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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 |