Recent logs - v1.17.1-823-g0b76d443e2

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Game title Version Latest Report Message
Prince of Persia - Revelations v1.17.1-823-g0b76d443e2 2024-11-06 80630006=sceAtracSetDataAndGetID(096bb8c0, 00000800): invalid RIFF header
Tomb Raider: Anniversary™ v1.17.1-823-g0b76d443e2 2024-11-05 sceDmacMemcpy(dest=041b4c00, src=091e5c00, size=12288): overlapping read
Def Jam® Fight For NY™: The Takeover v1.17.1-823-g0b76d443e2 2024-10-28 UNTESTED sceNetAdhocctlJoinEnterGameMode(933c1df, ac:2f:8b:fa:f9:ab, 20000000, 0) at 0897ed90
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1-823-g0b76d443e2 2024-10-20 AT3 header map lacks entry for bpf: 0 channels: 0
BOMBERMAN v1.17.1-823-g0b76d443e2 2024-10-15 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5128, pos=0, access=1, data=2, text=2
PATCH SPARTAN11 v1.9.4 2024-11-23 Savedata version requested: 3
God of War: Chains of Olympus v1.17.1-823-g0b76d443e2 2024-10-08 Error in shader compilation: info: Compile failed. WARNING: 0:64: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:68: 'function_call_constructor@uint_uint@33' : used without being initialised WARNING: 0:88: 'function_call_constructor@vec3_vec3@99' : used without being initialised WARNING: 0:104: 'function_call_constructor@float_float@141' : used without being initialised WARNING: 4 compilation warnings. 01000000:80000b29 HWX C T N LM Light: LightUberShader Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b29 HWX C T N LM Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; 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 lowp vec3 v_color1; 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal);
God of War: Chains of Olympus v1.17.1-823-g0b76d443e2 2024-10-08 Error in shader compilation: info: Compile failed. WARNING: 0:63: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:87: 'function_call_constructor@vec3_vec3@99' : used without being initialised WARNING: 0:103: 'function_call_constructor@float_float@141' : used without being initialised WARNING: 3 compilation warnings. 01000000:80000b28 HWX C T N Light: LightUberShader Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b28 HWX C T N Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0; } dif
Mortal Kombat: Unchained v1.17.1-823-g0b76d443e2 2024-10-21 Error in shader compilation: info: Compile failed. WARNING: 0:62: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:86: 'function_call_constructor@vec3_vec3@105' : used without being initialised WARNING: 0:102: 'function_call_constructor@float_float@147' : used without being initialised WARNING: 3 compilation warnings. 01000000:80000928 HWX C T Light: LightUberShader Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000928 HWX C T Light: LightUberShader Cull in vec3 position; in vec2 texcoord; in lowp vec4 color0; 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(0.0, 0.0, 1.0, 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0; } diffuse = (u_lightdiffu
NARUTO: Ultimate Ninja Heroes v1.17.1-823-g0b76d443e2 2024-10-06 AT3 header map lacks entry for bpf: 0 channels: 0
MONSTER HUNTER FREEDOM UNITE™ v1.17.1-823-g0b76d443e2 2024-10-04 sceDmacMemcpy(dest=0414e000, src=096f19e0, size=245376): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.17.1-823-g0b76d443e2 2024-10-03 sceDmacMemcpy(dest=0414e000, src=09598300, size=229296): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo v1.17.1-823-g0b76d443e2 2024-10-01 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5550, pos=0, access=1, data=2, text=2
