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
eFootball REBELMODZZ v1.18.1 2025-04-30 2 Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460
Resistance: Retribution™ v1.18.1 2025-04-30 1 Unknown GetPointerWrite 0d02a938 PC 08d09d20 LR 08cd6754
喧嘩番長5~漢の法則~ v1.18.1 2025-04-30 1 00000000=sceUtilityScreenshotInitStart(09555730)
喧嘩番長5~漢の法則~ v1.18.1 2025-04-30 1 00000000=sceUtilityScreenshotInitStart(09555410)
ナルティメットインパクト v1.18.1 2025-04-30 1 00000000=sceUtilityScreenshotInitStart(09cb6bc8)
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-04-30 1 MIPSCompileOp: Invalid instruction 44fa3c72
F1 2025 By Just Islah & Fadli v1.20.4 2026-10-16 8 UNTESTED sceNetAdhocPollSocket(09ffb3e0, 1, 0, 1) at 08914300
EA FC 2024 BY RA-PATCH v1.18.1 2025-04-30 1 Branch in RSZeroComp delay slot at 08000100 in block starting at 08000044
EA FC 2024 BY RA-PATCH v1.18.1 2025-04-30 1 Branch in RSZeroComp delay slot at 08000100 in block starting at 0800003c
EA FC 2024 BY RA-PATCH v1.18.1 2025-04-30 1 Branch in RSZeroComp delay slot at 08000100 in block starting at 08000034
EA FC 2024 BY RA-PATCH v1.18.1 2025-05-11 2 Branch in RSZeroComp delay slot at 08000100 in block starting at 08000020
EA FC 2024 BY RA-PATCH v1.18.1 2025-04-30 1 Branch in RSZeroComp delay slot at 08000100 in block starting at 0800002c
EA FC 2024 BY RA-PATCH v1.18.1 2025-04-30 1 MIPSCompileOp: Invalid instruction 71cc05d0
eFootball 2025 by MP v1.18.1 2025-04-30 2 MIPSCompileOp: Invalid instruction 46554800
eFootball 2025 by MP v1.18.1 2025-04-30 1 MIPSCompileOp: Invalid instruction 00000301
F1 2025 By Just Islah & Fadli v1.20.4 2026-10-16 14 sceNetAdhocMatchingInit(131072) at 0891379c
eFootball PC - V. v1.18.1 2025-04-30 2 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:45: 'clamp' : no matching overloaded function found ERROR: 0:45: 'assign' : cannot convert from ' const float' to ' temp lowp 3-component vector of float' ERROR: 0:45: '' : compilation terminated ERROR: 3 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 10180000:0021d002 Tex Fog FragUber TFuncMod AlphaTest0 > layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (set = 0, binding = 0) uniform sampler2D tex; layout (location = 1) in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) DISCARD; fragColor0 = v; }
eFootball PC - V. v1.18.1 2025-04-30 2 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:45: 'clamp' : no matching overloaded function found ERROR: 0:45: 'assign' : cannot convert from ' const float' to ' temp lowp 3-component vector of float' ERROR: 0:45: '' : compilation terminated ERROR: 3 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 10184000:00200002 Tex Fog Flat FragUber TFuncMod layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (set = 0, binding = 0) uniform sampler2D tex; layout (location = 1) flat in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; }
eFootball PC - V. v1.18.1 2025-04-30 2 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:45: 'clamp' : no matching overloaded function found ERROR: 0:45: 'assign' : cannot convert from ' const float' to ' temp lowp 3-component vector of float' ERROR: 0:45: '' : compilation terminated ERROR: 3 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 10184000:0021d002 Tex Fog Flat FragUber TFuncMod AlphaTest0 > layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (set = 0, binding = 0) uniform sampler2D tex; layout (location = 1) flat in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) DISCARD; fragColor0 = v; }
eFootball PC - V. v1.18.1 2025-04-30 2 Vulkan error in shader compilation: info: ERROR: 0:83: 'dot' : no matching overloaded function found ERROR: 0:83: '' : compilation terminated ERROR: 2 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 01000000:80000b20 HWX T N Light: LightUberShader Cull layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (std140, set = 0, binding = 4) uniform lightVars { vec4 u_ambient; vec3 u_matdiffuse; vec4 u_matspecular; vec3 u_matemissive; uint u_lightControl; // light ubershader control bits vec3 u_lightpos[4]; vec3 u_lightdir[4]; vec3 u_lightatt[4]; vec4 u_lightangle_spotCoef[4]; vec3 u_lightambient[4]; vec3 u_lightdiffuse[4]; vec3 u_lightspecular[4]; }; layout (location = 0) in vec3 position; layout (location = 2) in vec3 normal; layout (location = 1) in vec2 texcoord; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; 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; lowp float angle; uint comp; uint type; float attenuation; for (uint i = 0; i < 4; i++) { if ((u_lightControl & (0x1u << i)) != 0x0u) { comp = (u_lightControl >> uint(0x4u + 0x4u * i)) & 0x3u; type = (u_lightControl >> uint(0x4u + 0x4u * i + 0x2u)) & 0x3u; toLight = u_lightpos[i]; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt[i], vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir[i], toLight); if (angle >= u_lightangle_spotCoef[i].x) { lightScale = attenuation * (u_lightangle_spotCoef[i].y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef[i].y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0; } diffuse = (u_lightdiffuse[i] * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u && 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; } lightSum1 += u_lightspecular[i] * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient[i] * ambientColor.rgb + diffuse) * lightScale; } } v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);
eFootball PC - V. v1.18.1 2025-04-30 2 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:45: 'clamp' : no matching overloaded function found ERROR: 0:45: 'assign' : cannot convert from ' const float' to ' temp lowp 3-component vector of float' ERROR: 0:45: '' : compilation terminated ERROR: 3 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 10180000:00200002 Tex Fog FragUber TFuncMod layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (set = 0, binding = 0) uniform sampler2D tex; layout (location = 1) in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; }
eFootball PC - V. v1.18.1 2025-04-30 2 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:40: 'clamp' : no matching overloaded function found ERROR: 0:40: '' : compilation terminated ERROR: 2 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 10180000:00200000 Fog FragUber layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (location = 1) in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 v = v_color0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; }
Naruto Shippuden: Kizuna Drive v1.18.1 2025-04-30 1 WriteToHardware: Invalid address 355fadd8 near PC 08a83824 LR 08a82eac
Naruto Shippuden: Kizuna Drive v1.18.1 2025-04-30 1 WriteToHardware: Invalid address 00000908 near PC 08a83824 LR 08a82eac
薄桜鬼 ~幕末無双録~ v1.18.1 2025-04-30 1 NpSignin Init Params: 00000000, 00000000, 00000000, 00000000
Naruto Shippuden: Kizuna Drive v1.18.1 2025-04-30 1 WriteToHardware: Invalid address 355fadd8 near PC 08a878d0 LR 08a878d0
Naruto Shippuden: Kizuna Drive v1.18.1 2025-04-30 1 WriteToHardware: Invalid address 00000908 near PC 08a878d0 LR 08a878d0
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-04-30 1 MIPSCompileOp: Invalid instruction 00012a81
Disney•Pixar Cars 2 v1.19.3 2026-02-06 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 r10p0-00dev0 [Revision 96995]. 01f05555:00000b29 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: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)) // 01f05555:00000b29 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: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 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 - 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_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worl
Disney•Pixar Cars 2 v1.19.3 2026-02-06 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 r10p0-00dev0 [Revision 96995]. 01f05955:00000b21 HWX T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:2 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)) // 01f05955:00000b21 HWX T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:2 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 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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; 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_lightpos2 - worldpos; distance =
ドラゴンボールZ 真武道会 v1.18.1 2025-04-30 2 Unknown GetPointerWrite 00000000 PC 0891b354 LR 0886ecf4
eFootball PES 2023 Danilo Gamer v1.18.1 2025-04-30 1 MIPSCompileOp: Invalid instruction 9f9f9f9f
eFootball PES 2023 Danilo Gamer v1.18.1 2025-04-30 1 MIPSCompileOp: Invalid instruction 6b475b70
eFootball PES 2023 Danilo Gamer v1.18.1 2025-04-30 1 MIPSCompileOp: Invalid instruction 714b4f71
eFootball PES 2023 Danilo Gamer v1.18.1 2025-04-30 2 MIPSCompileOp: Invalid instruction 71717171
eFootball PES 2023 Danilo Gamer v1.18.1 2025-04-30 1 MIPSCompileOp: Invalid instruction 9f9f9f71
.hack//Link 体験版 v1.18.1 2025-05-10 7 Failed decrypting the PRX (ret = -4, size = 6018948, psp_size = 6019296)!
