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
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-28 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b6a124, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-28 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b6a124, 4, 00000000, 0)
Plantas Vs Zombies v1.17.1 2024-10-28 1 Unknown GetPointerWrite 00000010 PC 088f2940 LR 088f296c
一騎当千 XROSS IMPACT v1.17.1 2024-10-28 1 Unknown GE command : 03223110
NEED FOR SPEED™ Carbon OTC v1.17.1 2024-10-28 1 WriteToHardware: Invalid address 0000028c near PC 08861c68 LR 08861c68
NEED FOR SPEED™ Carbon OTC v1.17.1 2024-10-28 1 WriteToHardware: Invalid address 00000460 near PC 08875abc LR 08875ce8
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.18.1 2025-04-22 6 80630007=sceAtracSetData(2, 08d4b180, 00008fa8): atracID uses different codec type than data
EA SPORTS FC By Charly v1.18.1 2025-03-02 25 sceNetAdhocMatchingInit(32768) at 08a71984
EA SPORTS FC By Charly v1.18.1 2025-02-27 4 Unknown GetPointerWrite 00000000 PC 088287e0 LR 088287f0
Resistance: Retribution™ v1.17.1 2024-10-28 2 Unknown GetPointerWrite 0d1d05c8 PC 08d09d20 LR 08cd6754
PES 2014 v1.17.1 2024-10-28 1 Unknown GetPointerWrite 00000008 PC 08828260 LR 088282a0
LEGO® Indiana Jones™: The Original Adventures v1.17.1 2024-10-28 1 Unaligned icache invalidation of 086091b8 (086091b8 + 0) at PC=0896f408
WWE'12 v1.17.1 2024-10-28 1 Unknown GetPointerWrite 7cc63905 PC 08bfbde0 LR 08bfbe04
FIFA 14 - Du v1.17.1 2024-10-28 2 00000400=sceGeEdramSetAddrTranslation(00000800)
Lego Star Wars II: The Original Trilogy v1.17.1 2024-10-29 2 Unaligned icache invalidation of 08708078 (08708078 + 0) at PC=08845668
eFootball 2024 By Komo Valeri v1.17.1 2024-10-28 2 MIPSCompileOp: Invalid instruction 00000081
Lego Star Wars II: The Original Trilogy v1.17.1 2024-10-28 1 Unaligned icache invalidation of 0870a4b8 (0870a4b8 + 0) at PC=08845668
PES FL 2022 v1.17.1 2024-10-28 1 MIPSCompileOp: Invalid instruction 7fca03e7
PES FL 2022 v1.17.1 2024-10-28 1 MIPSCompileOp: Invalid instruction 65f24af5
PES FL 2022 v1.17.1 2024-10-28 1 MIPSCompileOp: Invalid instruction ecc3ff21
PES FL 2022 v1.17.1 2024-10-28 1 MIPSCompileOp: Invalid instruction 4573d1cb
PES FL 2022 v1.17.1 2024-10-28 1 MIPSCompileOp: Invalid instruction 7a87f634
eFootball eCanizo v1.9.4 2026-09-25 338 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Prince of Persia - Rival Swords v1.17.1 2024-10-28 1 Block transfer invalid: 00000000/0 -> 0062d9e0/0, 785x64x4 (496,80)->(83,180)
Prince of Persia - Rival Swords v1.17.1 2024-10-28 1 Unknown GE command : 0320ed04
Hellboy™: The Science of Evil v1.17.1 2024-10-28 1 WriteToHardware: Invalid address 83480d28 near PC 089fb62c LR 089fb62c
Grand Theft Auto: Liberty City Stories v1.17.1 2024-10-28 1 WriteToHardware: Invalid address 000004bc near PC 08ad619c LR 08ad619c
NBA2K13 v1.17.1 2024-10-28 1 WriteToHardware: Invalid address 00000060 near PC 088ee900 LR 08a4a7b4
NBA2K13 v1.17.1 2024-10-28 1 WriteToHardware: Invalid address 0000001c near PC 08a7429c LR 08a74250
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.17.1 2024-10-28 40 Unusual bezier/spline vtype: 120017c1, morph: 0, bones: 1
Shin Megami Tensei®: Persona® 2: Innocent Sin v1.17.1 2024-10-28 99 BREAK instruction hit
The Fast and the Furious v1.17.1 2024-10-28 1 Failed decrypting the PRX (ret = -1, size = 4254336, psp_size = 4254672)!
