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 |
| 遊☆戯☆王 5D's タッグフォース6 |
v1.17.1 |
2024-11-20 |
1 |
80630007=sceAtracSetData(2, 08d4b1c0, 00019800): atracID uses different codec type than data |
| 遊☆戯☆王 5D's タッグフォース6 |
v1.17.1 |
2024-11-20 |
2 |
80630007=sceAtracSetData(2, 08d4b1c0, 00015700): atracID uses different codec type than data |
| 遊☆戯☆王 5D's タッグフォース6 |
v1.17.1 |
2024-11-20 |
2 |
80630007=sceAtracSetData(2, 08d4b1c0, 0000fe00): atracID uses different codec type than data |
| 遊☆戯☆王 5D's タッグフォース6 |
v1.17.1 |
2024-11-20 |
1 |
80630007=sceAtracSetData(2, 08d4b1c0, 0000a9e8): atracID uses different codec type than data |
| 遊☆戯☆王 5D's タッグフォース6 |
v1.17.1 |
2024-11-20 |
1 |
80630007=sceAtracSetData(2, 08d4b1c0, 000034e0): atracID uses different codec type than data |
| 遊☆戯☆王 5D's タッグフォース6 |
v1.17.1 |
2024-11-20 |
4 |
80630007=sceAtracSetData(2, 08d13180, 00038000): atracID uses different codec type than data |
| 遊☆戯☆王 5D's タッグフォース6 |
v1.17.1 |
2024-11-20 |
1 |
80630007=sceAtracSetData(2, 08d4b1c0, 00003da0): atracID uses different codec type than data |
| 遊☆戯☆王 5D's タッグフォース6 |
v1.17.1 |
2024-11-20 |
1 |
80630007=sceAtracSetData(2, 08d4b1c0, 00006618): atracID uses different codec type than data |
| 遊☆戯☆王 5D's タッグフォース6 |
v1.17.1 |
2024-11-20 |
1 |
80630007=sceAtracSetData(2, 08d4b1c0, 00005c40): atracID uses different codec type than data |
| 遊☆戯☆王 5D's タッグフォース6 |
v1.17.1 |
2024-11-20 |
1 |
80630007=sceAtracSetData(2, 08d4b1c0, 00003fd0): atracID uses different codec type than data |
| 遊☆戯☆王 5D's タッグフォース6 |
v1.17.1 |
2024-11-20 |
1 |
80630007=sceAtracSetData(2, 08d4b1c0, 00008800): atracID uses different codec type than data |
| 遊☆戯☆王 5D's タッグフォース6 |
v1.17.1 |
2024-11-20 |
1 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
| EFOOTBALL NEW PATCH SEASON |
v1.9.4 |
2026-11-02 |
422 |
80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header |
| IRON MAN |
v1.17.1 |
2024-11-20 |
2 |
Unknown GetPointerWrite 0000003c PC 08940008 LR 08940008 |
| eFootball PC - V. |
v1.17.1 |
2024-11-20 |
1 |
WriteToHardware: Invalid address 00000004 near PC 088803c4 LR 088803fc |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-20 |
1 |
MIPSCompileOp: Invalid instruction 6ccfbbe0 |
| TRON EVOLUTION |
v1.17.1 |
2024-11-20 |
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].
01730551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 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))
// 01730551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 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 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 = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.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 - 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 |
| TRON EVOLUTION |
v1.17.1 |
2024-11-20 |
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].
01700551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t: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))
// 01700551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 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 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 = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.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 - 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 |
| TRON EVOLUTION |
v1.17.1 |
2024-11-20 |
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].
01f04440:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t: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))
// 01f04440:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull
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 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() {
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;
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 - 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_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;
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 > - |
| TRON EVOLUTION |
v1.17.1 |
2024-11-20 |
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].
01f35551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: 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))
// 01f35551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 mediump vec3 u_lightatt2;
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 vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
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 = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.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 - 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 = |
| TRON EVOLUTION |
v1.17.1 |
2024-11-20 |
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].
