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| Game title |
Version |
Latest Report |
Message |
| The Warriors® |
v1.5.4-956-ga3bbe8791 |
2026-07-20 |
Error in shader program link: info: Link failed because of missing shader.
fs: 00000000:0021d822 Tex TexAlpha LM Fog TFuncMod AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
if (v.a < 0.002) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01370000:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 MatUp:7
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in 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 vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| The Warriors® |
v1.5.4-956-ga3bbe8791 |
2026-07-20 |
Error in shader program link: info: Link failed because of missing shader.
fs: 00000000:0021d822 Tex TexAlpha LM Fog TFuncMod AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in vec3 v_color1;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
if (v.a < 0.002) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01770400:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:1 MatUp:7
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in 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 vec3 u_lightpos1;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = vec3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| WWE SVR 2011MOD 2K25 PSP BY OUSSAMA BEN DZ MODDER |
v1.5.4-956-ga3bbe8791 |
2026-05-22 |
Render to area containing texture at 000cc000 +64x0 |
| WWE SVR 2011MOD 2K25 PSP BY OUSSAMA BEN DZ MODDER |
v1.5.4-956-ga3bbe8791 |
2026-05-22 |
Rendering to framebuffer offset: 000cc000 +65x0 |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 0000026a! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 0000029c! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 000002e6! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000304! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 0000030e! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000248! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000270! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000242! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000276! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000230! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000318! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 000002d0! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 000002f8! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000212! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 0000022a! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000206! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 000001e8! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 000002b6! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000238! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 000001da! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 0000025a! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 0000021e! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 0000020c! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000264! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000224! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 000001fe! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000218! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 000001c4! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000164! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 0000014c! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000152! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 000001aa! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000146! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 0000018e! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 0000017c! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 000001f4! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000188! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 0000015e! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000158! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000112! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 000000d8! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000140! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 0000013a! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 000000f4! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 0000011a! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000122! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000132! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 0000010a! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 0000012a! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 000000e6! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000102! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 000000bc! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000078! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 000000ac! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000034! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 0000008a! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 0000009c! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 0000001a! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 00000064! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 000000ca! |
| AEW FIGHT FOR EVER OSAMA100 V3.0.1 |
v1.5.4-956-ga3bbe8791 |
2026-05-20 |
Bad index address 0000004c! |
| WWE 2K23 by Modder DX2000 |
v1.5.4-956-ga3bbe8791 |
2026-05-19 |
Render to area containing texture at 000cc000 +64x0 |
| WWE 2K23 by Modder DX2000 |
v1.5.4-956-ga3bbe8791 |
2026-05-19 |
Rendering to framebuffer offset: 000cc000 +65x0 |
| ドラゴンボールZ 真武道会2 |
v1.5.4-956-ga3bbe8791 |
2026-03-18 |
WriteToHardware: Invalid address d7197a48 near PC 0894262c LR 0894285c |
| Dragon Ball Z: KAKAROT PSP DELUXE EDITION By JJake_J |
v1.7.5 |
2026-07-20 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| SplinterCell |
v1.5.4-956-ga3bbe8791 |
2025-12-29 |
MIPSCompileOp: Invalid instruction 4246f79e |
| SplinterCell |
v1.5.4-956-ga3bbe8791 |
2025-12-29 |
Branch in RSRTComp delay slot at 0424c524 in block starting at 0424c524 |
| SplinterCell |
v1.5.4-956-ga3bbe8791 |
2025-12-29 |
MIPSCompileOp: Invalid instruction ce79ffff |
| SplinterCell |
v1.5.4-956-ga3bbe8791 |
2025-12-29 |
Branch in RSRTComp delay slot at 0424c4f0 in block starting at 0424c4f0 |
| SplinterCell |
v1.5.4-956-ga3bbe8791 |
2025-12-29 |
Branch in RSRTComp delay slot at 0424c508 in block starting at 0424c504 |
| SplinterCell |
v1.5.4-956-ga3bbe8791 |
2025-12-29 |
Branch in RSRTComp delay slot at 0424c4fc in block starting at 0424c4f8 |
| MYFP26 ENGLISH |
v1.9.4 |
2026-07-23 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
| MYFP26 ENGLISH |
v1.9.4 |
2026-07-24 |
Savedata version requested: 3 |
| EA-Sports FC Lop-Play |
v1.9.4 |
2026-07-24 |
Savedata version requested: 3 |
| eFootball 2026 StaR Patch |
v1.9.4 |
2026-07-24 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
| eFootball 2026 StaR Patch |
v1.9.4 |
2026-07-24 |
Savedata version requested: 3 |
| eFootball PES 2021 By GABRIEL |
v1.5.4-956-ga3bbe8791 |
2025-07-29 |
GL ran out of GPU memory; switching to low memory mode |
| eFootball Lop - Play |
v1.9.4 |
2026-07-24 |
Unknown GetPointer 00000000 PC 088287f0 LR 08828800 |
| eFootball Lop - Play |
v1.9.4 |
2026-07-24 |
Savedata version requested: 3 |
| eFootball Lop - Play |
v1.9.4 |
2026-07-24 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
| RESISTANCE® ~報復の刻~ |
v1.5.4-956-ga3bbe8791 |
2025-07-16 |
Unknown GE command : fbb20010 |
| BETEGAMING12 |
v1.9.4 |
2026-07-24 |
MIPSCompileOp: Invalid instruction 46800499 |
| BETEGAMING12 |
v1.9.4 |
2026-07-24 |
Savedata version requested: 3 |
| Prince of Persia - Rival Swords |
v1.5.4-956-ga3bbe8791 |
2025-06-10 |
Error in shader program link: info: Attached fragment shader is not compiled.
