Recent logs - v1.17.1

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
Resistance: Retribution™ v1.17.1 2024-08-05 1 Unknown GetPointerWrite 23171f58 PC 08d09d20 LR 08cd6754
God of War®: Ghost of Sparta v1.17.1 2024-08-06 2 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 r10p0-00dev0 [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
Army of TWO™: The 40th Day v1.17.1 2024-08-05 2 00000400=sceGeEdramSetAddrTranslation(00000800)
DTM Race Driver 2 v1.18.1 2025-08-15 2 Video end without audio end, potentially skipping some audio?
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-05 1 00000000=sceUtilityScreenshotInitStart(09cac628)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-05 3 00000000=sceUtilityScreenshotInitStart(09cac5e8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-05 2 00000000=sceUtilityScreenshotInitStart(09cac5a8)
Equipe Passe de Pacths v1.17.1 2024-08-05 2 sceNetAdhocMatchingInit(32768) at 08a71984
Prince of Persia: The Forgotten Sands™ v1.17.1 2024-08-05 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09465114, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.17.1 2024-08-05 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09465114, 4, 00000000, 0)
RIDE 4 v1.18.1 2025-08-17 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09087440): duplicate handler
RIDE 4 v1.18.1 2026-05-28 90 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090840f0): duplicate handler
PES 2014 v1.17.1 2024-08-05 1 Jump to invalid address: 075024c0 PC 08b0a98c LR 088681cc
PES 2014 v1.17.1 2024-08-05 1 Jump to invalid address: 07501e00 PC 08b0a988 LR 088681cc
PES 2014 v1.17.1 2024-08-05 1 Jump to invalid address: 07501740 PC 08b0a984 LR 088681cc
PES 2014 v1.17.1 2024-08-05 1 Jump to invalid address: 07501080 PC 08b0a980 LR 088681cc
Assassin's Creed: Bloodlines™ v1.17.1 2024-08-05 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c38264, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-08-05 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c38264, 4, 00000000, 0)
WWE 2K24 STANDART EDITION v1.17.1 2024-08-05 1 80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data
WWE 2K24 STANDART EDITION v1.17.1 2024-08-08 5 80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data
SBK® Superbike World Championship v1.17.1 2024-08-05 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 095a1ea0): duplicate handler
RIDE 4 v1.18.1 2026-05-28 94 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092a9d40): duplicate handler
ユーディーのアトリエ〜グラムナート v1.17.1 2024-08-05 98 80630006=sceAtracSetDataAndGetID(09c93ec0, 000c0728): invalid RIFF header
MONSTER HUNTER PORTABLE 3rd v1.17.1 2024-08-05 1 WriteToHardware: Invalid address 00000246 near PC 0889e278 LR 0889e278
GOD EATER 2 v1.17.1 2024-08-05 1 80630006=sceAtracSetData(0, 09351530, 00010000): invalid RIFF header
World Soccer Winning Eleven 9 Ubiquitous Evolution v1.17.1 2024-08-05 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 08a650c4, 4, 00000000, 0)
World Soccer Winning Eleven 9 Ubiquitous Evolution v1.17.1 2024-08-05 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08a650c4, 4, 00000000, 0)
World Soccer Winning Eleven 9 Ubiquitous Evolution v1.17.1 2025-01-09 2 sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006
Shepherd's Crossing 2 v1.17.1 2024-08-05 1 00000000=sceUtilityScreenshotInitStart(09664280)
Lego Star Wars II: The Original Trilogy v1.17.1 2024-08-05 1 Unaligned icache invalidation of 087027f8 (087027f8 + 0) at PC=08845668
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2024-08-05 3 Unknown GetPointerWrite 0000003f PC 08ae5044 LR 08ae5098
The Godfather™ Mob Wars v1.17.1 2024-08-05 1 scePsmfPlayerChangePlayMode(095ff120, 0, 0): play speed not changed
The Godfather™ Mob Wars v1.17.1 2024-08-05 1 scePsmfPlayerChangePlayMode(095ff120, 3, 0): play speed not changed
Crash™ Tag Team Racing v1.17.1 2024-08-05 6 80630006=sceAtracSetDataAndGetID(09593cc0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.17.1 2024-08-05 3 80630006=sceAtracSetDataAndGetID(096719c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.17.1 2024-08-05 1 80630006=sceAtracSetDataAndGetID(098e62c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.17.1 2024-08-05 1 80630006=sceAtracSetDataAndGetID(09aa38c0, 00014000): invalid RIFF header
