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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 |
2024-11-23 |
Unknown GetPointer 00000000 PC 08a08b0c LR 08a01a10 |
PES MY 2024 |
v1.6.3 |
2024-11-23 |
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 |
2024-11-23 |
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 |
v1.9.4 |
2024-11-23 |
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 |
2024-11-23 |
Unknown GetPointer 00000000 PC 0881c2d8 LR 0881c2e8 |
PATCH SPARTAN11 |
v1.9.4 |
2024-11-23 |
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 |
2024-11-23 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
eFootball 2025 STAR PATCH |
v1.9.4 |
2024-11-23 |
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 |
2024-11-21 |
Unknown GetPointer 00000000 PC 0881c2d8 LR 0881c2e8 |
PES FL 2022 |
v1.9.4 |
2024-11-23 |
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 |
2024-11-23 |
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 |
2024-11-20 |
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 |
2024-08-13 |
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 |
2024-11-23 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
DBS TTT LATINO - LOS IJUE30S |
v1.18.1 |
2024-11-23 |
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 |
2024-11-21 |
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 |
2024-11-20 |
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 |
2024-11-23 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
eFootball 2024 |
v1.18.1 |
2024-11-23 |
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 |
2024-11-23 |
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 |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-21 |
An uneaten prefix at end of block: 04501648 |
Resistance: Retribution™ |
v1.17.1-817-g13506d3d02 |
2024-07-21 |
MIPSCompileOp: Invalid instruction 9decdcdc |