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 2025 Official Gameplay |
v1.18.1 |
2026-10-13 |
13 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16) |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-06-15 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 095d3220): duplicate handler |
| EFOOTBALL NEW PATCH SEASON |
v1.18.1 |
2025-06-15 |
1 |
Unknown GetPointer 051c0901 PC 08811368 LR 088113dc |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-06-15 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096f77f0): duplicate handler |
| 初音ミク -Project DIVA- 2nd |
v1.18.1 |
2025-06-15 |
1 |
00000000=sceUtilityScreenshotInitStart(093b8ae0) |
| eFootball 2025 by MP |
v1.18.1-846-gab47c3cb1f |
2026-09-07 |
13 |
Unknown GetPointer 00000140 PC 08824cf4 LR 088113dc |
| eFootball 2025 by MP |
v1.18.1-846-gab47c3cb1f |
2026-09-07 |
13 |
Unknown GetPointerWrite 00000000 PC 08824cf4 LR 088113dc |
| ナルティメットアクセル3 |
v1.18.1 |
2025-06-15 |
1 |
00000000=sceUtilityScreenshotInitStart(09a628a8) |
| ~ P.P Modds's V.2 Game ~ |
v1.18.1 |
2025-06-15 |
1 |
Unknown GetPointer 0000b300 PC 0881c428 LR 0881c438 |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2025-06-15 |
1 |
sceDmacMemcpy(dest=09833fc0, src=08400000, size=203968): overlapping read |
| Persona3 PORTABLE |
v1.18.1 |
2025-06-15 |
1 |
MIPSCompileOp: Invalid instruction 00859db8 |
| Persona3 PORTABLE |
v1.18.1 |
2025-06-15 |
1 |
Trying to compile instruction 005a6672 that can't be interpreted |
| Persona3 PORTABLE |
v1.18.1 |
2025-06-15 |
1 |
MIPSCompileOp: Invalid instruction 0030333f |
| Persona3 PORTABLE |
v1.18.1 |
2025-06-15 |
1 |
Branch in JumpReg delay slot at 0404080c in block starting at 04040740 |
| Persona3 PORTABLE |
v1.18.1 |
2025-06-15 |
1 |
MIPSCompileOp: Invalid instruction 006e767f |
| Persona3 PORTABLE |
v1.18.1 |
2025-06-15 |
1 |
MIPSCompileOp: Invalid instruction 007b7475 |
| Persona3 PORTABLE |
v1.18.1 |
2025-06-15 |
1 |
MIPSCompileOp: Invalid instruction 008aa7b8 |
| Persona3 PORTABLE |
v1.18.1 |
2025-06-15 |
1 |
MIPSCompileOp: Invalid instruction 00d3d6d5 |
| Persona3 PORTABLE |
v1.18.1 |
2025-06-15 |
1 |
MIPSCompileOp: Invalid instruction 008199a8 |
| Persona3 PORTABLE |
v1.18.1 |
2025-06-15 |
1 |
MIPSCompileOp: Invalid instruction 00616e7d |
| Persona3 PORTABLE |
v1.18.1 |
2025-06-15 |
1 |
MIPSCompileOp: Invalid instruction 00dad7d4 |
| Persona3 PORTABLE |
v1.18.1 |
2025-06-15 |
1 |
MIPSCompileOp: Invalid instruction 006f5a55 |
| Persona3 PORTABLE |
v1.18.1 |
2025-06-15 |
1 |
MIPSCompileOp: Invalid instruction 00636e7b |
| Persona3 PORTABLE |
v1.18.1 |
2025-06-15 |
1 |
MIPSCompileOp: Invalid instruction 00b9dee8 |
| Persona3 PORTABLE |
v1.18.1 |
2025-06-15 |
1 |
MIPSCompileOp: Invalid instruction 00bbb9b7 |
| Persona3 PORTABLE |
v1.18.1 |
2025-06-15 |
1 |
MIPSCompileOp: Invalid instruction 00505155 |
| Persona3 PORTABLE |
v1.18.1 |
2025-06-15 |
1 |
MIPSCompileOp: Invalid instruction 00636e7a |
| グランナイツヒストリー |
v1.18.1 |
2025-06-15 |
1 |
00000000=sceUtilityScreenshotInitStart(08de9c10) |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-15 |
1 |
Unknown GetPointerWrite 1b172108 PC 08d09d20 LR 08cd6754 |
| eFootball 2025 STAR PATCH |
v1.18.1 |
2025-08-15 |
2 |
