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 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-07-20 |
7 |
MIPSCompileOp: Invalid instruction 44206f4e |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-07-20 |
6 |
MIPSCompileOp: Invalid instruction 63634164 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-07-20 |
15 |
MIPSCompileOp: Invalid instruction 42206b70 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
63 |
MIPSCompileOp: Invalid instruction 9eb89ea9 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
71 |
MIPSCompileOp: Invalid instruction 9ce79c78 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
70 |
MIPSCompileOp: Invalid instruction 9d089d09 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
68 |
MIPSCompileOp: Invalid instruction 9dab9d87 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
60 |
MIPSCompileOp: Invalid instruction 9ef69ef4 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
59 |
MIPSCompileOp: Invalid instruction 9f6c9f67 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-07-20 |
13 |
MIPSCompileOp: Invalid instruction 43206f4e |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
60 |
MIPSCompileOp: Invalid instruction 9f219f15 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-07-20 |
10 |
MIPSCompileOp: Invalid instruction 75207369 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
68 |
MIPSCompileOp: Invalid instruction 9dc69dba |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-07-20 |
6 |
MIPSCompileOp: Invalid instruction 75646f6d |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
56 |
MIPSCompileOp: Invalid instruction 9f769f72 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-07-20 |
8 |
MIPSCompileOp: Invalid instruction 00002e77 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
60 |
MIPSCompileOp: Invalid instruction 9ed49ed0 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
66 |
MIPSCompileOp: Invalid instruction 9de69df8 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
60 |
MIPSCompileOp: Invalid instruction 9ee89ee5 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
61 |
MIPSCompileOp: Invalid instruction 9e799e75 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
55 |
MIPSCompileOp: Invalid instruction 9f9c9f95 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-07-20 |
6 |
MIPSCompileOp: Invalid instruction 72657375 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
65 |
MIPSCompileOp: Invalid instruction 9e819e7d |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-07-20 |
13 |
MIPSCompileOp: Invalid instruction 7473694c |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
57 |
MIPSCompileOp: Invalid instruction 9f779f6a |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-07-20 |
8 |
MIPSCompileOp: Invalid instruction 736e7520 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-07-20 |
10 |
MIPSCompileOp: Invalid instruction 636f6c6c |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
59 |
MIPSCompileOp: Invalid instruction 9ef99ef7 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
63 |
MIPSCompileOp: Invalid instruction 9f079efd |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
68 |
MIPSCompileOp: Invalid instruction 9d5e9d5d |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
61 |
MIPSCompileOp: Invalid instruction 9e1e9e1b |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
61 |
MIPSCompileOp: Invalid instruction 9e8b9e88 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
59 |
MIPSCompileOp: Invalid instruction 9f529f4a |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
57 |
MIPSCompileOp: Invalid instruction 9f669f61 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
67 |
MIPSCompileOp: Invalid instruction 9d899d72 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
61 |
MIPSCompileOp: Invalid instruction 9ede9edc |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
62 |
MIPSCompileOp: Invalid instruction 9ecc9761 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
66 |
MIPSCompileOp: Invalid instruction 9d599d50 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
60 |
MIPSCompileOp: Invalid instruction 9efc9efb |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
58 |
MIPSCompileOp: Invalid instruction 9f3e9f2c |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
59 |
MIPSCompileOp: Invalid instruction 9f639f54 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
63 |
MIPSCompileOp: Invalid instruction 9ead9eaa |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
69 |
MIPSCompileOp: Invalid instruction 9d519d64 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
62 |
MIPSCompileOp: Invalid instruction 9ea59e9d |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
69 |
MIPSCompileOp: Invalid instruction 9c609c5a |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
70 |
MIPSCompileOp: Invalid instruction 9c309c21 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
67 |
MIPSCompileOp: Invalid instruction 9db89dbb |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
69 |
MIPSCompileOp: Invalid instruction 9d1f9d23 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
61 |
MIPSCompileOp: Invalid instruction 9ee09edd |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
65 |