01f05551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t: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))
// 01f05551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 mediump vec3 u_lightatt2;
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 vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
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 = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.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 - 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(to |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2025-10-19 |
9 |
80630007=sceAtracSetData(2, 08d4b180, 00004f20): atracID uses different codec type than data |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2025-10-20 |
8 |
80630007=sceAtracSetData(2, 08d13140, 000034e0): atracID uses different codec type than data |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2026-07-18 |
52 |
80630007=sceAtracSetData(2, 08d4b180, 0000ba50): atracID uses different codec type than data |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-06-04 |
4 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09011af0): duplicate handler |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2026-06-20 |
30 |
80630007=sceAtracSetData(2, 08d4b180, 00004bd8): atracID uses different codec type than data |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2026-02-01 |
31 |
80630007=sceAtracSetData(2, 08d4b180, 00003a58): atracID uses different codec type than data |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2026-07-18 |
20 |
80630007=sceAtracSetData(2, 08d4b180, 0000da08): atracID uses different codec type than data |
| LEGO® Indiana Jones™: The Original Adventures |
v1.17.1 |
2024-11-20 |
1 |
Unaligned icache invalidation of 086cbab8 (086cbab8 + 0) at PC=0896f274 |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.17.1 |
2024-11-20 |
2 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (976cbed4), bad data |
| SBK® Superbike World Championship |
v1.17.1 |
2024-11-20 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(D1I1I1Lp, 3, 3, 09fff4e0, 10000000, 0) at 089b3a64 |
| SBK® Superbike World Championship |
v1.17.1 |
2024-11-20 |
2 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(D1I1I1Lp, 58:8d:f3:34:56:68, 10000000, 0) at 089ae2c8 |
| SBK® Superbike World Championship |
v1.17.1 |
2024-11-20 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(D1I1I1Lf, 3, 3, 09fff4e0, 10000000, 0) at 089b3a64 |
| SBK® Superbike World Championship |
v1.17.1 |
2024-11-20 |
2 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(D1I1I1Lf, 84:72:3b:b3:aa:ca, 10000000, 0) at 089ae2c8 |
| eFootball PES 2021 DraycEM "C19" |
v1.9.4 |
2026-11-06 |
344 |
MIPSCompileOp: Invalid instruction 00651801 |
| eFootball 2025 By Komo Valeri |
v1.18.1 |
2025-04-18 |
15 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2026-10-17 |
86 |
80630007=sceAtracSetData(2, 08d4b180, 00005b00): atracID uses different codec type than data |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2026-09-22 |
56 |
80630007=sceAtracSetData(2, 08d4b180, 00003100): atracID uses different codec type than data |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-11-20 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ae8b34, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-11-20 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ae8b34, 4, 00000000, 0) |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2026-08-20 |
31 |
80630007=sceAtracSetData(2, 08d4b180, 00003080): atracID uses different codec type than data |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-11-19 |
1 |
WriteToHardware: Invalid address 00000008 near PC 0880a780 LR 08809cb0 |
| Crash® Mind Over Mutant |
v1.17.1 |
2024-11-19 |
1 |
Unknown GetPointerWrite 00000000 PC 08c92f8c LR 08b69594 |
| EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.17.1 |
2025-03-22 |
4 |
80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header |
| GTA: Liberty City Stories |
v1.17.1 |
2024-11-19 |
1 |
WriteToHardware: Invalid address 00000000 near PC 08a8aff8 LR 08a8aff8 |
| Resistance: Retribution™ |
v1.17.1 |
2024-11-20 |
2 |
Unknown GetPointerWrite 1b31ce20 PC 08d09d20 LR 08bfb8e4 |
| Tony Hawk's Underground 2 Remix |
v1.17.1 |
2024-11-19 |
1 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
| eFootball PC - V. |
v1.18.1-1309-gecbbadd604 |
2025-08-09 |
13 |
Unknown GetPointerWrite 00000000 PC 08871374 LR 0887138c |
| Crash® of the Titans |
v1.17.1 |
2024-11-19 |
1 |
MIPSCompileOp: Invalid instruction 403e8011 |
| Crash® of the Titans |
v1.17.1 |
2024-11-19 |
1 |
MIPSCompileOp: Invalid instruction 635c7364 |
| Crash® of the Titans |
v1.17.1 |
2024-11-19 |
2 |
MIPSCompileOp: Invalid instruction 6e756f00 |
| Crash® of the Titans |
v1.17.1 |
2024-11-19 |
1 |
MIPSCompileOp: Invalid instruction 425bc8b4 |
| BOMBA PATCH FL 2025 |
v1.18.1-162-gfe38e8822c |
2025-12-23 |
306 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
| eFootball 2025 |
v1.18.1 |
2026-05-20 |
10 |
Unknown GetPointerWrite 00000000 PC 088287f8 LR 08828800 |
| SBK-07 |
v1.17.1 |
2024-11-19 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 091dfae0): duplicate handler |
| SBK-07 |
v1.17.1 |
2024-11-19 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0900a3c0): duplicate handler |
