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| Game title |
Version |
Latest Report |
Hits |
Message |
| Resistance: Retribution™ |
v1.17.1 |
2024-07-17 |
3 |
Vertices without position found: (06c00003) P: ? T: f (through) (12b) |
| Resistance: Retribution™ |
v1.17.1 |
2024-07-17 |
3 |
Vertices without position found: (0640000b) P: ? C: ? T: f (4b) |
| Resistance: Retribution™ |
v1.17.1 |
2024-05-31 |
1 |
Vertices without position found: (0660000b) P: ? C: ? T: f (4b) |
| Resistance: Retribution™ |
v1.17.1-491-g9cdd97c13b |
2024-06-01 |
2 |
Vertices without position found: (12400004) P: ? C: ? (3b) |
| Resistance: Retribution™ |
v1.17.1 |
2024-05-31 |
1 |
Vertices without position found: (06400004) P: ? C: ? (3b) |
| Resistance: Retribution™ |
v1.17.1 |
2024-06-09 |
2 |
Vertices without position found: (06000003) P: ? T: f (12b) |
| Resistance: Retribution™ |
v1.17.1 |
2024-05-31 |
1 |
Vertices without position found: (06c00013) P: ? C: 565 T: f (through) (16b) |
| Resistance: Retribution™ |
v1.17.1 |
2024-05-31 |
1 |
Vertices without position found: (06000006) P: ? C: ? T: u16 (4b) |
| Resistance: Retribution™ |
v1.17.1 |
2024-05-31 |
1 |
Vertices without position found: (0660000d) P: ? C: ? T: u8 (3b) |
| Resistance: Retribution™ |
v1.17.1 |
2024-05-31 |
1 |
Vertices without position found: (06000017) P: ? C: 5551 T: f (16b) |
| Resistance: Retribution™ |
v1.17.1-491-g9cdd97c13b |
2024-07-06 |
3 |
Vertices without position found: (12000007) P: ? C: ? T: f (4b) |
| Resistance: Retribution™ |
v1.17.1 |
2024-05-31 |
1 |
Vertices without position found: (06e00047) P: ? N: s16 C: ? T: f (through) (12b) |
| Resistance: Retribution™ |
v1.17.1 |
2024-05-31 |
1 |
Vertices without position found: (06200022) P: ? N: s8 T: u16 (10b) |
| Resistance: Retribution™ |
v1.17.1 |
2024-05-31 |
1 |
Vertices without position found: (12200022) P: ? N: s8 T: u16 (10b) |
| Resistance: Retribution™ |
v1.17.1 |
2024-05-31 |
1 |
Vertices without position found: (06c00022) P: ? N: s8 T: u16 (through) (10b) |
| Resistance: Retribution™ |
v1.17.1 |
2024-05-31 |
1 |
Vertices without position found: (0620000c) P: ? C: ? (3b) |
| Resistance: Retribution™ |
v1.17.1 |
2024-05-31 |
1 |
Vertices without position found: (06e50007) P: ? C: ? T: f Morph: 2 (through) (8b) |
| Resistance: Retribution™ |
v1.17.1 |
2024-05-31 |
1 |
Vertices without position found: (0660000f) P: ? C: ? T: f (4b) |
| Resistance: Retribution™ |
v1.17.1 |
2024-07-06 |
2 |
Vertices without position found: (1260000f) P: ? C: ? T: f (4b) |
| Resistance: Retribution™ |
v1.17.1 |
2024-05-31 |
1 |
Vertices without position found: (06c00005) P: ? C: ? T: u8 (through) (3b) |
| Resistance: Retribution™ |
v1.17.1 |
2024-05-31 |
1 |
Vertices without position found: (06a0003e) P: ? N: s8 C: 8888 T: u16 (through) (16b) |
| Resistance: Retribution™ |
v1.17.1 |
2024-05-31 |
1 |
Vertices without position found: (06000007) P: ? C: ? T: f (4b) |
| LEGO® Batman™: The Videogame |
v1.17.1-592-g1754fd150 |
2025-01-12 |
2 |
Unaligned icache invalidation of 086c91b8 (086c91b8 + 0) at PC=089741fc |
| .hack//Link |
v1.17.1 |
2024-05-31 |
3 |
00000000=sceUtilityScreenshotInitStart(0931dca0) |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-05-31 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b9fe84, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-05-31 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b9fe84, 4, 00000000, 0) |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-05-31 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09284ef0): duplicate handler |
