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 |
| Spider-Man 3 |
v1.18.1 |
2025-01-18 |
2 |
MIPSCompileOp: Invalid instruction 4700ff00 |
| Spider-Man 3 |
v1.18.1 |
2025-01-18 |
1 |
MIPSCompileOp: Invalid instruction 44ffff30 |
| Spider-Man 3 |
v1.18.1 |
2025-01-18 |
1 |
WriteToHardware: Invalid address 00000230 near PC 08a327af LR 08a140b4 |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.18.1 |
2025-02-14 |
2 |
00000000=sceUtilityScreenshotInitStart(09a8bc68) |
| Spider-Man 3 |
v1.18.1 |
2025-01-18 |
1 |
Branch in RSZeroComp delay slot at 04101344 in block starting at 04101344 |
| Gran Turismo® |
v1.18.1 |
2025-01-18 |
1 |
MIPSCompileOp: Invalid instruction 635f7265 |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-01-18 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bd6be4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-01-18 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bd6be4, 4, 00000000, 0) |
| WWE'12 |
v1.18.1 |
2025-01-18 |
1 |
Unknown GetPointerWrite 0d83ea94 PC 08bfbde0 LR 08bfbe04 |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.18.1 |
2025-01-18 |
1 |
WriteToHardware: Invalid address 00000038 near PC 08a5dab4 LR 08a57670 |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-01-18 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0923f2c0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-01-18 |
3 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091b3a80): duplicate handler |
| WSSP 23 By ARIAN |
v1.18.1 |
2025-01-18 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08fc1290): duplicate handler |
| WSSP 23 By ARIAN |
v1.18.1 |
2025-01-21 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09045e80): duplicate handler |
| WSSP 23 By ARIAN |
v1.18.1 |
2025-01-18 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0903c870): duplicate handler |
| eFootball Chelito 19 |
v1.18.1 |
2026-11-05 |
25 |
807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 0000 |
| TEKKEN 6 |
v1.18.1 |
2025-01-18 |
1 |
WriteToHardware: Invalid address 0007d248 near PC 08000000 LR 08000000 |
| Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.18.1 |
2025-01-18 |
1 |
WriteToHardware: Invalid address 00000498 near PC 08ad3a38 LR 08ad4474 |
| WWE All Stars |
v1.18.1 |
2025-01-18 |
1 |
WriteToHardware: Invalid address 00002a18 near PC 088f5288 LR 089f6918 |
| WWE All Stars |
v1.18.1 |
2025-01-18 |
95 |
Bad VAG samples address? 08ccd120 / 9986812 |
| Prince of Persia - Rival Swords |
v1.18.1 |
2025-01-18 |
1 |
Unusual bezier/spline vtype: 12450747, morph: 1, bones: 5 |
| Resistance: Retribution™ |
v1.18.1 |
2025-07-18 |
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].
01f15551:00000b21 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: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))
// 01f15551:00000b21 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: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 = do |
| eFootball Chelito 19 |
v1.18.1 |
2025-04-30 |
8 |
MIPSCompileOp: Invalid instruction 043c0308 |
| eFootball Chelito 19 |
v1.18.1 |
2025-04-30 |
8 |
MIPSCompileOp: Invalid instruction 02286301 |
| KHLMANIA |
v1.18.1 |
2025-01-18 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09359ff4, 4, 00000000, 0) |
| Resistance: Retribution™ |
v1.18.1 |
2025-01-18 |
2 |
Unknown GetPointerWrite 260a5dc8 PC 08d09d20 LR 08cd6754 |
| 三国恋戦記 DISC2 |
v1.18.1 |
2025-01-18 |
2 |
00000000=sceUtilityScreenshotInitStart(08caa5c8) |
| Tom Clancy's Splinter Cell® Essentials |
v1.18.1 |
2025-01-18 |
1 |
MIPSCompileOp: Invalid instruction 43d58832 |
| Tom Clancy's Splinter Cell® Essentials |
v1.18.1 |
2025-01-18 |
1 |
MIPSCompileOp: Invalid instruction 42b49c2b |
| Tom Clancy's Splinter Cell® Essentials |
v1.18.1 |
2025-01-18 |
4 |
MIPSCompileOp: Invalid instruction 0006be85 |
| Tom Clancy's Splinter Cell® Essentials |
v1.18.1 |
2025-01-18 |
1 |
MIPSCompileOp: Invalid instruction 0000f8fb |
| Tom Clancy's Splinter Cell® Essentials |
v1.18.1 |
2025-01-18 |
1 |
MIPSCompileOp: Invalid instruction 43d55056 |
| Tom Clancy's Splinter Cell® Essentials |
v1.18.1 |
2025-01-18 |
1 |
MIPSCompileOp: Invalid instruction 420c6b84 |
| Tom Clancy's Splinter Cell® Essentials |
v1.18.1 |
2025-01-18 |
2 |
MIPSCompileOp: Invalid instruction 0008235e |
| Tom Clancy's Splinter Cell® Essentials |
v1.18.1 |
2025-01-18 |
2 |
MIPSCompileOp: Invalid instruction 0000fcb9 |
| Redbull Rookie Cup |
v1.18.1 |