SOCOM: U.S. Navy SEALs Fireteam Bravo v1.17.1-823-g0b76d443e2 2024-10-01 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3328, pos=0, access=1, data=1, text=1
eFootball PC - V. v1.18.1-40-gc9c5435a86 2024-11-23 Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460
eFootball PC - V. v1.9.4 2024-11-23 Savedata version requested: 3
eFootball Chelito 19 v1.9.4 2024-11-23 Savedata version requested: 3
eFootball By TM ARTS v1.9.4 2024-11-23 Savedata version requested: 3
God of War®: Ghost of Sparta v1.17.1-823-g0b76d443e2 2024-09-08 WriteToHardware: Invalid address 2fa96c74 near PC 089c3148 LR 089c30b4
God of War®: Ghost of Sparta v1.17.1-823-g0b76d443e2 2024-09-08 ReadFromHardware: Invalid address 00000000 near PC 08abae54 LR 08abae68
God of War®: Ghost of Sparta v1.17.1-823-g0b76d443e2 2024-09-08 WriteToHardware: Invalid address 00000000 near PC 08ae13d0 LR 08ae13d0
eFootball v1.9.4 2024-11-23 Savedata version requested: 3
Scooby-Doo! Who's Watching Who v1.17.1-823-g0b76d443e2 2024-08-27 __KernelStopThread: thread 325 does not exist (helper terminated)
MONSTER HUNTER FREEDOM UNITE™ v1.17.1-823-g0b76d443e2 2024-08-26 sceDmacMemcpy(dest=0414e000, src=095189b0, size=242560): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.17.1-823-g0b76d443e2 2024-08-26 sceDmacMemcpy(dest=0414e000, src=095dd890, size=172768): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.17.1-823-g0b76d443e2 2024-08-26 sceDmacMemcpy(dest=0414e000, src=094b00b0, size=230976): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1-823-g0b76d443e2 2024-08-19 00000000=sceUtilityScreenshotInitStart(09ca9d48)
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-823-g0b76d443e2 2024-08-19 Branch in branch delay slot at 097edc34 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-823-g0b76d443e2 2024-09-07 MIPSCompileOp: Invalid instruction 730a0e13
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-823-g0b76d443e2 2024-08-19 Branch in Jump delay slot at 097edc28 in block starting at 097edc1c
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-823-g0b76d443e2 2024-08-17 Branch in Jump delay slot at 09649c28 in block starting at 09649c1c
Street Supremacy v1.17.1-823-g0b76d443e2 2024-08-11 UNTESTED sceNetAdhocctlCreateEnterGameMode(FABDIU, 1, 2, 08a9943c, 10000000, 0) at 0885acec
Street Supremacy v1.17.1-823-g0b76d443e2 2024-08-11 UNTESTED sceNetAdhocctlJoinEnterGameMode(TMWCF, 90:f7:10:18:64:d3, 10000000, 0) at 0885ad88
MONSTER HUNTER FREEDOM UNITE™ v1.17.1-823-g0b76d443e2 2024-08-10 80630011=sceAtracSetDataAndGetID(08b72c80, 00036800): too small for WAVE chunk at -441355956
MONSTER HUNTER FREEDOM UNITE™ v1.17.1-823-g0b76d443e2 2024-08-10 80630011=sceAtracSetDataAndGetID(08b8dc80, 00053000): too small for WAVE chunk at 1061050572
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1-823-g0b76d443e2 2024-08-09 Branch in RSRTComp delay slot at 0893973c in block starting at 0893973c
MONSTER HUNTER FREEDOM UNITE™ v1.17.1-823-g0b76d443e2 2024-08-10 80630011=sceAtracSetDataAndGetID(08b8dc80, 00253000): too small for WAVE chunk at -115164190
Cars: Race-O-Rama v1.17.1-823-g0b76d443e2 2024-08-07 Can't draw: No current render step. Step count: 0
Grand Theft Auto: Vice City Stories v1.17.1-823-g0b76d443e2 2024-08-07 WriteToHardware: Invalid address 0000022c near PC 08b62c48 LR 08b61f58
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-823-g0b76d443e2 2024-09-07 Jump to invalid address: 0c484848
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-823-g0b76d443e2 2024-08-06 Branch in Jump delay slot at 09af11a8 in block starting at 09af119c
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-823-g0b76d443e2 2024-09-07 Jump to invalid address: 0c404dcc