LEGO® Indiana Jones™: TOA v1.17.1 2024-08-05 1 Unaligned icache invalidation of 086c4178 (086c4178 + 0) at PC=0896f274
LEGO® Batman™: The Videogame v1.17.1 2024-08-05 1 Unaligned icache invalidation of 086cdfb8 (086cdfb8 + 0) at PC=089741fc
The King Of Fighters - The Orochi Saga v1.17.1 2024-08-05 1 Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0
The King Of Fighters - The Orochi Saga v1.17.1 2024-08-05 1 00000400=sceGeEdramSetAddrTranslation(00001000)
Crash™ Tag Team Racing v1.17.1 2024-08-05 2 80630006=sceAtracSetDataAndGetID(09c15d40, 00014000): invalid RIFF header
SMASH COURT TENNIS 3 v1.17.1 2024-08-05 1 sceNetAdhocMatchingInit(32768) at 0895b930
CHILI CON CARNAGE v1.17.1 2024-08-04 1 Unknown GE command : 358637bd
CAPCOM CLASSICS COLLECTION RELOADED v1.17.1 2024-08-07 2 sceNetAdhocMatchingInit(32768) at 089583f8
LEGO® Indiana Jones™: The Original Adventures v1.17.1 2024-08-04 1 Unaligned icache invalidation of 086cd4f8 (086cd4f8 + 0) at PC=0896f274
Disney•Pixar Cars 2 v1.17.1 2024-08-04 1 UNTESTED sceNetAdhocPollSocket(09a9faa0, 1, 0, 1) at 0897e948
LEGO® Batman™: The Videogame v1.17.1 2024-08-04 1 Unaligned icache invalidation of 08610d78 (08610d78 + 0) at PC=089741fc
Disney•Pixar Cars 2 v1.17.1 2024-08-04 1 UNTESTED sceNetAdhocPollSocket(0964cd70, 1, 0, 1) at 0897e948
TEKKEN DARK RESURRECTION v1.17.1 2024-08-04 1 WriteToHardware: Invalid address 0000002c near PC 0880dcc8 LR 0880dcc8
Petz® Dogz® Family v1.17.1 2024-08-04 1 00000000=sceUtilityScreenshotInitStart(098879ac)
SBK®09 Superbike World Championship v1.17.1 2024-08-04 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096251b0): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-08-04 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091ec040): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-08-04 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096347c0): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-08-04 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09213500): duplicate handler
Kenka Bancho: Badass Rumble v1.17.1 2024-08-04 1 00000000=sceUtilityScreenshotInitStart(08edcb60)
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-24 3 Jump in likely branch delay slot with link at 096bf6c0
SBK®09 Superbike World Championship v1.17.1 2024-08-04 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09209180): duplicate handler
Ben 10 Ultimate Alien: Cosmic Destruction v1.17.1 2024-08-04 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (87ba5a80), bad data
God of War®: Ghost of Sparta v1.17.1 2024-08-06 2 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 r10p0-00dev0 [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 2024-08-06 2 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 r10p0-00dev0 [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
LEGO® Batman™: The Videogame v1.17.1 2024-08-04 1 Unaligned icache invalidation of 08610af8 (08610af8 + 0) at PC=089741fc
LEGO® Batman™: The Videogame v1.17.1 2024-08-04 1 Unaligned icache invalidation of 08610ab8 (08610ab8 + 0) at PC=089741fc
Star Wars®: Battlefront II™ v1.17.1 2024-08-04 1 Unknown GE command : fc000004
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.17.1 2024-08-04 1 WriteToHardware: Invalid address 00000498 near PC 08b33b98 LR 08b33b98
WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER v1.17.1 2024-08-04 1 80630007=sceAtracSetData(2, 08d4b180, 00004318): atracID uses different codec type than data
Lego Star Wars II: The Original Trilogy v1.17.1 2024-08-04 1 Unaligned icache invalidation of 08602d38 (08602d38 + 0) at PC=08845668
RA-PATCH EDISI FIFA WORLD CUP 2022 v1.17.1 2024-08-04 1 Unknown GetPointerWrite 00000002 PC 08a02afc LR 08872c1c
PES EVOLVED EDITION v1.17.1 2024-08-11 18 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
MediEvil Resurrection v1.17.1 2024-11-26 2 sceNetAdhocMatchingInit(131072) at 09b9bb0c