| Pro Evolution Soccer 2012 |
v1.17.1 |
2024-05-31 |
2 |
807f00fd=sceMp3Init(00000000): invalid bitrate v1 l0 rate 0007 |
| .hack//Link |
v1.17.1 |
2024-05-31 |
2 |
00000000=sceUtilityScreenshotInitStart(09338aa0) |
| .hack//Link |
v1.17.1 |
2024-05-31 |
1 |
00000000=sceUtilityScreenshotInitStart(0933b0c0) |
| WWE 2K24
|
v1.17.1 |
2024-05-31 |
1 |
80630007=sceAtracSetData(2, 08d13140, 00006ed8): atracID uses different codec type than data |
| Prince of Persia The Forgotten Sands™ |
v1.17.1 |
2024-05-31 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09480e14, 4, 00000000, 0) |
| Prince of Persia The Forgotten Sands™ |
v1.17.1 |
2024-05-31 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09480e14, 4, 00000000, 0) |
| LEGO® Indiana Jones™: The Original Adventures |
v1.17.1 |
2024-12-18 |
2 |
Unaligned icache invalidation of 08608178 (08608178 + 0) at PC=0896f274 |
| eFootball PES 2020 C19 & Nibeck Tv |
v1.17.1 |
2024-05-31 |
2 |
Unknown GetPointerWrite 43b8a25c PC 0888d3fc LR 0888d40c |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-05-31 |
1 |
WriteToHardware: Invalid address 18014550 near PC 0880dcc8 LR 0880dcc8 |
| MLB 11 The Show™ |
v1.17.1 |
2024-05-31 |
2 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (bde57530), bad data |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-05-31 |
1 |
Unaligned icache invalidation of 0860feb8 (0860feb8 + 0) at PC=089741fc |
| Ratchet & Clank: Size Matters - Public Beta |
v1.17.1 |
2024-05-31 |
1 |
NpSignin Init Params: 00000000, 00000000, 00000000, 00000000 |
| MLB 11 The Show™ |
v1.17.1 |
2024-05-31 |
2 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (bde7db40), bad data |
| MLB 11 The Show™ |
v1.17.1 |
2024-05-31 |
2 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (bddd6d30), bad data |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-05-31 |
3 |
Failed to truncate file. |
| .hack//Link |
v1.17.1 |
2024-05-31 |
1 |
00000000=sceUtilityScreenshotInitStart(09337ee0) |
| WWE 2K24
|
v1.17.1 |
2026-01-23 |
13 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-05-31 |
2 |
MIPSCompileOp: Invalid instruction 0404000f |
| MONSTER HUNTER PORTABLE 2nd G |
v1.18.1 |
2024-12-17 |
3 |
Branch in branch delay slot at 044e4000 with different target |
| TALES OF THE WORLD RADIANT MYTHOLOGY 2 |
v1.17.1 |
2024-05-31 |
1 |
80020190=sceKernelStartModule(000006e3, 00000000, 00000000, 09f909d0, 00000000): out of memory, 00040000 stack requested |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.17.1 |
2024-05-31 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 0947cce0): duplicate handler |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.17.1 |
2024-05-31 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 08ea36a0): duplicate handler |
| eFottball PPSSPP |
v1.17.1 |
2024-06-01 |
3 |
sceNetAdhocMatchingInit(32768) at 08a71984 |
| God of War®: Ghost of Sparta |
v1.17.1 |
2024-08-12 |
7 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r10p0-00rel0 [Revision 96995].
01f34151:00000f29 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
#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))
// 01f34151:00000f29 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(-normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
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;
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_lightspecular2 * specularColor * ldot ;
}
l |
| God of War®: Ghost of Sparta |
v1.17.1 |
2024-08-12 |
5 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r10p0-00rel0 [Revision 96995].