2025-01-18 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 090ead00): duplicate handler |
| Redbull Rookie Cup |
v1.18.1 |
2025-01-18 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 0904a500): duplicate handler |
| Redbull Rookie Cup |
v1.18.1 |
2025-01-18 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 09222700): duplicate handler |
| Redbull Rookie Cup |
v1.18.1 |
2025-01-18 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 091b7e20): duplicate handler |
| Redbull Rookie Cup |
v1.18.1 |
2025-01-18 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 090c73a0): duplicate handler |
| Redbull Rookie Cup |
v1.18.1 |
2025-01-18 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08f9cc00): duplicate handler |
| WSSP 23 By ARIAN |
v1.18.1 |
2025-01-18 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090404a0): duplicate handler |
| WSSP 23 By ARIAN |
v1.18.1 |
2025-01-18 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090380a0): duplicate handler |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
1 |
MIPSCompileOp: Invalid instruction 42e0c000 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
3 |
MIPSCompileOp: Invalid instruction 43006000 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
3 |
MIPSCompileOp: Invalid instruction 42fec000 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
3 |
MIPSCompileOp: Invalid instruction 435b8ccc |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
3 |
MIPSCompileOp: Invalid instruction 43e0f99a |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
3 |
MIPSCompileOp: Invalid instruction 435c0ccc |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
3 |
MIPSCompileOp: Invalid instruction 43e0b99a |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
3 |
MIPSCompileOp: Invalid instruction 4312a000 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
3 |
MIPSCompileOp: Invalid instruction 437c8000 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
3 |
MIPSCompileOp: Invalid instruction 435b0ccc |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
3 |
MIPSCompileOp: Invalid instruction 4311a000 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
3 |
MIPSCompileOp: Invalid instruction 43480000 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
3 |
MIPSCompileOp: Invalid instruction 43070000 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
3 |
MIPSCompileOp: Invalid instruction 42fcc000 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
3 |
MIPSCompileOp: Invalid instruction 43e0799a |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
3 |
MIPSCompileOp: Invalid instruction 437b8000 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
3 |
MIPSCompileOp: Invalid instruction 41100000 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
4 |
MIPSCompileOp: Invalid instruction 434a0000 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
3 |
MIPSCompileOp: Invalid instruction 43080000 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
3 |
MIPSCompileOp: Invalid instruction 4313a000 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
3 |
MIPSCompileOp: Invalid instruction 437a8000 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
3 |
MIPSCompileOp: Invalid instruction 41080000 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
1 |
MIPSCompileOp: Invalid instruction 43310000 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
1 |
MIPSCompileOp: Invalid instruction 432b0000 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
9 |
MIPSCompileOp: Invalid instruction 006500fe |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
1 |
MIPSCompileOp: Invalid instruction 43f00000 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
3 |
MIPSCompileOp: Invalid instruction 43078000 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
1 |
MIPSCompileOp: Invalid instruction 42c20000 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
3 |
MIPSCompileOp: Invalid instruction 43490000 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-01-18 |
1 |
MIPSCompileOp: Invalid instruction 43880000 |
| 初音ミク -Project DIVA- 2nd |
v1.18.1 |
2025-01-18 |
1 |
00000000=sceUtilityScreenshotInitStart(09392c40) |
| .hack//Link |
v1.18.1 |
2025-01-18 |
2 |
00000000=sceUtilityScreenshotInitStart(0930d760) |
| DFU25 |
v1.18.1 |
2025-01-18 |
1 |
Unknown GetPointerWrite 00000000 PC 08871374 LR 0887138c |
| Resistance: Retribution™ |
v1.18.1 |
2025-01-18 |
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].