Spider-Man 3 v1.17.1 2024-10-28 1 WriteToHardware: Invalid address 00000d40 near PC 08a7de24 LR 08a7de24
FRONTIER GATE Boost+ v1.17.1 2024-10-28 1 Branch in branch delay slot at 09844f64 with different target
FRONTIER GATE Boost+ v1.17.1 2024-10-28 1 MIPSCompileOp: Invalid instruction 00003138
LEGO Star Wars III - The Clone Wars v1.18.1 2024-12-19 2 WriteToHardware: Invalid address 0000002c near PC 08949ef0 LR 00000000
TRON EVOLUTION v1.17.1 2024-10-28 1 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p0-00dev0 [Revision 96995]. 01700444:00090b00 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 #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)) // 01700444:00090b00 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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 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 mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); 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); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; gl_Position = outPos; }
TRON EVOLUTION v1.17.1 2024-10-28 1 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p0-00dev0 [Revision 96995]. 01730444:00090b00 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 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)) // 01730444:00090b00 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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 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 mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); 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); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; gl_Position = outPos; }
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-10-28 1 WriteToHardware: Invalid address 00007777 near PC 089adbb4 LR 089adbb4
EFOOTBALL NEW PATCH SEASON 2025.... v1.17.1 2024-10-28 3 Error in shader program link: info: L0001 The fragment shader uniform floating-point u_texelDelta does not match the vertex shader uniform floating-point u_texelDelta. The precision does not match. fs: postshader #version 310 es precision mediump float; precision highp int; uniform vec2 u_pixelDelta; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec4 u_time; uniform vec2 u_texelDelta; in vec2 v_texcoord0; out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; vec3 processGAUSS_S(inout vec3 color) { float GAUSSS_SPAN_MAX = 1.5; float GAUSSS_KERNEL_SIZE = 5.0; vec2 offsetS = (u_pixelDelta * GAUSSS_SPAN_MAX) / vec2(GAUSSS_KERNEL_SIZE); vec3 cGaussS0 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, -2.0))).xyz * 1.0; vec3 cGaussS1 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0))).xyz * 3.0; vec3 cGaussS2 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, -1.0))).xyz * 8.0; vec3 cGaussS3 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0, -1.0))).xyz * 3.0; vec3 cGaussS4 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-2.0, 0.0))).xyz * 1.0; vec3 cGaussS5 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0, 0.0))).xyz * 8.0; vec3 cGaussS6 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0))).xyz * 10.0; vec3 cGaussS7 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0, 0.0))).xyz * 8.0; vec3 cGaussS8 = texture(sampler0, v_texcoord0 + (offsetS * vec2(2.0, 0.0))).xyz * 1.0; vec3 cGaussS9 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0, 1.0))).xyz * 3.0; vec3 cGaussS10 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, 1.0))).xyz * 8.0; vec3 cGaussS11 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0))).xyz * 3.0; vec3 cGaussS12 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, 2.0))).xyz * 1.0; color = (((((((((((cGaussS0 + cGaussS1) + cGaussS2) + cGaussS3) + cGaussS4) + cGaussS5) + cGaussS6) + cGaussS7) + cGaussS8) + cGaussS9) + cGaussS10) + cGaussS11) + cGaussS12; color /= vec3(58.0); return color; } vec3 processSHADEBOOST(inout vec3 color) { float sat = 1.89999997615814208984375; float brt = 0.699999988079071044921875; float con = 1.2000000476837158203125; float AvgLumR = 1.5; float AvgLumG = 1.5; float AvgLumB = 1.5; if (SEPIA == 1) { sat = 0.00999999977648258209228515625; brt = 1.75; con = 1.0; AvgLumR = 0.439999997615814208984375; AvgLumG = 0.2599999904632568359375; AvgLumB = 0.07999999821186065673828125; } if (GRAYSCALE == 1) { sat = 0.0; brt = 1.0; con = 1.0; AvgLumR = 1.0; AvgLumG = 1.0; AvgLumB = 1.0; } if (NEGATIVE == 1) { sat = 1.0; brt = 1.0; con = -1.0; AvgLumR = 1.0; AvgLumG = 1.0; AvgLumB = 1.0; } if (PSPCOLORS == 1) { sat = 1.0; brt = 1.0; con = 1.0; AvgLumR = 0.959299981594085693359375; AvgLumG = 1.0738999843597412109375; AvgLumB = 