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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 |
2024-12-07 |
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 |
2024-12-07 |
Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460 |
eFootball PC - V. |
v1.9.4 |
2024-12-07 |
Savedata version requested: 3 |
eFootball Chelito 19 |
v1.9.4 |
2024-12-07 |
Savedata version requested: 3 |
eFootball By TM ARTS |
v1.9.4 |
2024-12-07 |
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 |
2024-12-07 |
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 |
v1.18.1-12-g1124be79f8 |
2024-12-06 |
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 |
EA-Sports FC PC-V |
v1.17.1-823-g0b76d443e2 |
2024-12-03 |
Unknown GetPointerWrite 00000000 PC 08808458 LR 08808460 |
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 |
v1.18.1-12-g1124be79f8 |
2024-12-06 |
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 |
v1.18.1-12-g1124be79f8 |
2024-12-06 |
Jump to invalid address: 0c404dcc |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1-12-g1124be79f8 |
2024-12-06 |
MIPSCompileOp: Invalid instruction 45323a43 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1-12-g1124be79f8 |
2024-12-06 |
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 |
2024-12-07 |
Savedata version requested: 3 |
ISO BT3 PORTABLE:VICTOR MODDER TTT |
v1.18.1 |
2024-12-04 |
WriteToHardware: Invalid address 00000000 near PC 0887d15c LR 0887d15c |
EFOOTBALL NEW PATCH SEASON 2024 |
v1.18.1 |
2024-12-07 |
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 |
v1.18.1 |
2024-12-07 |
sceNetAdhocMatchingInit(32768) at 08a719b8 |
MYFC 25 MYUNO4U |
v1.18.1 |
2024-12-03 |
Unknown GetPointer 00000000 PC 0884a918 LR 0884a938 |
eFottball Hend Asean |
v1.18.1 |
2024-12-07 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
eFootball |
v1.18.1-162-gfe38e8822c |
2024-12-07 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
eFootball |
v1.9.4 |
2024-12-07 |
Savedata version requested: 3 |
MYFC 25 MYUNO4U |
v1.18.1 |
2024-12-07 |
Unknown GetPointer 00000000 PC 0884d7b4 LR 0884d7d4 |
MYFC 25 MYUNO4U |
v1.9.4 |
2024-12-07 |
Unknown GetPointer 00000000 PC 0881c2d8 LR 0881c2e8 |
MYFC 25 MYUNO4U |
v1.18.1 |
2024-12-07 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
MYFC 25 MYUNO4U |
v1.9.4 |
2024-12-07 |
Savedata version requested: 3 |
ISO BT3 PORTABLE:VICTOR MODDER TTT |
v1.18.1-40-gc9c5435a86 |
2024-12-07 |
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 |
2024-12-07 |
sceNetAdhocMatchingInit(32768) at 08a719b8 |
eFootball Euro y Copa America By T. Bendezu |
v1.9.4 |
2024-12-07 |
Game install with no files / data |
ISO BT3 PORTABLE:VICTOR MODDER TTT |
v1.18.1-40-gc9c5435a86 |
2024-12-07 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
eFootball Euro y Copa America By T. Bendezu |
v1.18.1-92-gfe6db07f0d |
2024-12-07 |
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 |
2024-12-07 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
eFootball Euro y Copa America By T. Bendezu |
v1.9.4 |
2024-12-07 |
Savedata version requested: 3 |
EFOOTBALL NEW PATCH SEASON 2025.... |
v1.9.4 |
2024-12-06 |
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 |
2024-12-07 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
eFootball 2024 By Komo Valeri |
v1.9.4 |
2024-12-07 |
Unknown GetPointer 00000000 PC 0884d7b4 LR 0884d7d4 |
Super Dragon Ball Heroes Universe Mission Tenkaichi |
v1.18.1 |
2024-12-07 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
eFootball 2024 By Komo Valeri |
v1.18.1 |
2024-12-07 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
eFootball 2024 By Komo Valeri |
v1.9.4 |
2024-12-07 |
Savedata version requested: 3 |
EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2024-12-07 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
EFOOTBALL NEW PATCH SEASON 2025.... |
v1.9.4 |
2024-12-07 |
Savedata version requested: 3 |
Dragon Ball Z: Forever Tenkaichi Tag Team |
v1.18.1-107-g6c64608359 |
2024-12-07 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
DBZ TTT BT4 ISO V8 BY IACG MODS |
v1.18.1 |
2024-12-07 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
eFootball PES 2024 "SN3" |
v1.18.1 |
2024-12-06 |
Unknown GetPointer 00000000 PC 0884a908 LR 0884a928 |
eFootball PES 2024 "SN3" |
v1.18.1 |
2024-12-07 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
eFootball PES 2024 "SN3" |
v1.9.4 |
2024-12-07 |
Savedata version requested: 3 |
ドラゴンボール タッグバーサス |
v1.18.1-8-g2384c17439 |
2024-12-07 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1-38-g2daca0fedf |
2024-12-07 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
EA-Sports FC PC-V |
v1.18.1 |
2024-12-07 |
sceNetAdhocMatchingInit(32768) at 08a719b8 |
ワンピース ROMANCE DAWN 冒険の夜明け |
v1.18.1 |
2024-12-07 |
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 |
2024-12-07 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1-92-gfe6db07f0d |
2024-12-07 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
EA-Sports FC PC-V |
v1.9.4 |
2024-12-07 |
Game install with no files / data |
EA-Sports FC PC-V |
v1.9.4 |
2024-12-07 |
Savedata version requested: 3 |
EA-Sports FC PC-V |
v1.18.1-141-g21ffc37ebd |
2024-12-07 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1-138-g129c64c6b8 |
2024-12-07 |
sceKernelCreateThread(name=nipvp): unsupported attributes 00001007 |