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.
| Game title |
Version |
Latest Report |
Hits |
Message |
| Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-11-01 |
1 |
sceSasSetADSRMode(08c3e340, 13, 15, 00000000, 00000000, 00000000, 00000000): invalid modes |
| Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-11-01 |
1 |
sceSasSetADSRMode(08c3e340, 12, 15, 00000000, 00000000, 00000000, 00000000): invalid modes |
| Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-11-01 |
1 |
sceSasSetADSRMode(08c3e340, 11, 15, 00000000, 00000000, 00000000, 00000000): invalid modes |
| Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-11-01 |
1 |
sceSasSetADSRMode(08c3e340, 10, 15, 00000000, 00000000, 00000000, 00000000): invalid modes |
| Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-11-01 |
1 |
sceSasSetADSRMode(08c3e340, 9, 15, 00000000, 00000000, 00000000, 00000000): invalid modes |
| Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-11-01 |
1 |
sceSasSetADSRMode(08c3e340, 8, 15, 00000000, 00000000, 00000000, 00000000): invalid modes |
| Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-11-01 |
1 |
sceSasSetADSRMode(08c3e340, 7, 15, 00000000, 00000000, 00000000, 00000000): invalid modes |
| Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-11-01 |
1 |
sceSasSetADSRMode(08c3e340, 6, 15, 00000000, 00000000, 00000000, 00000000): invalid modes |
| Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-11-01 |
1 |
sceSasSetADSRMode(08c3e340, 5, 15, 00000000, 00000000, 00000000, 00000000): invalid modes |
| Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-11-01 |
1 |
sceSasSetADSRMode(08c3e340, 4, 15, 00000000, 00000000, 00000000, 00000000): invalid modes |
| Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-11-01 |
1 |
sceSasSetADSRMode(08c3e340, 3, 15, 00000000, 00000000, 00000000, 00000000): invalid modes |
| Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-11-01 |
1 |
sceSasSetADSRMode(08c3e340, 2, 15, 00000000, 00000000, 00000000, 00000000): invalid modes |
| Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-11-01 |
1 |
sceSasSetADSRMode(08c3e340, 1, 15, 00000000, 00000000, 00000000, 00000000): invalid modes |
| Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-11-01 |
1 |
sceSasSetADSRMode(08c3e340, 0, 15, 00000000, 00000000, 00000000, 00000000): invalid modes |
| The Godfather® |
v1.17.1 |
2024-11-01 |
1 |
Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0 |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-11-01 |
1 |
00000000=sceUtilityScreenshotInitStart(09cac388) |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1 |
2024-11-01 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(b135a52, b0:06:8b:0c:12:b2, 20000000, 0) at 0897eeec |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-11-01 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09afd0a4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-11-01 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09afd0a4, 4, 00000000, 0) |
| God of War®: Ghost of Sparta |
v1.17.1 |
2024-11-01 |
1 |
Block transfer invalid: 090f2fe0/80 -> 0e1d8000/10, 178x2x4 (0,0)->(20,960) |
| God of War®: Ghost of Sparta |
v1.17.1 |
2024-11-01 |
1 |
Bad index address 0da07b9d! |
| God of War®: Ghost of Sparta |
v1.17.1 |
2024-11-01 |
1 |
Vertices without position found: (04200015) P: ? C: 5551 T: u8 (8b) |
| God of War®: Ghost of Sparta |
v1.17.1 |
2024-11-01 |
1 |
Vertices without position found: (12200015) P: ? C: 5551 T: u8 (8b) |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-11-01 |
1 |
Unaligned icache invalidation of 086c1638 (086c1638 + 0) at PC=089741fc |
| 初音ミク -Project DIVA- 2nd |
v1.17.1 |
2024-11-01 |
1 |
00000000=sceUtilityScreenshotInitStart(0927cfb0) |
| WWE SmackDown vs. RAW 2011 |
v1.17.1 |
2024-11-01 |
1 |
Unknown GetPointerWrite 7cc90725 PC 08bfbe38 LR 08bfbe5c |
| God of War™: Ghost of Sparta |
v1.17.1 |
2024-11-14 |
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].
07f34115:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:0 3: c:0 t:1 MatUp:3 WScale 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))
// 07f34115:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:0 3: c:0 t:1 MatUp:3 WScale 3
attribute mediump vec4 w1;
attribute mediump float w2;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
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 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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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;
ldot = dot(toLight, worldnormal);
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 ;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.r |
| God of War™: Ghost of Sparta |
v1.17.1 |
2024-11-14 |
3 |
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].
07730151:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 MatUp:3 WScale 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))
// 07730151:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 MatUp:3 WScale 3
attribute mediump vec4 w1;
attribute mediump float w2;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
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 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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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 >= |
| God of War™: Ghost of Sparta |
v1.17.1 |
2024-11-14 |
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].