ReadFromHardware: Invalid address 13981c18 near PC 08849a4c LR 08849a58 |
| NARUTO SHIPPUDEN: Ultimate Ninja Heroes 3 |
v1.18.1 |
2025-06-15 |
1 |
00000000=sceUtilityScreenshotInitStart(09a82858) |
| Tomb Raider: Legend™ |
v1.18.1 |
2025-06-15 |
1 |
sceDmacMemcpy(dest=041b3400, src=097362a0, size=5120): overlapping read |
| WARRIORS OROCHI 2 |
v1.18.1 |
2025-06-30 |
5 |
Unknown GetPointer 0a000f4a PC 0881d16c LR 0881d17c |
| WARRIORS OROCHI 2 |
v1.18.1 |
2025-06-30 |
4 |
Unknown GetPointerWrite 14160a40 PC 0881d15c LR 0881d17c |
| eFootball Chelito 19 |
v1.18.1 |
2026-03-05 |
3 |
ReadFromHardware: Invalid address 00000000 near PC 08813380 LR 088133a8 |
| Tomb Raider: Legend™ |
v1.18.1 |
2025-06-14 |
1 |
sceDmacMemcpy(dest=041d9000, src=08e52940, size=5120): overlapping read |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-14 |
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 r8p0-01rel0 [Revision 96995].
01700551:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01700551:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1
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 * specularC |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-14 |
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 r8p0-01rel0 [Revision 96995].
01700551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01700551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1
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)
lightSum1 |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-14 |
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 r8p0-01rel0 [Revision 96995].
01710551:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01710551:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1
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_lightspecu |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-14 |
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 r8p0-01rel0 [Revision 96995].
01710551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01710551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1
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 = 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;
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)
ligh |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-14 |
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 r8p0-01rel0 [Revision 96995].
01f15555:00000b09 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 MatUp:1
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f15555:00000b09 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 MatUp:1
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 = 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;
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, worldnorma |
| The 3rd Birthday® |
v1.18.1 |
2025-06-14 |
1 |
sceDmacMemcpy(dest=095d1280, src=09f58fc0, size=10304): overlapping read |
| クロヒョウ 龍が如く新章 |
v1.18.1 |
2025-06-14 |
1 |
sceDmacMemcpy(dest=04176400, src=09687c40, size=560): overlapping read |
| Pro Evolution Soccer 2020 |
v1.18.1 |
2025-06-26 |
2 |
MIPSCompileOp: Invalid instruction ef981004 |
| Pro Evolution Soccer 2020 |
v1.18.1 |
2025-06-26 |
2 |
MIPSCompileOp: Invalid instruction 42802021 |
| Spectral Souls -Resurrection of the Ethereal Empires- |