1.46039998531341552734375; } vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 conRGB = vec3(0.5); vec3 brtColor = color * brt; vec3 intensity = vec3(((brtColor.x * 0.2125000059604644775390625) + (brtColor.y * 0.7153999805450439453125)) + (brtColor.z * 0.07209999859333038330078125)); vec3 satColor = mix(intensity, brtColor, vec3(sat)); vec3 conColor = mix(conRGB, satColor, vec3(con)); vec3 mixColor = AvgLumin * conColor; color = mixColor; return color; } void main() { SEPIA = 0; GRAYSCALE = 0; NEGATIVE = 0; PSPCOLORS = 5; vec3 color = texture(sampler0, v_texcoord0).xyz; vec3 param = color; vec3 _311 = processGAUSS_S(param); color = _311; vec3 param_1 = color; vec3 _314 = processSHADEBOOST(param_1); color = _314; _RES
EFOOTBALL NEW PATCH SEASON 2025.... v1.17.1 2024-10-28 3 Error in shader program link: info: L0001 The fragment shader uniform floating-point u_texelDelta does not match the vertex shader uniform floating-point u_texelDelta. The precision does not match. fs: postshader #version 310 es precision mediump float; precision highp int; uniform vec2 u_pixelDelta; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec4 u_time; uniform vec2 u_texelDelta; in vec2 v_texcoord0; out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; vec3 processGAUSS_SQ(inout vec3 color) { float GAUSS_KERNEL_SIZE = 5.0; vec2 offset = (u_pixelDelta * 3.5) / vec2(GAUSS_KERNEL_SIZE); vec3 cGauss0 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0))).xyz * 1.0; vec3 cGauss1 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, -2.0))).xyz * 4.0; vec3 cGauss2 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, -2.0))).xyz * 7.0; vec3 cGauss3 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, -2.0))).xyz * 4.0; vec3 cGauss4 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, -2.0))).xyz * 1.0; vec3 cGauss5 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, -1.0))).xyz * 4.0; vec3 cGauss6 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0))).xyz * 16.0; vec3 cGauss7 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, -1.0))).xyz * 26.0; vec3 cGauss8 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, -1.0))).xyz * 16.0; vec3 cGauss9 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, -1.0))).xyz * 4.0; vec3 cGauss10 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 0.0))).xyz * 7.0; vec3 cGauss11 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 0.0))).xyz * 26.0; vec3 cGauss12 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0))).xyz * 41.0; vec3 cGauss13 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, 0.0))).xyz * 26.0; vec3 cGauss14 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, 0.0))).xyz * 7.0; vec3 cGauss15 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 1.0))).xyz * 4.0; vec3 cGauss16 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 1.0))).xyz * 16.0; vec3 cGauss17 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, 1.0))).xyz * 26.0; vec3 cGauss18 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0))).xyz * 16.0; vec3 cGauss19 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, 1.0))).xyz * 4.0; vec3 cGauss20 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 2.0))).xyz * 1.0; vec3 cGauss21 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 2.0))).xyz * 4.0; vec3 cGauss22 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, 2.0))).xyz * 7.0; vec3 cGauss23 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, 2.0))).xyz * 4.0; vec3 cGauss24 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0))).xyz * 1.0; color = (((((((((((((((((((((((cGauss0 + cGauss1) + cGauss2) + cGauss3) + cGauss4) + cGauss5) + cGauss6) + cGauss7) + cGauss8) + cGauss9) + cGauss10) + cGauss11) + cGauss12) + cGauss13) + cGauss14) + cGauss15) + cGauss16) + cGauss17) + cGauss18) + cGauss19) + cGauss20) + cGauss21) + cGauss22) + cGauss23) + cGauss24; color /= vec3(273.0); return color; } vec3 processBLOOM(inout vec3 color, vec3 colorB, mediump int hatsu) { vec4 sum = vec4(0.0); mediump int diffx = 2; mediump int diffy = 3; mediump int _408 = -diffy; for (mediump int ib = _408; ib < diffy; ib++) { mediump int _419 = -diffx; for (mediump int jb = _419; jb < diffx; jb++) { sum += (texture(sampler0, v_texcoord0 + (vec2(float(jb), float(ib)) * 0.00200000009499490261077880859375)) * 0.2199999988079071044921875); } } bool _453 = color.x < 0.300000011920928955078125; bool _460; if (_453) { _460 = color.y < 0.300000011920928955078125; } else { _460 =
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-28 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c6fcd4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-28 2 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c6fcd4, 4, 00000000, 0)