07f34040:41000b09 HWX C T N LM Bones:5 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:3 WScale 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))
// 07f34040:41000b09 HWX C T N LM Bones:5 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:3 WScale 3
attribute mediump vec4 w1;
attribute mediump float w2;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
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 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 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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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);
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);
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);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
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;
gl_ |
| WWE'12 |
v1.17.1 |
2024-11-01 |
1 |
Unknown GetPointerWrite 698e0f71 PC 08bfbdfc LR 08bfbe04 |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-11-01 |
1 |
00000000=sceUtilityScreenshotInitStart(09caada8) |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1 |
2024-11-01 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(01661f1, b0:3a:cb:53:2f:e8, 20000000, 0) at 0897eeec |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1 |
2024-11-01 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(01661f1, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1 |
2024-11-01 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(71ef298, 28:46:ad:61:e8:f9, 20000000, 0) at 0897eeec |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1 |
2024-11-01 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(71ef298, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| Resistance: Retribution™ |
v1.17.1 |
2024-11-01 |
1 |
Unknown GetPointerWrite 07170608 PC 08d09d20 LR 08cd6754 |
| eFootball Chelito 19 |
v1.18.1 |
2025-04-02 |
3 |
Unknown GetPointerWrite 00001b24 PC 08872bb4 LR 08872c1c |
| Resistance: Retribution™ |
v1.17.1 |
2024-11-01 |
3 |
Unknown GetPointerWrite 1b170798 PC 08d09d20 LR 08cd6754 |
| Grand Theft Auto: Liberty City Stories |
v1.17.1 |
2024-11-01 |
1 |
WriteToHardware: Invalid address 39a3dbc2 near PC 088cb314 LR 088cb494 |
| Resistance: Retribution™ |
v1.17.1 |
2024-10-31 |
1 |
Unknown GE command : 29040b18 |
| FIFA 14 - Por |
v1.17.1 |
2024-10-31 |
1 |
Block transfer invalid: 09e52c00/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0) |
| SOL TRIGGER |
v1.17.1 |
2024-10-31 |
12 |
UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed |
| SBK®08 Superbike World Championship |
v1.17.1 |
2024-10-31 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 0974c2e0): duplicate handler |
| SBK®08 Superbike World Championship |
v1.17.1 |
2024-10-31 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 09061aa0): duplicate handler |
| Lego Star Wars II: The Original Trilogy |
v1.17.1 |
2024-10-31 |
1 |
Unaligned icache invalidation of 086015b8 (086015b8 + 0) at PC=08845668 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-10-31 |
2 |
807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0000 |
| eFootball Chelito 19 |
v1.17.1 |
2024-10-31 |
1 |
MIPSCompileOp: Invalid instruction 455546fd |
| eFootball Chelito 19 |
v1.17.1 |
2024-10-31 |
1 |
MIPSCompileOp: Invalid instruction 45554400 |
| eFootball Euro y Copa America By T. Bendezu |
v1.17.1 |
2024-10-31 |
1 |
WriteToHardware: Invalid address 00000008 near PC 0880a65c LR 08809cc8 |
| Resistance: Retribution™ |
v1.17.1 |
2024-10-31 |
1 |
Unknown GetPointerWrite 27504268 PC 08d09d20 LR 08cd6754 |
| eFootball PC - V. |
v1.17.1 |
2025-01-31 |
55 |
80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first |
| eFootball PC - V. |
v1.17.1 |
2025-01-31 |
52 |
80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first |
| TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-10-31 |
27 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10518DATA/DATA.DNS, 09f919b0, 00000002) |
| WWE'12 |
v1.17.1 |
2024-10-31 |
1 |
Unknown GetPointerWrite 0a000140 PC 08bfbde0 LR 08bfbe04 |
| Toy Story 3 |
v1.17.1 |
2024-10-31 |
1 |
WriteToHardware: Invalid address 00000578 near PC 08b64b64 LR 08b6533c |
| FIFA 14 - Por |
v1.17.1 |
2024-10-31 |
1 |
Block transfer invalid: 09eb4100/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0) |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2024-10-31 |
2 |
MIPSCompileOp: Invalid instruction f3003821 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-10-31 |
1 |
WriteToHardware: Invalid address c18a36d4 near PC 0880dcc8 LR 0880dcc8 |
| eFootball By TM ARTS |
v1.17.1 |
2024-10-31 |
1 |
MIPSCompileOp: Invalid instruction efffffff |
| eFootball By TM ARTS |
v1.17.1 |
2024-10-31 |
1 |
MIPSCompileOp: Invalid instruction d00cffff |
| eFootball By TM ARTS |
v1.17.1 |
2024-10-31 |
1 |
MIPSCompileOp: Invalid instruction d103fc00 |
| eFootball PC - V. |
v1.18.1-1309-gecbbadd604 |
2025-06-06 |
7 |
Unknown GetPointerWrite 00000492 PC 08872bb4 LR 08872c1c |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-10-31 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09013a00): duplicate handler |
| eFootball PC - V. |
v1.17.1 |
2024-10-31 |
1 |