v1.18.1 |
2025-06-14 |
1 |
sceDmacMemcpy(dest=0930e4a0, src=08b339b0, size=16384): overlapping read |
| eFootball 2025 by MP |
v1.18.1 |
2025-06-14 |
1 |
MIPSCompileOp: Invalid instruction 70006660 |
| eFootball 2025 by MP |
v1.18.1 |
2025-06-14 |
1 |
MIPSCompileOp: Invalid instruction eceeffff |
| eFootball 2025 by MP |
v1.18.1 |
2025-06-14 |
1 |
MIPSCompileOp: Invalid instruction 0000009f |
| eFootball 2025 by MP |
v1.18.1 |
2025-06-14 |
1 |
Jump to invalid address: 0be00000 |
| eFootball 2025 by MP |
v1.18.1 |
2025-06-14 |
1 |
MIPSCompileOp: Invalid instruction 00001aff |
| eFootball 2025 by MP |
v1.18.1 |
2025-06-14 |
1 |
MIPSCompileOp: Invalid instruction 0000003d |
| eFootball 2025 by MP |
v1.18.1 |
2025-06-14 |
1 |
Jump to invalid address: 0fd80000 |
| eFootball 2025 by MP |
v1.18.1 |
2025-06-14 |
1 |
MIPSCompileOp: Invalid instruction 70000008 |
| eFootball 2025 by MP |
v1.18.1 |
2025-06-14 |
1 |
MIPSCompileOp: Invalid instruction cfffc804 |
| eFootball 2025 by MP |
v1.18.1 |
2025-06-14 |
1 |
MIPSCompileOp: Invalid instruction 00000029 |
| eFootball 2025 by MP |
v1.18.1 |
2025-06-14 |
1 |
ReadFromHardware: Invalid address 000008d4 near PC 080cac1c LR 08000020 |
| LEGO® Batman™: The Videogame |
v1.18.1 |
2025-06-14 |
1 |
MIPSCompileOp: Invalid instruction 00440254 |
| METAL SLUG Anthology |
v1.18.1 |
2025-06-14 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIf3a3, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4 |
| Pro Evolution Soccer 2013 |
v1.18.1 |
2025-06-14 |
1 |
Unknown GetPointer 00180804 PC 0884a900 LR 0884a920 |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-14 |
1 |
Unknown GetPointerWrite 27ba21f8 PC 08d09d20 LR 08cd6754 |
| WWE 2K20 By Lucha Games |
v1.18.1 |
2025-06-14 |
1 |
80630006=sceAtracSetData(2, 08d4b180, 0000fd08): invalid RIFF header |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.18.1 |
2025-06-14 |
4 |
00000000=sceUtilityScreenshotInitStart(09a8d818) |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.18.1 |
2025-06-14 |
3 |
00000000=sceUtilityScreenshotInitStart(09a8d838) |
| Tomb Raider: Anniversary™ |
v1.18.1 |
2025-06-14 |
1 |
sceDmacMemcpy(dest=041d6800, src=0953c660, size=9216): overlapping read |
| eFootball 2025 by MP |
v1.18.1 |
2025-06-14 |
69 |
MIPSCompileOp: Invalid instruction 05be6800 |
| eFootball 2025 STAR PATCH |
v1.18.1 |
2025-06-14 |
1 |
ReadFromHardware: Invalid address 139b64f8 near PC 08849a4c LR 08849a58 |
| eFootball PC - V. |
v1.18.1 |
2025-06-14 |
1 |
Unknown GetPointerWrite 00000012 PC 08872bf8 LR 08872c1c |
| eFootball PC - V. |
v1.18.1 |
2025-06-14 |
1 |
80630006=sceAtracSetDataAndGetID(09a25200, 00004000): fmt definition too small (16) |
| Spectral Souls -Resurrection of the Ethereal Empires- |
v1.18.1 |
2025-06-14 |
1 |
sceDmacMemcpy(dest=0930e0a0, src=08b35b30, size=32768): overlapping read |
| eFootball Chelito 19 |
v1.18.1 |
2025-06-14 |
1 |
Unknown GetPointer cccd9825 PC 0881c428 LR 0881c438 |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-06-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09608580): duplicate handler |
| SBK® Superbike World Championship |
v1.18.1 |
2025-06-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 091cb120): duplicate handler |
| Hexyz Force™ |
