duplicate handler
Resistance: Retribution™ v1.17.1-817-g13506d3d02 2024-07-21 Unknown GetPointerWrite 28007138 PC 08d09d20 LR 08cd6754