God of War®: Ghost of Sparta v1.18.1 2025-04-29 1 Branch in RSRTComp delay slot at 09de51b4 in block starting at 09de5120
Lego Star Wars II: The Original Trilogy v1.18.1 2025-04-29 1 Unknown GetPointerWrite 119570e0 PC 08a112a4 LR 0886c780
Grand Theft Auto: Chinatown Wars v1.18.1 2025-04-29 1 Unknown GetPointerWrite 00000000 PC 089dfb68 LR 089dfb70
eFootball PC - V. v1.18.1 2026-09-29 3 Unknown GetPointerWrite 170c23cf PC 0888d3fc LR 0888d40c
プロ野球スピリッツ2014 v1.18.1 2025-04-29 1 sceNetAdhocMatchingInit(16384) at 089c5b94
RESISTANCE® ~報復の刻~ v1.18.1 2025-04-29 1 Unknown GetPointerWrite 190330e8 PC 08d09d20 LR 08cd6754
EFOOTBALL NEW PATCH SEASON v1.18.1 2026-10-27 2 WriteToHardware: Invalid address ffffffdc near PC 0888cd70 LR 089dcc9c
Star Wars: The Force Unleashed v1.18.1 2025-04-29 2 scePsmfPlayerSetPsmf*: incorrect PSMF magic (e10ec78e), bad data
SBK® Superbike World Championship v1.18.1 2025-06-04 2 sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 08f57230): duplicate handler
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 4043f6c0
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 40430002
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 43268e6c
SBK-07 v1.18.1 2025-04-29 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09368740): duplicate handler
SBK-07 v1.18.1 2025-04-29 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 092be6e0): duplicate handler
SBK-07 v1.18.1 2025-04-29 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09687d70): duplicate handler
Tom Clancy's Splinter Cell® Essentials v1.18.1 2025-04-29 2 MIPSCompileOp: Invalid instruction 438a514e
Tom Clancy's Splinter Cell® Essentials v1.18.1 2025-04-29 4 MIPSCompileOp: Invalid instruction 0000097b
SBK®08 Superbike World Championship v1.18.1 2025-04-29 1 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08e92e80): duplicate handler
SBK®08 Superbike World Championship v1.18.1 2025-04-29 1 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 094d2130): duplicate handler
Fate/EXTRA v1.18.1 2025-04-29 1 WriteToHardware: Invalid address 000001c8 near PC 089391d4 LR 088b1808
eFootball SM - V. v1.18.1 2025-04-29 1 Unknown GetPointerWrite 000016b6 PC 08872bb4 LR 08872c1c
eFootball Chelito 19 v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 42666667
ナルティメットアクセル3 v1.18.1 2025-04-29 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULJS00236DATA/DATA (1).CPK, 09ee0058, 00000002)
Kenka Bancho: Badass Rumble v1.18.1 2025-04-29 1 00000000=sceUtilityScreenshotInitStart(09397800)
eFootball Chelito 19 v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 6cd6bca5
eFootball Chelito 19 v1.18.1 2025-04-29 1 WriteToHardware: Invalid address deadc847 near PC 08c09cc8 LR 08e9b2bc
eFootball Chelito 19 v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 01910014
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 WriteToHardware: Invalid address deae3994 near PC 080b0ec0 LR 08000020
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 000006fd
eFootball 2025 STAR PATCH v1.18.1 2025-05-27 3 MIPSCompileOp: Invalid instruction 000000bf
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 000bffff
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 9effffe1
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 009ffa75
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 000006fe
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 000006bb
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction ec000000
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 4340019d
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 7a04dfff
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 2 MIPSCompileOp: Invalid instruction 43444344
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 9c500000
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 0000007d
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 7cc00059
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction ed100000
eFootball 2025 STAR PATCH v1.18.1 2025-05-27 5 MIPSCompileOp: Invalid instruction b0000000
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 000008ba
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 0001bdc1
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 9da00000
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction cd600000
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 00000038
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction ee200000
eFootball 2025 STAR PATCH v1.20.3 2026-03-26 11 BREAK instruction hit
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 4 MIPSCompileOp: Invalid instruction 000015b7
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-04-29 1 00000000=sceUtilityScreenshotInitStart(09cb2ec8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-04-29 1 00000000=sceUtilityScreenshotInitStart(09cb2e88)
eFootball SM - V. v1.18.1 2025-04-29 1 Branch in RSZeroComp delay slot at 08000100 in block starting at 08000020
eFootball SM - V. v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 71cc3954
eFootball 2024 BRO GAME ID NEW PATCH SEASON v1.18.1 2026-02-19 35 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
The Sims™ 2 v1.18.1 2025-04-29 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 r10p0-00dev0 [Revision 96995]. 01710444:00050b20 HWX T N TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 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)) // 01710444:00050b20 HWX T N TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 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 mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(texcoord.xy, 0.0, 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 > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww;
EA SPORTS™ FIGHT NIGHT Round 3 v1.18.1 2025-04-29 1 Unusual bezier/spline vtype: 12004342, morph: 0, bones: 2
METAL SLUG Anthology v1.18.1 2025-04-29 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (0000f868), bad data
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-04-29 4 Unknown GetPointerWrite 00000a54 PC 08a02afc LR 08808460
Spider-Man 3 v1.18.1 2025-04-29 2 MIPSCompileOp: Invalid instruction 45ae56b5
Spider-Man 3 v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 45ae946e

« Newest   Older »