MIPSCompileOp: Invalid instruction 019ffff9 |
| God of War®: Ghost of Sparta |
v1.17.1 |
2024-10-31 |
1 |
WriteToHardware: Invalid address 3f1bbf72 near PC 08a812e8 LR 08a81bac |
| eFootball 2025 By DILZZ PROJECTS V5 |
v1.17.1 |
2024-10-31 |
1 |
Unknown GetPointerWrite 00000000 PC 08872bb4 LR 08872c1c |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-31 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bc5f64, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-31 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b0ed44, 4, 00000000, 0) |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-10-31 |
1 |
Unaligned icache invalidation of 086d7af8 (086d7af8 + 0) at PC=089741fc |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-10-31 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092521a0): duplicate handler |
| METAL SLUG Anthology |
v1.17.1 |
2024-10-31 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIc56b, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4 |
| METAL SLUG Anthology |
v1.17.1 |
2024-10-31 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(TRIc56b, c8:ea:92:eb:c5:6b, 20000000, 0) at 088e683c |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-10-31 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09096a10): duplicate handler |
| 喧嘩番長4~一年戦争~ |
v1.17.1 |
2024-10-31 |
1 |
00000000=sceUtilityScreenshotInitStart(092ebc50) |
| PATCH SPARTAN11 |
v1.18.1 |
2025-04-09 |
2 |
Unknown GetPointerWrite 00000002 PC 08a02db8 LR 08922f74 |
| eFootball PC - V. |
v1.20.3 |
2026-03-26 |
6 |
BREAK instruction hit |
| TEKKEN 6 |
v1.17.1 |
2024-10-31 |
1 |
WriteToHardware: Invalid address 000000c8 near PC 08220e24 LR 083fddc0 |
| Prince of Persia The Forgotten Sands™ |
v1.17.1 |
2024-10-31 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09442db4, 4, 00000000, 0) |
| Prince of Persia The Forgotten Sands™ |
v1.17.1 |
2024-10-31 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09442db4, 4, 00000000, 0) |
| EA-Sports FC PC-V |
v1.17.1 |
2024-10-31 |
1 |
Jump to invalid address: 02bb7ef0 PC 09fdd690 LR 0888d330 |
| EA-Sports FC PC-V |
v1.17.1 |
2024-10-31 |
1 |
Jump to invalid address: 02233f00 PC 09fdd68c LR 0888d330 |
| EA-Sports FC PC-V |
v1.17.1 |
2024-10-31 |
1 |
Jump to invalid address: 02bb8130 PC 09fdd680 LR 0888d330 |
| EA-Sports FC PC-V |
v1.17.1 |
2024-10-31 |
1 |
Jump to invalid address: 02235080 PC 09fdd67c LR 0888d330 |
| EA-Sports FC PC-V |
v1.17.1 |
2024-10-31 |
1 |
Jump to invalid address: 02f98000 PC 09fdd674 LR 0888d330 |
| EA-Sports FC PC-V |
v1.17.1 |
2024-10-31 |
1 |
Jump to invalid address: 07523880 PC 09fdd664 LR 0888d330 |
| EA-Sports FC PC-V |
v1.17.1 |
2024-10-31 |
1 |
Jump to invalid address: 02bb8080 PC 09fdd660 LR 0888d330 |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1 |
2024-10-31 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(33ee37d, 1, 2, 09fbf960, 20000000, 0) at 0897eb28 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-10-31 |
1 |
WriteToHardware: Invalid address be203005 near PC 089adbb4 LR 089adbb4 |
| Tomb Raider: Anniversary™ |
v1.17.1 |
2024-11-01 |
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 r8p0-00dev0 [Revision 96995].
03f14444:41c00b28 HWX C T N Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 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))
// 03f14444:41c00b28 HWX C T N Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 1 Cull
attribute mediump vec4 w1, w2;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
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 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 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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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 - 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) * lightSc |
| eFootball 2024 By Komo Valeri |
v1.17.1 |
2024-10-31 |
98 |
MIPSCompileOp: Invalid instruction 7a5ce6c4 |
| God of War®: Ghost of Sparta |
v1.17.1 |
2024-10-31 |
1 |
WriteToHardware: Invalid address 00006900 near PC 08b45798 LR 08b45798 |
| Need For Speed™ Underground Rivals |
v1.18.1 |
2025-08-12 |
2 |
WriteToHardware: Invalid address 00002260 near PC 0882eab4 LR 0882f48c |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-10-31 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091a1020): duplicate handler |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-10-31 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091a10b0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-10-31 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09269770): duplicate handler |
| Ben 10 Alien Force™ |
v1.17.1 |
2024-11-13 |
252 |
No DL ID available to enqueue |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-10-31 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09645950): duplicate handler |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-10-31 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0927e6c0): duplicate handler |
| God of War®: Ghost of Sparta |
v1.17.1 |
2024-10-31 |
2 |
WriteToHardware: Invalid address 0000004c near PC 08a96328 LR 08a962cc |
| Secret Agent Clank™ |
v1.17.1 |
2024-10-31 |
1 |
MIPSCompileOp: Invalid instruction 419a1484 |