WWE 2007 SmackDown vs Raw v1.17.1 2024-08-04 1 80630007=sceAtracSetData(2, 08be95c0, 00001300): atracID uses different codec type than data
WWE 2007 SmackDown vs Raw v1.17.1 2024-08-04 2 80630007=sceAtracSetData(2, 08be95c0, 00001200): atracID uses different codec type than data
WWE 2007 SmackDown vs Raw v1.17.1 2024-08-04 2 80630007=sceAtracSetData(2, 08be95c0, 00001100): atracID uses different codec type than data
WWE 2007 SmackDown vs Raw v1.17.1 2024-08-04 3 80630007=sceAtracSetData(2, 08be95c0, 0000d800): atracID uses different codec type than data
WWE 2007 SmackDown vs Raw v1.17.1 2024-08-04 3 80630007=sceAtracSetData(2, 08be95c0, 00005000): atracID uses different codec type than data
WWE 2007 SmackDown vs Raw v1.17.1 2024-08-04 1 80630007=sceAtracSetData(2, 08be95c0, 00008460): atracID uses different codec type than data
WWE 2007 SmackDown vs Raw v1.17.1 2024-08-04 1 80630007=sceAtracSetData(2, 08be95c0, 00002fa0): atracID uses different codec type than data
WWE 2007 SmackDown vs Raw v1.17.1 2024-08-04 6 80630007=sceAtracSetData(2, 08bb1580, 00038000): atracID uses different codec type than data
PES MY 2024 v1.17.1 2024-10-30 24 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-08-04 1 sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 00000b88): duplicate handler
PES MY 2024 v1.17.1 2024-09-30 2 sceNetAdhocMatchingInit(32768) at 08a71984
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-04 1 WriteToHardware: Invalid address f5adf03c near PC 0880dcc8 LR 0880dcc8
eFOOTBALL 2020 v1.17.1 2024-08-04 1 MIPSCompileOp: Invalid instruction 006c683f
eFOOTBALL 2020 v1.18.1 2024-11-13 2 MIPSCompileOp: Invalid instruction 0075683f
eFOOTBALL 2020 v1.17.1 2024-08-04 1 MIPSCompileOp: Invalid instruction 0078683f
eFOOTBALL 2020 v1.17.1 2024-08-04 1 MIPSCompileOp: Invalid instruction 0000683f
eFOOTBALL 2020 v1.17.1 2024-08-04 1 MIPSCompileOp: Invalid instruction 007e6845
eFOOTBALL 2020 v1.17.1 2024-08-04 1 MIPSCompileOp: Invalid instruction 0023683f
eFOOTBALL 2020 v1.18.1 2024-11-13 5 MIPSCompileOp: Invalid instruction 0004683f
eFOOTBALL 2020 v1.18.1 2024-11-13 4 MIPSCompileOp: Invalid instruction 0008683f
ISO BT3 PORTABLE:VICTOR MODDER TTT v1.17.1 2024-08-04 1 Decoding texture from VRAM mirror at 04444440 swizzle=1
SBK® Superbike World Championship v1.17.1 2024-08-04 2 sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 08f52fd0): duplicate handler
God of War®: Ghost of Sparta v1.17.1 2024-08-05 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 r10p0-00dev0 [Revision 96995]. 01f14404:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 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)) // 01f14404:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 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 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 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 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 = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); 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); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); 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 > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || proj
Hot Wheels Ultimate Racing v1.17.1 2024-08-04 2 UNTESTED sceNetAdhocctlJoinEnterGameMode(LELDFBBN, 30:91:d1:15:3b:4b, 15000000, 0) at 0882a05c
Hot Wheels Ultimate Racing v1.17.1 2024-08-04 3 UNTESTED sceNetAdhocctlCreateEnterGameMode(LELDFBBN, 1, 2, 09fff5c0, 15000000, 0) at 08829f34
LEGO® Batman™: The Videogame v1.17.1 2024-08-04 1 MIPSCompileOp: Invalid instruction 65f20000
Dragon Ball TAG VS v1.17.1 2024-08-04 1 MFIC instruction hit (70020024) at 08224940
SBK®09 Superbike World Championship v1.17.1 2024-08-04 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(D1I1I1Lm, 6c:df:d7:d1:9f:d3, 10000000, 0) at 089ae254
SBK®09 Superbike World Championship v1.17.1 2024-08-04 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(D1I1I1LY, 3, 3, 09fff4e0, 10000000, 0) at 089b3c34
SBK®09 Superbike World Championship v1.17.1 2024-08-04 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(D1I1I1Lp, 3, 3, 09fff4e0, 10000000, 0) at 089b3c34

« Newest   Older »