v1.18.1 |
2025-06-14 |
1 |
sceDmacMemcpy(dest=09be3740, src=08533bc0, size=56368): overlapping read |
| GTA: Liberty City Stories |
v1.18.1 |
2025-06-14 |
1 |
VTYPE with morph used: THRU=0 TC=0 COL=0 POS=2 NRM=1 WT=0 NW=2 IDX=0 MC=3 |
| GUILTY GEAR JUDGMENT |
v1.18.1 |
2025-06-14 |
1 |
sceDmacMemcpy(dest=04088000, src=04144000, size=31104): overlapping read |
| The BIGS 2 |
v1.18.1 |
2025-06-14 |
1 |
Can't draw: No current render step. Step count: 0 |
| BETEGAMING12 |
v1.9.4 |
2026-11-09 |
65,170 |
Savedata version requested: 3 |
| Pro Evolution Soccer 2025 |
v1.18.1 |
2026-04-13 |
7 |
sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read |
| はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.18.1 |
2025-06-14 |
2 |
sceDmacMemcpy(dest=09689870, src=09687870, size=8192): overlapping read |
| EFOOTBALL RA-PATCH 22-23 V. FINAL |
v1.18.1 |
2025-06-14 |
1 |
sceDmacMemcpy(dest=040cc000, src=095171c0, size=557056): overlapping read |
| FIFA 13 |
v1.18.1 |
2025-06-14 |
2 |
WriteToHardware: Invalid address 00000018 near PC 08b58fa4 LR 08b58f98 |
| FIFA 13 |
v1.18.1 |
2025-06-14 |
1 |
WriteToHardware: Invalid address 00000000 near PC 08b3e650 LR 08b3e1ec |
| Tomb Raider: Legend™ |
v1.18.1 |
2025-06-14 |
1 |
sceDmacMemcpy(dest=041b8400, src=09a90564, size=2048): overlapping read |
| FREE RUNNING |
v1.18.1 |
2025-06-14 |
1 |
WriteToHardware: Invalid address 0000177c near PC 08931fd0 LR 08a005a0 |
| LEGO® Pirates of the Caribbean: The Video Game PSP® |
v1.18.1 |
2025-06-14 |
1 |
80630006=sceAtracSetData(0, 09127d00, 00030000): invalid RIFF header |
| FINAL FANTASY 零式 ディスク1 |
v1.18.1 |
2025-06-14 |
1 |
sceDmacMemcpy(dest=08400000, src=0932d540, size=934336): overlapping read |
| FIFA 13 |
v1.18.1 |
2025-06-14 |
1 |
ReadFromHardware: Invalid address 0000000a near PC 08c23a0c LR 08dc6620 |
| Pro Evolution Soccer 2013 |
v1.18.1 |
2025-06-14 |
1 |
Branch in Jump delay slot at 09cf87a0 in block starting at 09cf8630 |
| Pro Evolution Soccer 2013 |
v1.18.1 |
2025-06-14 |
1 |
Branch in Jump delay slot at 09cf878c in block starting at 09cf8638 |
| Pro Evolution Soccer 2013 |
v1.18.1 |
2025-06-14 |
1 |
Branch in Jump delay slot at 09cf86d0 in block starting at 09cf8638 |
| Pro Evolution Soccer 2013 |
v1.18.1 |
2025-06-14 |
1 |
Branch in Jump delay slot at 09cf86c8 in block starting at 09cf8638 |
| Pro Evolution Soccer 2013 |
v1.18.1 |
2025-06-14 |
1 |
Branch in Jump delay slot at 09cf878c in block starting at 09cf8630 |
| Pro Evolution Soccer 2013 |
v1.18.1 |
2025-06-14 |
1 |
Jump to invalid address: 0759ae80 |
| Pro Evolution Soccer 2013 |
v1.18.1 |
2025-06-14 |
1 |
Branch in Jump delay slot at 09cf86b8 in block starting at 09cf8630 |
| Pro Evolution Soccer 2013 |
v1.18.1 |
2025-06-14 |
1 |
Branch in Jump delay slot at 09cf8790 in block starting at 09cf8630 |
| Pro Evolution Soccer 2013 |
v1.18.1 |
2025-06-14 |
2 |
Jump to invalid address: 073e1f00 |
| Pro Evolution Soccer 2013 |
v1.18.1 |
2025-06-14 |
2 |
Jump to invalid address: 073e1bb0 |
| Pro Evolution Soccer 2013 |
v1.18.1 |
2025-06-14 |
1 |
Branch in Jump delay slot at 09cf8634 in block starting at 09cf8630 |
| Pro Evolution Soccer 2013 |
v1.18.1 |
2025-06-14 |
1 |
Branch in Jump delay slot at 09cf8784 in block starting at 09cf8630 |