01f19555:00000b29 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:2 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))
// 01f19555:00000b29 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:2 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 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 mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
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 = color0;
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;
lowp float angle;
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 - 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 |
| Resistance: Retribution™ |
v1.18.1 |
2025-07-12 |
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].
01700551:00000b29 HWX C 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))
// 01700551:00000b29 HWX C 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;
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 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)
|
| Resistance: Retribution™ |
v1.18.1 |
2025-07-12 |
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].
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 * |
| MLB 11 The Show™ |
v1.18.1 |
2025-01-18 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (7fffffff), bad data |
| eFOOTBALL 2020 |
v1.18.1 |
2025-01-17 |
1 |
MIPSCompileOp: Invalid instruction eecc2862 |
| eFOOTBALL 2020 |
v1.18.1 |
2025-01-17 |
1 |
MIPSCompileOp: Invalid instruction ef0c0000 |
| eFOOTBALL 2020 |
v1.18.1 |
2025-01-17 |
1 |
MIPSCompileOp: Invalid instruction ee843053 |
| eFOOTBALL 2020 |
v1.18.1 |
2025-01-17 |
1 |
MIPSCompileOp: Invalid instruction 0000007b |
| eFOOTBALL 2020 |
v1.18.1 |
2025-01-17 |
1 |
MIPSCompileOp: Invalid instruction 01000055 |
| eFOOTBALL 2020 |
v1.18.1 |
2025-01-17 |
1 |
MIPSCompileOp: Invalid instruction 7bde39ce |
| eFOOTBALL 2020 |
v1.18.1 |
2025-01-17 |
1 |
MIPSCompileOp: Invalid instruction 7bde6f5b |
| eFOOTBALL 2020 |
v1.18.1 |
2025-01-17 |
1 |
MIPSCompileOp: Invalid instruction 44ac3053 |
| eFOOTBALL 2020 |
v1.18.1 |
2025-01-17 |
1 |
MIPSCompileOp: Invalid instruction 05040302 |
| eFOOTBALL 2020 |
v1.18.1 |
2025-01-17 |
1 |
MIPSCompileOp: Invalid instruction 4ccc68ad |
| eFOOTBALL 2020 |
v1.18.1 |
2025-01-17 |
1 |
MIPSCompileOp: Invalid instruction 6b39318c |
| eFOOTBALL 2020 |
v1.18.1 |
2025-01-17 |
1 |
MIPSCompileOp: Invalid instruction 4d0068ad |
| eFOOTBALL 2020 |
v1.18.1 |
2025-01-17 |
1 |
MIPSCompileOp: Invalid instruction 45340000 |
| eFOOTBALL 2020 |
v1.18.1 |
2025-01-17 |
1 |
Branch in RSZeroComp delay slot at 04201c50 in block starting at 04201c18 |
| eFOOTBALL 2020 |
v1.18.1 |
2025-01-17 |
1 |
MIPSCompileOp: Invalid instruction 44f42862 |
| eFOOTBALL 2020 |
v1.18.1 |
2025-01-17 |
1 |
MIPSCompileOp: Invalid instruction 4c540000 |
| Syphon Filter™ Dark Mirror |
v1.18.1 |
2025-01-17 |
1 |
MIPSCompileOp: Invalid instruction cda12222 |
| Syphon Filter™ Dark Mirror |
v1.18.1 |
2025-01-17 |
1 |
Branch in branch delay slot at 042e60f4 with different target |
| Syphon Filter™ Dark Mirror |
v1.18.1 |
2025-01-17 |
1 |
MIPSCompileOp: Invalid instruction cd711112 |
| Syphon Filter™ Dark Mirror |
v1.18.1 |
2025-01-17 |
1 |
MIPSCompileOp: Invalid instruction ccccdb9b |