MIPSCompileOp: Invalid instruction 9d7a9d6f |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
71 |
MIPSCompileOp: Invalid instruction 9c069c0c |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
64 |
MIPSCompileOp: Invalid instruction 9e1a9dfd |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
67 |
MIPSCompileOp: Invalid instruction 9da49d9a |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
70 |
MIPSCompileOp: Invalid instruction 9cf09cec |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
60 |
MIPSCompileOp: Invalid instruction 9e919e95 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
70 |
MIPSCompileOp: Invalid instruction 9d419d12 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
68 |
MIPSCompileOp: Invalid instruction 9dc19dc4 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
63 |
MIPSCompileOp: Invalid instruction 9ecf9ece |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
71 |
MIPSCompileOp: Invalid instruction 9c1b9c2e |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
65 |
MIPSCompileOp: Invalid instruction 9dd39dd9 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
69 |
MIPSCompileOp: Invalid instruction 9d3e9d3f |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
63 |
MIPSCompileOp: Invalid instruction 9def9ded |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
70 |
MIPSCompileOp: Invalid instruction 9d159d44 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
69 |
MIPSCompileOp: Invalid instruction 9d039ceb |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
71 |
MIPSCompileOp: Invalid instruction 9c049c0a |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
70 |
MIPSCompileOp: Invalid instruction 9c3e9c46 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
72 |
MIPSCompileOp: Invalid instruction 9c139c09 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
71 |
MIPSCompileOp: Invalid instruction 9c149c15 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
67 |
MIPSCompileOp: Invalid instruction 9db29da9 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
70 |
MIPSCompileOp: Invalid instruction 9c329c47 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-12-20 |
77 |
MIPSCompileOp: Invalid instruction 9f4f97ed |
| WWE SmackDown! vs. RAW 2006. |
v1.18.1 |
2025-05-10 |
10 |
sceKernelCreateThread(name=ScePafThread): unsupported attributes 00000008 |
| WWE SmackDown! vs. RAW 2006. |
v1.18.1 |
2025-05-10 |
50 |
sceKernelCreateThread(name=ScePafJob): unsupported attributes 00000008 |
| ES BY DYMZ X MICHIE PES BY DYMZ X MICHIE |
v1.18.1 |
2025-05-10 |
6 |
sceNetAdhocMatchingInit(32768) at 08a719b8 |
| WORLD SOCCER Winning Eleven 2012 |
v1.18.1 |
2025-05-09 |
3 |
sceKernelCreateThread(name=ScePafThread): unsupported attributes 00000008 |
| WORLD SOCCER Winning Eleven 2012 |
v1.18.1 |
2025-05-09 |
15 |
sceKernelCreateThread(name=ScePafJob): unsupported attributes 00000008 |
| Buzz!™: The Ultimate Music Quiz |
v1.18.1 |
2025-05-09 |
1 |
sceNetAdhocMatchingInit(131072) at 08856b74 |
| WWE'12 |
v1.18.1 |
2025-05-09 |
1 |
Unknown GetPointerWrite 7cc7e8a5 PC 08bfbde0 LR 08bfbe04 |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-05-09 |
3 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 097a9310): duplicate handler |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-05-09 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092fab40): duplicate handler |
| eFootball 2025 |
v1.18.1 |
2025-05-09 |
1 |
MIPSCompileOp: Invalid instruction 71e29674 |
| SBK-07 |
v1.18.1 |
2025-05-09 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 090ef3f0): duplicate handler |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2025-05-09 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(49c6b5d, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-05-09 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0960f4e0): duplicate handler |
| Prince of Persia - Revelations |
v1.18.1 |
2025-05-09 |
1 |
80630006=sceAtracSetDataAndGetID(09ab17c0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.18.1 |
2025-05-09 |
1 |
80630006=sceAtracSetDataAndGetID(09ab0c80, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.18.1 |
2025-05-09 |
2 |
80630006=sceAtracSetDataAndGetID(09a3e880, 00000800): invalid RIFF header |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-05-09 |
4 |
Error in shader program link: info: L0001 The fragment floating-point variable u_texelDelta does not match the vertex variable u_texelDelta.
The precision does not match.
fs: postshader
#version 320 es
precision mediump float;
precision highp int;
uniform vec2 u_pixelDelta;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec4 u_time;
uniform vec2 u_texelDelta;
in vec2 v_texcoord0;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
in vec4 v_texcoordNC0;
in vec4 v_texcoordNC1;
in vec4 v_texcoordNC2;
in vec4 v_texcoordNC3;
mediump int SEPIA;
mediump int GRAYSCALE;
mediump int NEGATIVE;
mediump int PSPCOLORS;
vec3 processGAUSS_S(inout vec3 color)
{
float GAUSSS_SPAN_MAX = 1.5;
float GAUSSS_KERNEL_SIZE = 5.0;
vec2 offsetS = (u_pixelDelta * GAUSSS_SPAN_MAX) / vec2(GAUSSS_KERNEL_SIZE);
vec3 cGaussS0 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, -2.0))).xyz * 1.0;
vec3 cGaussS1 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0))).xyz * 3.0;