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-823-g0b76d443e2 2024-09-07 MIPSCompileOp: Invalid instruction 45323a43
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-823-g0b76d443e2 2024-09-07 MIPSCompileOp: Invalid instruction 433a3245
Driver 76 v1.17.1-823-g0b76d443e2 2024-08-28 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=1, text=1
Driver 76 v1.17.1-823-g0b76d443e2 2024-08-05 Unknown private stream type, assuming PCM: b4
Burnout™ Dominator v1.17.1-823-g0b76d443e2 2024-08-02 AT3 header map lacks entry for bpf: 0 channels: 0
God of War®: Ghost of Sparta v1.18.1 2024-11-15 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 r5p0-01rel0 [Revision 96995]. 01730155:00000f09 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 MatUp:3 #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01730155:00000f09 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 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 mediump vec3 u_lightatt1; 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 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 - 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; ldot = dot(toLight, worldnormal); 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) lightSum
God of War®: Ghost of Sparta v1.18.1 2024-11-15 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 r5p0-01rel0 [Revision 96995]. 01730155:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 MatUp:3 #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01730155:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 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 mediump vec3 u_lightatt1; 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 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 - 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; ldot = dot(toLight, worldnormal); 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_ligh
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.17.1-823-g0b76d443e2 2024-08-02 00000000=sceUtilityScreenshotInitStart(09a825e8)
eFootball PES 2021 T. Bendezu "C19" v1.17.1-823-g0b76d443e2 2024-08-01 AT3 header map lacks entry for bpf: 0 channels: 0
Mega Man Maverick Hunter X v1.17.1-823-g0b76d443e2 2024-08-01 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000001c, pos=0, access=1, data=2, text=2
Mega Man Maverick Hunter X v1.17.1-823-g0b76d443e2 2024-08-01 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08a1d400, pos=0, access=1, data=1, text=1
eFootball 2024 v1.9.4 2024-11-23 Savedata version requested: 3
ISO BT3 PORTABLE:VICTOR MODDER TTT v1.18.1 2024-11-23 WriteToHardware: Invalid address 00000000 near PC 0887d15c LR 0887d15c
EFOOTBALL NEW PATCH SEASON 2024 v1.18.1 2024-11-22 Savedata version requested: 3
LEGO® Indiana Jones™: The Original Adventures v1.17.1-823-g0b76d443e2 2024-07-26 Unaligned icache invalidation of 0860b638 (0860b638 + 0) at PC=0896f274
MYFC 25 MYUNO4U v1.17.1-823-g0b76d443e2 2024-10-03 sceNetAdhocMatchingInit(32768) at 08a719b8
MYFC 25 MYUNO4U v1.17.1-823-g0b76d443e2 2024-10-07 Unknown GetPointer 00000000 PC 0884a918 LR 0884a938
eFottball Hend Asean v1.18.1 2024-11-23 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
eFootball v1.18.1 2024-11-23 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
eFootball v1.9.4 2024-11-23 Savedata version requested: 3
MYFC 25 MYUNO4U v1.9.4 2024-11-21 Unknown GetPointer 00000000 PC 0881c2d8 LR 0881c2e8
MYFC 25 MYUNO4U v1.18.1 2024-11-23 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
MYFC 25 MYUNO4U v1.9.4 2024-11-23 Savedata version requested: 3
