Recent logs - v1.20.4-466-g35e21dead8

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Game title Version Latest Report Message
eFootball 2027 By T. Bendezu v1.20.4-466-g35e21dead8 2026-07-05 sceDisplayWaitVblankCB: could not find waiting thread info.
GHOST IN THE SHELL STAND ALONE COMPLEX v1.20.4-466-g35e21dead8 2026-07-05 Error in shader compilation: info: 0:24: P0004: High precision not supported, instead compiling high precision as medium precision 0:25: L0002: Undeclared variable 'gl_FragDepth' 40180000:00200002 Tex TFuncMod FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40180000:00200002 Tex TFuncMod FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; varying lowp vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 t = texture2D(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); gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
GHOST IN THE SHELL STAND ALONE COMPLEX v1.20.4-466-g35e21dead8 2026-07-05 Error in shader compilation: info: 0:27: P0004: High precision not supported, instead compiling high precision as medium precision 0:28: L0002: Undeclared variable 'gl_FragDepth' 40180000:0020d002 Tex TFuncMod AlphaTest > FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40180000:0020d002 Tex TFuncMod AlphaTest > FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform sampler2D testtex; varying lowp vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 t = texture2D(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); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) DISCARD; gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
GHOST IN THE SHELL STAND ALONE COMPLEX v1.20.4-466-g35e21dead8 2026-07-05 Error in shader compilation: info: 0:26: P0004: High precision not supported, instead compiling high precision as medium precision 0:27: L0002: Undeclared variable 'gl_FragDepth' 40180000:0021d002 Tex TFuncMod AlphaTest0 > FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40180000:0021d002 Tex TFuncMod AlphaTest0 > FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform sampler2D testtex; varying lowp vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 t = texture2D(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; gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
GHOST IN THE SHELL STAND ALONE COMPLEX v1.20.4-466-g35e21dead8 2026-07-05 Error in shader compilation: info: 0:21: P0004: High precision not supported, instead compiling high precision as medium precision 0:22: L0002: Undeclared variable 'gl_FragDepth' 40180000:00000002 Tex TFuncMod FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40180000:00000002 Tex TFuncMod FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; varying lowp vec4 v_color0; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
GHOST IN THE SHELL STAND ALONE COMPLEX v1.20.4-466-g35e21dead8 2026-07-05 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 r7p0-00rel0 [Revision 96995]. 01f35555:00000b28 HWX C T N Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3 RangeCull #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)) // 01f35555:00000b28 HWX C T N Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3 RangeCull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform vec4 u_xywh; uniform float u_NaN; uniform vec2 u_minZmaxZ; uniform vec2 u_rasterOffset; uniform vec3 u_vpScale; uniform vec3 u_vpOffset; 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; 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() { bool zClipped = false; 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); if (outPos.z < -outPos.w) { zClipped = true; } float recip = 1.0 / outPos.w; outPos.xyz = (outPos.xyz * u_vpScale.xyz) * recip + u_vpOffset.xyz; 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; float distSq; float invDist; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distSq = dot(toLight, toLight); invDist = inversesqrt(distSq); distance = distSq * invDist; toLight *= invDist; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distSq)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0); float halfInvLen = inversesqrt(dot(halfVec, halfVec)); ldot = pow(max(dot(halfVec, worldnormal) * halfInvLen, 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; distSq = dot(toLight, toLight); invDist = inversesqrt(distSq); distance = distSq * invDist; toLight *= invDist; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distSq)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0); float halfIn
White Knight Chronicles™: Origins v1.20.4-466-g35e21dead8 2026-07-04 sceDisplayWaitVblankCB: could not find waiting thread info.
Pro Evolution Soccer 6 v1.20.4-466-g35e21dead8 2026-07-04 sceDisplayWaitVblankCB: could not find waiting thread info.
eFootball 2027 By T. Bendezu v1.9.4 2026-07-11 Savedata version requested: 3
eFootball Chelito 19 * BETEGAMING v1.9.4 2026-07-11 Savedata version requested: 3
Shrek Smash n' Crash Racing v1.20.4-466-g35e21dead8 2026-07-10 Failed to read valid video stream data from header
Pro Evolution Soccer 2010 v1.9.4 2026-07-11 Savedata version requested: 3
Call of Duty : Roads to Victory™ v1.9.4 2026-07-11 An uneaten prefix at end of block: 08a683b0
Assassin's Creed: Bloodlines™ v1.9.4 2026-07-11 An uneaten prefix at end of block: 08927ee4
Shrek Smash n' Crash Racing v1.9.4 2026-07-10 Could not setup streams, unexpected stream count: 0
Shrek Smash n' Crash Racing v1.9.4 2026-07-10 Could not setup streams, unexpected stream count: 35208
Shrek Smash n' Crash Racing v1.9.4 2026-07-10 Could not setup streams, unexpected stream count: 24195
Dante's Inferno™ v1.9.4 2026-07-11 Video out requested, not supported: mode=0 size=0,0
Shrek Smash n' Crash Racing v1.9.4 2026-07-10 Unexpected mpeg first timestamp: 30000000000 / 3298534883328
Call of Duty : Roads to Victory™ v1.9.4 2026-07-11 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2
Assassin's Creed: Bloodlines™ v1.9.4 2026-07-11 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2
TEKKEN DARK RESURRECTION v1.9.4 2026-07-11 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=2, text=2
TEKKEN DARK RESURRECTION v1.9.4 2026-07-11 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=2, text=2
TEKKEN DARK RESURRECTION v1.9.4 2026-07-11 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1
TEKKEN DARK RESURRECTION v1.9.4 2026-07-11 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=1, text=1
GHOST IN THE SHELL STAND ALONE COMPLEX v1.9.4 2026-07-07 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
GHOST IN THE SHELL STAND ALONE COMPLEX v1.9.4 2026-07-07 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.9.4 2026-07-11 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.9.4 2026-07-11 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=2, text=2
God of War: Chains of Olympus v1.9.4 2026-07-11 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.9.4 2026-07-11 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.9.4 2026-07-11 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1
God of War: Chains of Olympus v1.9.4 2026-07-11 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2