01f34151:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
#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))
// 01f34151:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
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;
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_lightspecular2 * specularColor * ldot ;
}
lightSum0.rg |
| Prince of Persia - Revelations |
v1.17.1 |
2024-05-31 |
1 |
80630006=sceAtracSetDataAndGetID(09bb04c0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.17.1 |
2024-05-31 |
1 |
80630006=sceAtracSetDataAndGetID(095b3ec0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.17.1 |
2024-05-31 |
3 |
80630006=sceAtracSetDataAndGetID(095f0140, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.17.1 |
2024-05-31 |
1 |
80630006=sceAtracSetDataAndGetID(099ae4c0, 00000800): invalid RIFF header |
| FIFA 14 |
v1.17.1 |
2024-05-31 |
1 |
Branch in branch delay slot at 08b0d680 with different target |
| Prince of Persia - Revelations |
v1.17.1 |
2024-05-31 |
1 |
80630006=sceAtracSetDataAndGetID(096f02c0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.17.1 |
2024-05-31 |
1 |
80630006=sceAtracSetDataAndGetID(096f8200, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.17.1 |
2024-05-31 |
1 |
80630006=sceAtracSetDataAndGetID(096f3000, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.17.1 |
2024-05-31 |
1 |
80630006=sceAtracSetDataAndGetID(0982b980, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.17.1 |
2024-05-31 |
13 |
80630006=sceAtracSetDataAndGetID(096a0340, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.17.1 |
2024-05-31 |
1 |
80630006=sceAtracSetDataAndGetID(09ba7fc0, 00000800): invalid RIFF header |
| Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-05-31 |
1 |
WriteToHardware: Invalid address 00000030 near PC 08afeb94 LR 08afeb94 |
| World Rally Championship |
v1.17.1 |
2024-05-31 |
1 |
sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006 |
| LEGO® Indiana Jones™: TOA |
v1.17.1 |
2024-05-31 |
1 |
Unaligned icache invalidation of 0860bff8 (0860bff8 + 0) at PC=0896f274 |
| 喧嘩番長ポータブル |
v1.17.1 |
2024-05-31 |
1 |
Vertices without position found: (00000060) P: ? N: f (16b) |
| NARUTO SHIPPUDEN: Ultimate Ninja Heroes 3 |
v1.17.1 |
2024-05-31 |
5 |
00000000=sceUtilityScreenshotInitStart(09a8ce68) |
| eFootball |
v1.17.1 |
2024-07-04 |
2 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| eFootball 2024 By RH12 Official |
v1.17.1 |
2024-05-31 |
10 |
Unknown GetPointerWrite 00000000 PC 08815fc0 LR 08815fd4 |
| Crash™ Tag Team Racing |
v1.17.1 |
2024-05-31 |
3 |
80630006=sceAtracSetDataAndGetID(09dbbf80, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.17.1 |
2024-05-31 |
2 |
80630006=sceAtracSetDataAndGetID(09d9e0c0, 00014000): invalid RIFF header |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-05-31 |
3 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09127810): duplicate handler |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-05-31 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092b13d0): duplicate handler |
| Crash™ Tag Team Racing |
v1.17.1 |
2024-05-31 |
2 |
80630006=sceAtracSetDataAndGetID(09e2abc0, 00014000): invalid RIFF header |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-05-31 |
1 |
00000000=sceUtilityScreenshotInitStart(09caa048) |
| PES 2014 |
v1.17.1 |
2024-05-31 |
1 |
Unknown GetPointerWrite 00000492 PC 08872bb4 LR 08872c1c |
| Pro Evolution Soccer 2014 |
v1.17.1 |
2024-05-31 |
1 |
MIPSCompileOp: Invalid instruction cf87cf00 |
| Yu-Gi-Oh! GX Tag Force 3 |
v1.17.1 |
2024-05-31 |
1 |
Unknown GE command : fb3e2d34 |
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v1.17.1 |
2024-05-31 |
1 |
Unknown GE command : fb3e2d28 |
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v1.17.1 |
2024-08-13 |
4 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r10p0-00rel0 [Revision 96995].
01730544:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:1 MatUp:3 Cull
#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))
// 01730544:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform 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);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
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_lightspecular2 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -out |
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3 |
00000000=sceUtilityScreenshotInitStart(09cabe68) |