Recent logs - v1.18.1

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
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe00 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe74 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe28 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe34 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction eeeee330
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 7301033e
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe0c with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe4c with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe40 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe58 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdd0 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 03ea337a
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 7301037e
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction eeeea330
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe44 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe2c with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe60 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdd4 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd8c with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe24 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe04 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe3c with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe10 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdf0 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbda8 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdc8 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdd8 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe08 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdc0 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbda0 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdcc with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd9c with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdb8 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd04 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd90 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd88 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdb4 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 73333301
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd98 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbde8 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe1c with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdac with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd84 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd94 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd18 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd1c with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 03ae737e
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbe30 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd80 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 03ae333e
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbddc with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd0c with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbdf4 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 2 MIPSCompileOp: Invalid instruction 7301103e
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd08 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd00 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbda4 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 Branch in branch delay slot at 09bdbd2c with different target
Pro Evolution Soccer 2010 v1.18.1 2025-03-01 1 sceNetAdhocMatchingInit(32768) at 089cc0b4
eFootball PES 2021 By GABRIEL v1.18.1 2025-03-01 1 Unknown GetPointerWrite 2c48e2c0 PC 088113ac LR 088113c4
God of War®: Ghost of Sparta v1.18.1 2025-03-30 6 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-470 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 v1.18.1 2025-03-30 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]. 07f34114:41000b09 HWX C T N LM Bones:5 Light: 0: c:0 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-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 07f34114:41000b09 HWX C T N LM Bones:5 Light: 0: c:0 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 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); 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.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0;
God of War®: Ghost of Sparta v1.18.1 2025-03-30 5 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]. 07730511:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 MatUp:3 WScale 3 #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 07730511:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 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 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 mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { 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; 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.rgb + diffuse); toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecu
Daxter™ v1.18.1 2025-03-01 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eae830, 4, 00000000, 0)
God of War®: Ghost of Sparta v1.18.1 2025-03-01 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 r10p0-00rel0 [Revision 96995]. 07f34014:41400b29 HWX C T N LM Bones:6 Light: 0: c:0 t:1 1: c:1 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 WScale 3 Cull #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 07f34014:41400b29 HWX C T N LM Bones:6 Light: 0: c:0 t:1 1: c:1 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 WScale 3 Cull attribute mediump vec4 w1; attribute mediump vec2 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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; 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.x, u_bone4) + mul(w2.y, u_bone5); 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); 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.rgb + diffuse); 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);
Tactics Ogre™: Let Us Cling Together™ v1.18.1 2025-03-01 4 Jump to invalid address: 002a2820 PC 08804138 LR 08000030
Tactics Ogre™: Let Us Cling Together™ v1.18.1 2025-03-01 4 Jump to invalid address: 002a2818 PC 08804144 LR 08000030
Dragon Ball TAG VS v1.18.1 2025-03-01 7 MIPSCompileOp: Invalid instruction 00010101
Dragon Ball TAG VS v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 00000101
Atari Classics Evolved v1.18.1 2025-03-01 1 00000000=sceDisplaySetHoldMode(00000001): unsupported
初音ミク -Project DIVA- extend v1.18.1 2025-03-01 1 00000000=sceUtilityScreenshotInitStart(0947a3e8)
初音ミク -Project DIVA- extend v1.18.1 2025-03-01 1 00000000=sceUtilityScreenshotInitStart(092bc600)
初音ミク -Project DIVA- extend v1.18.1 2025-03-01 1 00000000=sceUtilityScreenshotInitStart(092582c0)
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-01 1 WriteToHardware: Invalid address 0101171f near PC 08a552d0 LR 08a552d0
eFootball By TM ARTS v1.18.1 2025-03-01 1 Branch in branch delay slot at 08098eec with different target
eFootball By TM ARTS v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 00025454
eFootball By TM ARTS v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 05fc1000
eFootball By TM ARTS v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 06fd3008
Assassin's Creed: Bloodlines™ v1.18.1 2025-03-01 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ba9de4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.18.1 2025-03-01 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ba9de4, 4, 00000000, 0)
初音ミク -Project DIVA- v1.18.1 2025-03-01 3 00000000=sceUtilityScreenshotInitStart(093e0a18)
WWE'12 v1.18.1 2025-03-01 1 Branch in RSRTComp delay slot at 08a8e428 in block starting at 08a8e3dc
機動戦士ガンダム 新ギレンの野望 v1.18.1 2025-03-01 1 800200d2=scePsmfPlayerSetPsmfCB(096ac0e0, disc0:/PSP_GAME/USRDIR/movie/MOV00038.PMF): too many streams in PSMF video, bogus data
SBK®09 Superbike World Championship v1.18.1 2025-03-01 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092154e0): duplicate handler
Gran Turismo® v1.18.1 2025-05-06 164 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/UCES01245-GAMEINST/CONTENTS.DAT, 09a7a0d0, 00000002)
ModNation™ Racers v1.18.1 2025-03-01 1 Truncating vertex count from 23190 to 21845
TEKKEN 8 NEXTGEN S6 V 2.0 EDITION BY YED v1.18.1 2025-03-01 7 scePsmfPlayerSetPsmf*: incorrect PSMF magic (00000000), bad data
Transformers: The Game v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 041a0340
Transformers: The Game v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 0417ce60
Transformers: The Game v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 04166560
Transformers: The Game v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 0415a740
Transformers: The Game v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 041a3de0
Transformers: The Game v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 74737062
Transformers: The Game v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 72656e65
Transformers: The Game v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 74636474
Transformers: The Game v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 041a1400
Transformers: The Game v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 00000068
Transformers: The Game v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 73786674
Transformers: The Game v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 041a0ba0
Transformers: The Game v1.18.1 2025-03-01 1 MIPSCompileOp: Invalid instruction 0419f280

« Newest   Older »