| SBK-07 |
v1.17.1 |
2024-11-19 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0915dce0): duplicate handler |
| eFootball 2025 |
v1.17.1 |
2024-11-19 |
1 |
Rendering to framebuffer offset at 04161800 +64x0 (stride 1024) |
| PATAPON™ 2 |
v1.17.1 |
2024-11-19 |
2 |
80630006=sceAtracSetDataAndGetID(08eec340, 00020000): invalid RIFF header |
| PATAPON™ 2 |
v1.17.1 |
2024-11-19 |
30 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULES01407DATA/DATA.DNS, 09f919b0, 00000002) |
| Patapon™3 |
v1.17.1 |
2024-11-19 |
6 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULES01407DATA/DATA.DNS, 09f919b0, 00000002) |
| Gran Turismo® |
v1.17.1 |
2024-11-19 |
2 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULES01407DATA/DATA.DNS, 09f919b0, 00000002) |
| WWE'12 |
v1.17.1 |
2024-11-19 |
1 |
Unknown GetPointerWrite 698582d4 PC 08bfbdfc LR 08bfbe04 |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2026-10-17 |
109 |
80630007=sceAtracSetData(2, 08d4b180, 000034e0): atracID uses different codec type than data |
| WWE2K24-V1.04 BY MANIA SVR |
v1.18.1-12-g1124be79f8 |
2025-04-26 |
6 |
80630007=sceAtracSetData(2, 08d4b180, 0000b708): atracID uses different codec type than data |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2026-09-22 |
148 |
80630007=sceAtracSetData(2, 08d4b180, 00003fd0): atracID uses different codec type than data |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2026-03-06 |
116 |
80630007=sceAtracSetData(2, 08d4b180, 00007bf8): atracID uses different codec type than data |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2026-10-17 |
991 |
80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2026-10-17 |
732 |
80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2026-10-17 |
1,627 |
80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2026-10-17 |
1,923 |
80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2026-10-17 |
3,082 |
80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2026-10-17 |
944 |
80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2026-10-17 |
403 |
80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2026-10-17 |
399 |
80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2026-09-17 |
146 |
80630007=sceAtracSetData(2, 08d4b180, 00004890): atracID uses different codec type than data |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2026-09-17 |
18 |
80630007=sceAtracSetData(2, 08d4b180, 00010168): atracID uses different codec type than data |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2026-08-20 |
237 |
80630007=sceAtracSetData(2, 08d4b180, 00001cd0): atracID uses different codec type than data |
| WWE2K24-V1.04 BY MANIA SVR |
v1.9.4 |
2025-10-20 |
12 |
80630007=sceAtracSetData(2, 08d4b180, 000083a0): atracID uses different codec type than data |
| WWE2K24-V1.04 BY MANIA SVR |
v1.20.4 |
2026-10-26 |
488 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
| WWE2K24-V1.04 BY MANIA SVR |
v1.18.1-670-g63c7c73fa0 |
2026-08-20 |
241 |
Unknown GetPointerWrite 00000000 PC 08bf4028 LR 08bf4038 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-18 |
1 |
MIPSCompileOp: Invalid instruction 4c7c4a60 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-18 |
1 |
MIPSCompileOp: Invalid instruction 78d7cae0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-18 |
1 |
MIPSCompileOp: Invalid instruction b004a660 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-18 |
1 |
WriteToHardware: Invalid address 070a5190 near PC 089aa1f8 LR 089aa19c |
| Resistance: Retribution™ |
v1.17.1 |
2024-11-18 |
1 |
Unknown GetPointerWrite 278c8668 PC 08d09d20 LR 08cd6754 |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.17.1 |
2024-11-18 |
3 |
00000000=sceUtilityScreenshotInitStart(09a83418) |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.17.1 |
2024-11-18 |
2 |
00000000=sceUtilityScreenshotInitStart(09a81fa8) |
| eFootball Chelito 19 |
v1.17.1 |
2024-11-18 |
1 |
MIPSCompileOp: Invalid instruction 71e5ef20 |
| SBK-07 |
v1.17.1 |
2024-11-18 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09199310): duplicate handler |
| FIFA 14 - Por |
v1.17.1 |
2024-11-18 |
1 |
Block transfer invalid: 09ebbb40/0 -> 04088000/0, 1024x1024x2 (0,0)->(0,0) |
| Crimson Gem Saga™ |
v1.17.1 |
2024-11-18 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09fff610, 4, 00000000, 0) |
| Crimson Gem Saga™ |
v1.17.1 |
2024-11-18 |
1 |
sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006 |
| eFootball PC - V. |
v1.17.1 |
2024-11-18 |
1 |
WriteToHardware: Invalid address 00000004 near PC 08863d6c LR 088803fc |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-18 |
1 |
WriteToHardware: Invalid address 0000009c near PC 08895d3c LR 08895cd4 |
| eFootball PC - V. |
v1.17.1 |
2024-11-18 |
1 |
WriteToHardware: Invalid address 0000000c near PC 0886c440 LR 08828738 |
| FIFA 14 - Por |
v1.17.1 |
2024-11-18 |
1 |
Block transfer invalid: 09ebbad0/0 -> 04088000/0, 1024x1024x2 (0,0)->(0,0) |
| SBK-07 |
v1.17.1 |
2024-11-18 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 094c6230): duplicate handler |
| 電車でGO!POCKET 中央線編 |
v1.18.1 |
2025-07-26 |
3 |
sceNetAdhocMatchingInit(32768) at 088c2fbc |
| FIFA 14 - Por |
v1.17.1 |
2024-11-18 |
1 |
Block transfer invalid: 09ebbda0/0 -> 04088000/0, 1024x1024x2 (0,0)->(0,0) |