EFOOTBALL NEW PATCH SEASON 2025.... v1.17.1 2024-10-28 2 Error in shader program link: info: L0001 The fragment shader uniform floating-point u_texelDelta does not match the vertex shader uniform floating-point u_texelDelta. The precision does not match. fs: postshader #version 310 es precision mediump float; precision highp int; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec4 u_time; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; in vec2 v_texcoord0; out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; void main() { SEPIA = 0; GRAYSCALE = 0; NEGATIVE = 0; PSPCOLORS = 0; vec3 color = texture(sampler0, v_texcoord0).xyz; vec3 colorB = color; mediump int hatsu = 0; float sat = 1.85000002384185791015625; float brt = 1.25; float con = 0.89999997615814208984375; float AvgLumR = 1.08000004291534423828125; float AvgLumG = 1.019999980926513671875; float AvgLumB = 1.019999980926513671875; if (SEPIA == 1) { sat = 0.00999999977648258209228515625; brt = 1.75; con = 1.0; AvgLumR = 0.439999997615814208984375; AvgLumG = 0.2599999904632568359375; AvgLumB = 0.07999999821186065673828125; } if (GRAYSCALE == 1) { sat = 0.0; brt = 1.0; con = 1.0; AvgLumR = 1.0; AvgLumG = 1.0; AvgLumB = 1.0; } if (NEGATIVE == 1) { sat = 1.0; brt = 1.0; con = -1.0; AvgLumR = 1.0; AvgLumG = 1.0; AvgLumB = 1.0; } if (PSPCOLORS == 1) { sat = 1.0; brt = 1.0; con = 1.0; AvgLumR = 0.959299981594085693359375; AvgLumG = 1.0738999843597412109375; AvgLumB = 1.46039998531341552734375; } vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 conRGB = vec3(0.5); vec3 brtColor = color * brt; vec3 intensity = vec3(((brtColor.x * 0.2125000059604644775390625) + (brtColor.y * 0.7153999805450439453125)) + (brtColor.z * 0.07209999859333038330078125)); vec3 satColor = mix(intensity, brtColor, vec3(sat)); vec3 conColor = mix(conRGB, satColor, vec3(con)); vec3 mixColor = AvgLumin * conColor; color = mixColor; _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.x = color.x; _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.y = color.y; _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.z = color.z; _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.w = 1.0; } vs: postshader #version 310 es uniform vec2 u_texelDelta; out vec2 v_texcoord0; in vec2 a_texcoord0; in vec4 a_position; out vec4 v_texcoordNC0; out vec4 v_texcoordNC1; out vec4 v_texcoordNC2; out vec4 v_texcoordNC3; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; v_texcoordNC0 = a_texcoord0.xyxy + (vec4(-0.5, -0.5, -1.5, -1.5) * u_texelDelta.xyxy); v_texcoordNC1 = a_texcoord0.xyxy + (vec4(0.5, -0.5, 1.5, -1.5) * u_texelDelta.xyxy); v_texcoordNC2 = a_texcoord0.xyxy + (vec4(-0.5, 0.5, -1.5, 1.5) * u_texelDelta.xyxy); v_texcoordNC3 = a_texcoord0.xyxy + (vec4(0.5, 0.5, 1.5, 1.5) * u_texelDelta.xyxy); }
NEED FOR SPEED™ Carbon OTC v1.17.1 2024-10-28 1 WriteToHardware: Invalid address 00000478 near PC 08881254 LR 08881254
FIFA 14 - Por v1.17.1 2024-10-28 1 Block transfer invalid: 09ec0160/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0)
eFootball PC - V. v1.17.1 2024-10-28 1 WriteToHardware: Invalid address 3f00ff00 near PC 088258f4 LR 08825900
eFootball PC - V. v1.17.1 2024-10-28 1 WriteToHardware: Invalid address 3f010003 near PC 088258e0 LR 088258ec
Real Football 24 C19 v1.18.1 2025-04-09 22 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-28 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bda3c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-28 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bda3c4, 4, 00000000, 0)
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-10-28 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(e2e6df5, 60:64:df:ab:f2:62, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-10-28 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(e2e6df5, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.17.1 2024-10-28 1 WriteToHardware: Invalid address 00000007 near PC 0880a13c LR 088a660c
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-10-28 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(68e8582, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-10-28 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(68e8582, 44:09:18:6f:26:2b, 20000000, 0) at 0897eeec
SBK®09 Superbike World Championship v1.17.1 2024-10-28 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092581e0): duplicate handler
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-28 1 ELF relocation HI16/4 pair (instead of LO16) at 08a46564 / 08a46574