ISO BT3 PORTABLE:VICTOR MODDER TTT v1.18.1-40-gc9c5435a86 2024-11-23 AT3 header map lacks entry for bpf: 0 channels: 0
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1-823-g0b76d443e2 2024-08-09 sceDmacMemcpy(dest=040cc080, src=08dd14d0, size=4096): overlapping read
eFootball Euro y Copa America By T. Bendezu v1.18.1 2024-11-23 sceNetAdhocMatchingInit(32768) at 08a719b8
ISO BT3 PORTABLE:VICTOR MODDER TTT v1.18.1-40-gc9c5435a86 2024-11-23 00000400=sceGeEdramSetAddrTranslation(00000800)
eFootball Euro y Copa America By T. Bendezu v1.18.1-92-gfe6db07f0d 2024-11-23 Texture cache ran out of GPU memory; switching to low memory mode
Pro Evolution Soccer 2012 v1.17.1-823-g0b76d443e2 2024-09-03 Unknown GetPointerWrite 00000000 PC 08824df0 LR 08811328
eFootball Euro y Copa America By T. Bendezu v1.18.1-92-gfe6db07f0d 2024-11-23 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
eFootball Euro y Copa America By T. Bendezu v1.9.4 2024-11-23 Savedata version requested: 3
EFOOTBALL NEW PATCH SEASON 2025.... v1.9.4 2024-11-21 sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read
Silent Hill: Shattered Memories v1.17.1-823-g0b76d443e2 2024-07-05 80630006=sceAtracSetData(0, 093784b0, 00001000): multiple fmt definitions
DB Xenoverse Tag Tea v5 by Legend Crack Z v1.18.1-40-gc9c5435a86 2024-11-22 AT3 header map lacks entry for bpf: 0 channels: 0
eFootball 2024 By Komo Valeri v1.9.4 2024-11-23 Unknown GetPointer 00000000 PC 0884d7b4 LR 0884d7d4
Super Dragon Ball Heroes Universe Mission Tenkaichi v1.18.1 2024-11-23 AT3 header map lacks entry for bpf: 0 channels: 0
eFootball 2024 By Komo Valeri v1.18.1 2024-11-23 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
eFootball 2024 By Komo Valeri v1.9.4 2024-11-23 Savedata version requested: 3
EFOOTBALL NEW PATCH SEASON 2025.... v1.18.1 2024-11-23 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
EFOOTBALL NEW PATCH SEASON 2025.... v1.9.4 2024-11-23 Savedata version requested: 3
Dragon Ball Z: Forever Tenkaichi Tag Team v1.18.1-107-g6c64608359 2024-11-23 AT3 header map lacks entry for bpf: 0 channels: 0
DBZ TTT BT4 ISO V8 BY IACG MODS v1.18.1 2024-11-23 AT3 header map lacks entry for bpf: 0 channels: 0
eFootball PES 2024 "SN3" v1.18.1 2024-11-23 Unknown GetPointer 00000000 PC 0884a908 LR 0884a928
eFootball PES 2024 "SN3" v1.18.1 2024-11-23 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
eFootball PES 2024 "SN3" v1.9.4 2024-11-23 Savedata version requested: 3
ドラゴンボール タッグバーサス v1.18.1-8-g2384c17439 2024-11-23 AT3 header map lacks entry for bpf: 0 channels: 0
Dragon Ball Z: Tenkaichi Tag Team v1.18.1-38-g2daca0fedf 2024-11-23 AT3 header map lacks entry for bpf: 0 channels: 0
ワンピース ROMANCE DAWN 冒険の夜明け v1.18.1 2024-11-23 AT3 header map lacks entry for bpf: 0 channels: 0
HUNTER×HUNTER ワンダーアドベンチャー v1.18.1 2024-11-22 AT3 header map lacks entry for bpf: 0 channels: 0
Dragon Ball Z: Tenkaichi Tag Team v1.18.1-92-gfe6db07f0d 2024-11-23 AT3 header map lacks entry for bpf: 0 channels: 0
EA-Sports FC PC-V v1.9.4 2024-11-23 Savedata version requested: 3
EA-Sports FC PC-V v1.18.1 2024-11-23 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1-107-g6c64608359 2024-11-23 sceKernelCreateThread(name=nipvp): unsupported attributes 00001007
PES MY 2024 v1.9.4 2024-11-23 Savedata version requested: 3
WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER v1.9.4 2024-11-23 sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid)
eFootball PC - V. v1.18.1-40-gc9c5435a86 2024-11-23 sceNetAdhocMatchingInit(32768) at 08a719b8
eFootball PC - V. v1.8.0 2024-11-23 Unknown GetPointer 00000000 PC 0884d7b4 LR 0884d7d4
eFootball PC - V. v1.9.4 2024-11-23 Savedata version requested: 3