fs: depal
#version 300 es
precision mediump float;
in vec2 v_texcoord0;
out vec4 fragColor0;
uniform sampler2D tex;
uniform sampler2D pal;
void main() {
vec4 color = texture(tex, v_texcoord0);
int r = 0;
int g = 0;
int b = int(color.b * 255.99);
int a = 0;
int index = (a << 24) | (b << 16) | (g << 8) | (r);
index = (int(uint(index) >> 16) & 0xff);
fragColor0 = texture(pal, vec2((float(index) + 0.5) * (1.0 / 256.000000), 0.0));
}
vs: depal
#version 300 es
precision highp float;
in vec4 a_position;
in vec2 a_texcoord0;
out vec2 v_texcoord0;
void main() {
v_texcoord0 = a_texcoord0;
gl_Position = a_position;
}
|
| Prince of Persia - Rival Swords |
v1.5.4-956-ga3bbe8791 |
2025-06-10 |
Error in shader compilation: info: ERROR: 0:14: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled.
ERROR: 0:14: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled.
ERROR: 0:14: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
depal
#version 300 es
precision mediump float;
in vec2 v_texcoord0;
out vec4 fragColor0;
uniform sampler2D tex;
uniform sampler2D pal;
void main() {
vec4 color = texture(tex, v_texcoord0);
int r = 0;
int g = int(color.g * 255.99);
int b = 0;
int a = 0;
int index = (a << 24) | (b << 16) | (g << 8) | (r);
index = (int(uint(index) >> 8) & 0xff);
fragColor0 = texture(pal, vec2((float(index) + 0.5) * (1.0 / 256.000000), 0.0));
}
|
| Prince of Persia - Rival Swords |
v1.5.4-956-ga3bbe8791 |
2025-06-10 |
Error in shader compilation: info: ERROR: 0:14: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled.
ERROR: 0:14: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled.
ERROR: 0:14: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
depal
#version 300 es
precision mediump float;
in vec2 v_texcoord0;
out vec4 fragColor0;
uniform sampler2D tex;
uniform sampler2D pal;
void main() {
vec4 color = texture(tex, v_texcoord0);
int r = 0;
int g = 0;
int b = int(color.b * 255.99);
int a = 0;
int index = (a << 24) | (b << 16) | (g << 8) | (r);
index = (int(uint(index) >> 16) & 0xff);
fragColor0 = texture(pal, vec2((float(index) + 0.5) * (1.0 / 256.000000), 0.0));
}
|
| Prince of Persia - Rival Swords |
v1.5.4-956-ga3bbe8791 |
2025-06-10 |
Error in shader program link: info: Attached fragment shader is not compiled.
fs: depal
#version 300 es
precision mediump float;
in vec2 v_texcoord0;
out vec4 fragColor0;
uniform sampler2D tex;
uniform sampler2D pal;
void main() {
vec4 color = texture(tex, v_texcoord0);
int r = 0;
int g = int(color.g * 255.99);
int b = 0;
int a = 0;
int index = (a << 24) | (b << 16) | (g << 8) | (r);
index = (int(uint(index) >> 8) & 0xff);
fragColor0 = texture(pal, vec2((float(index) + 0.5) * (1.0 / 256.000000), 0.0));
}
vs: depal
#version 300 es
precision highp float;
in vec4 a_position;
in vec2 a_texcoord0;
out vec2 v_texcoord0;
void main() {
v_texcoord0 = a_texcoord0;
gl_Position = a_position;
}
|
| Ultimate Ghosts'n Goblins |
v1.5.4-956-ga3bbe8791 |
2025-05-31 |
sceDmacMemcpy(dest=0412d800, src=09575230, size=4096): overlapping read |
| Ultimate Ghosts'n Goblins |
v1.5.4-956-ga3bbe8791 |
2025-05-30 |
sceDmacMemcpy(dest=04129e00, src=0978e540, size=256): overlapping read |
| Army of TWO™: The 40th Day |
v1.5.4-956-ga3bbe8791 |
2025-05-31 |
sceDmacMemcpy(dest=041edc00, src=08dce9d0, size=5120): overlapping read |
| GUILTY GEAR JUDGMENT |
v1.5.4-956-ga3bbe8791 |
2025-05-28 |
sceDmacMemcpy(dest=04144000, src=04088000, size=50176): overlapping read |
| JOGRESS V3 |
v1.5.4-956-ga3bbe8791 |
2025-05-23 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
fragColor0 = v;
}
vs: 00000000:0000001a THR C Tex
#version 300 es
precision highp float;
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.5.4-956-ga3bbe8791 |
2025-05-22 |
MIPSCompileOp: Invalid instruction 43080000 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.5.4-956-ga3bbe8791 |
2025-05-22 |
MIPSCompileOp: Invalid instruction 434c0000 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.5.4-956-ga3bbe8791 |
2025-05-22 |
Jump to invalid address: 0a0190c8 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.5.4-956-ga3bbe8791 |
2025-05-22 |
MIPSCompileOp: Invalid instruction 432f0000 |