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-28 1 ELF relocation HI16/4 pair (instead of LO16) at 08a4652c / 08a4653c
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-28 1 ELF relocation HI16/4 pair (instead of LO16) at 08a46168 / 08a46170
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-28 1 ELF relocation HI16/4 pair (instead of LO16) at 08a46130 / 08a46134
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-28 1 ELF relocation HI16/4 pair (instead of LO16) at 08a460c8 / 08a460cc
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-28 1 ELF relocation HI16/4 pair (instead of LO16) at 08a44fd4 / 08a45024
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-28 1 ELF relocation HI16/4 pair (instead of LO16) at 08a44d58 / 08a44d68
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-28 1 ELF relocation HI16/4 pair (instead of LO16) at 08a44124 / 08a44140
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-28 1 ELF relocation HI16/4 pair (instead of LO16) at 08a43b88 / 08a43b94
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-10-28 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(7181306, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-10-28 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(df7e141, 44:09:18:6f:26:2b, 20000000, 0) at 0897eeec
eFootball 2025 by MP v1.17.1 2024-10-28 1 80630006=sceAtracSetDataAndGetID(09a25200, 00002000): invalid RIFF header
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-10-28 1 WriteToHardware: Invalid address 00000194 near PC 0881d664 LR 088279dc
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-10-28 1 WriteToHardware: Invalid address 0000009c near PC 0881d664 LR 088279dc
Resistance: Retribution™ v1.17.1 2024-10-28 1 Unknown GetPointerWrite 02b4cce8 PC 08d09d20 LR 08cd6754
WWE'12 v1.17.1 2024-10-28 4 Unknown GetPointerWrite 7cc75985 PC 08bfbde0 LR 08bfbe04
SBK®09 Superbike World Championship v1.17.1 2024-10-28 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09728db0): duplicate handler
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-10-28 1 WriteToHardware: Invalid address 3f959710 near PC 0880dcc8 LR 0880dcc8
eFootball 2024 by DILZZ PROJECTS v1.17.1 2024-10-28 2 MIPSCompileOp: Invalid instruction 00000001
Driver 76 v1.17.1 2024-10-28 1 00000400=sceGeEdramSetAddrTranslation(00000800)
Driver 76 v1.17.1 2024-10-28 1 00000400=sceGeEdramSetAddrTranslation(00000400)
Driver 76 v1.17.1 2024-10-28 1 sceKernelCreateThread(name=update_thread): unsupported attributes a0000000
eFootball PC - V. v1.18.1 2025-04-06 4 WriteToHardware: Invalid address 3ff50005 near PC 088258f4 LR 08825900
LEGO® Batman™: The Videogame v1.17.1 2024-10-28 1 Unaligned icache invalidation of 08602b38 (08602b38 + 0) at PC=089741fc
SBK-07 v1.17.1 2024-10-28 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(470SJPPS, 4c:07:d4:b0:a5:21, 10000000, 0) at 089add48
l 2025 By T. Bendezu v1.17.1 2024-10-30 2 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Secret Agent Clank™ v1.17.1 2024-10-30 6 MIPSCompileOp: Invalid instruction 01000001
Secret Agent Clank™ v1.17.1 2024-10-28 1 MIPSCompileOp: Invalid instruction 4182765c
Secret Agent Clank™ v1.17.1 2024-10-28 1 MIPSCompileOp: Invalid instruction 418c4c83
Secret Agent Clank™ v1.17.1 2024-10-28 1 MIPSCompileOp: Invalid instruction 40eb0048
Secret Agent Clank™ v1.17.1 2024-10-28 1 MIPSCompileOp: Invalid instruction 41191dc3
eFOOTBALL PES 24 v1.18.1 2025-01-08 4 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
SBK® Superbike World Championship v1.17.1 2024-10-28 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 094fbcf0): duplicate handler
WWE'12 v1.17.1 2024-10-28 1 Unknown GetPointerWrite 0a2d1018 PC 08bfbd68 LR 08bfbe04
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-28 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b57ad4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-28 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b57ad4, 4, 00000000, 0)
Rock Band Unplugged™ v1.17.1 2024-10-28 1 Unknown GetPointerWrite 00000000 PC 089c60e0 LR 089c60f4
Wipeout Pure v1.17.1 2024-10-28 2 80630006=sceAtracSetDataAndGetID(08a87000, 00020000): invalid RIFF header
Wipeout Pure v1.17.1 2024-10-28 56 80630006=sceAtracSetDataAndGetID(08a87000, 80020323): invalid RIFF header
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-10-28 1 Unknown GE command : 39ef8000
黒子のバスケ キセキの試合(ゲーム) v1.17.1 2024-10-28 1 MIPSCompileOp: Invalid instruction cc3f2800
黒子のバスケ キセキの試合(ゲーム) v1.17.1 2024-10-28 2 MIPSCompileOp: Invalid instruction cc3f28b0
黒子のバスケ キセキの試合(ゲーム) v1.17.1 2024-10-28 5 MIPSCompileOp: Invalid instruction cc0ae20c

« Newest   Older »