vec3 cGaussS2 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, -1.0))).xyz * 8.0;
vec3 cGaussS3 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0, -1.0))).xyz * 3.0;
vec3 cGaussS4 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-2.0, 0.0))).xyz * 1.0;
vec3 cGaussS5 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0, 0.0))).xyz * 8.0;
vec3 cGaussS6 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0))).xyz * 10.0;
vec3 cGaussS7 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0, 0.0))).xyz * 8.0;
vec3 cGaussS8 = texture(sampler0, v_texcoord0 + (offsetS * vec2(2.0, 0.0))).xyz * 1.0;
vec3 cGaussS9 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0, 1.0))).xyz * 3.0;
vec3 cGaussS10 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, 1.0))).xyz * 8.0;
vec3 cGaussS11 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0))).xyz * 3.0;
vec3 cGaussS12 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, 2.0))).xyz * 1.0;
color = (((((((((((cGaussS0 + cGaussS1) + cGaussS2) + cGaussS3) + cGaussS4) + cGaussS5) + cGaussS6) + cGaussS7) + cGaussS8) + cGaussS9) + cGaussS10) + cGaussS11) + cGaussS12;
color /= vec3(58.0);
return color;
}
vec3 processSHADEBOOST(inout vec3 color)
{
float sat = 1.89999997615814208984375;
float brt = 0.699999988079071044921875;
float con = 1.2000000476837158203125;
float AvgLumR = 1.5;
float AvgLumG = 1.5;
float AvgLumB = 1.5;
if (SEPIA == 1)
{
sat = 0.00999999977648258209228515625;
brt = 1.75;
con = 1.0;
AvgLumR = 0.439999997615814208984375;
AvgLumG = 0.2599999904632568359375;
AvgLumB = 0.07999999821186065673828125;
}
if (GRAYSCALE == 1)
{
sat = 0.0;
brt = 1.0;
con = 1.0;
AvgLumR = 1.0;
AvgLumG = 1.0;
AvgLumB = 1.0;
}
if (NEGATIVE == 1)
{
sat = 1.0;
brt = 1.0;
con = -1.0;
AvgLumR = 1.0;
AvgLumG = 1.0;
AvgLumB = 1.0;
}
if (PSPCOLORS == 1)
{
sat = 1.0;
brt = 1.0;
con = 1.0;
AvgLumR = 0.959299981594085693359375;
AvgLumG = 1.0738999843597412109375;
AvgLumB = 1.46039998531341552734375;
}
vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
vec3 conRGB = vec3(0.5);
vec3 brtColor = color * brt;
vec3 intensity = vec3(((brtColor.x * 0.2125000059604644775390625) + (brtColor.y * 0.7153999805450439453125)) + (brtColor.z * 0.07209999859333038330078125));
vec3 satColor = mix(intensity, brtColor, vec3(sat));
vec3 conColor = mix(conRGB, satColor, vec3(con));
vec3 mixColor = AvgLumin * conColor;
color = mixColor;
return color;
}
void main()
{
SEPIA = 0;
GRAYSCALE = 0;
NEGATIVE = 0;
PSPCOLORS = 5;
vec3 color = texture(sampler0, v_texcoord0).xyz;
vec3 param = color;
vec3 _311 = processGAUSS_S(param);
color = _311;
vec3 param_1 = color;
vec3 _314 = processSHADEBOOST(param_1);
color = _314;
_RESERVED_IDENTIFIER_FIXUP_gl_Fr |
| MLB 11 The Show™ |
v1.18.1 |
2025-05-09 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (0610e602), bad data |
| SBK-07 |
v1.18.1 |
2025-05-09 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0906dda0): duplicate handler |
| SBK-07 |
v1.18.1 |
2025-05-09 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 090655a0): duplicate handler |
| God of War™: Ghost of Sparta |
v1.18.1 |
2025-05-09 |
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].
01f34550:00000f09 HWX C T N LM RevN Light: 0: c:0 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34550:00000f09 HWX C T N LM RevN Light: 0: c:0 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3
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 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 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() {
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 = 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);
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 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLigh |
| God of War™: Ghost of Sparta |
v1.18.1 |
2025-05-09 |
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].
01f34550:00000b09 HWX C T N LM Light: 0: c:0 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34550:00000b09 HWX C T N LM Light: 0: c:0 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3
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 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 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() {
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 = 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);
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 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLig |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2025-05-08 |
1 |
00000000=sceUtilityScreenshotInitStart(09caa308) |
| WWE2K24-V1.04 BY MANIA SVR |
v1.18.1 |
2025-08-04 |
2 |
80630007=sceAtracSetData(2, 08d4b180, 00010050): atracID uses different codec type than data |
| 初音ミク -Project DIVA- 2nd お買い得版 |
v1.18.1 |
2025-05-08 |
1 |
00000000=sceUtilityScreenshotInitStart(09399650) |
| 初音ミク -Project DIVA- 2nd お買い得版 |
v1.18.1 |
2025-05-08 |
1 |
00000000=sceUtilityScreenshotInitStart(093caa20) |
| 初音ミク -Project DIVA- 2nd お買い得版 |
v1.18.1 |
2025-05-08 |
1 |
00000000=sceUtilityScreenshotInitStart(09017aa0) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2025-05-08 |
1 |
00000000=sceUtilityScreenshotInitStart(09caa4e8) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2025-05-08 |
1 |
00000000=sceUtilityScreenshotInitStart(09caa4a8) |