Recent logs - v1.6.2

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Game title Version Latest Report Message
(homebrew) v1.6.2 2019-08-24 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00004000:00000000 Flat #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; flat in vec4 v_color0; inout vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; } vs: 40000000:00000002 THR Flat #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-08-18 MIPSCompileOp: Invalid instruction 720a4c28
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-08-17 WriteToHardware: Invalid address 40017d14 near PC 088206f4 LR 08820bb4
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-08-17 MIPSCompileOp: Invalid instruction 7f6c6770
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-08-17 MIPSCompileOp: Invalid instruction b3281f30
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 Jump to invalid address: 04f764b0
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 Jump to invalid address: 04f7d7c0
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 MIPSCompileOp: Invalid instruction 00000005
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 MIPSCompileOp: Invalid instruction 00000001
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 MIPSCompileOp: Invalid instruction 00ff0101
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 Jump to invalid address: 04f75d90
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 Jump to invalid address: 04df5f80
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 Jump to invalid address: 04bc3c40
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 Jump to invalid address: 04f77780
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 Jump to invalid address: 04f75fc0
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 Jump to invalid address: 04f76300
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 Jump to invalid address: 04c03640
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 Jump to invalid address: 04f782c0
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 Jump to invalid address: 04f53440
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 Jump to invalid address: 04c35240
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 Jump to invalid address: 04f79140
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 Jump to invalid address: 04f7f5c0
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 Jump to invalid address: 04f3cdc0
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 Jump to invalid address: 04da7a00
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 MIPSCompileOp: Invalid instruction 040d4800
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 Jump to invalid address: 04c119c0
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 Jump to invalid address: 04f76c40
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 Jump to invalid address: 04f75c80
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 Jump to invalid address: 04c34580
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 Jump to invalid address: 04f79680
Pro Evolution Soccer 2019 v1.6.2 2019-07-30 Jump to invalid address: 04bc1bc0
Assassin's Creed: Bloodlines™ v1.6.2 2019-07-29 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:00800082 Tex 2x TClamp TFuncMod #version 100 precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; varying vec4 v_color0; varying highp vec3 v_texcoord; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(mymod(v_texcoord.x, u_texclamp.x), mymod(v_texcoord.y, u_texclamp.y)); vec4 t = texture2D(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = v.rgb * 2.0; gl_FragColor = v; } vs: 01010000:00000b18 HWX C T N Tex Light: MatUp:1 #version 100 precision highp float; 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 lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; varying highp vec3 v_texcoord; 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 * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Assassin's Creed: Bloodlines™ v1.6.2 2019-07-29 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:00a0d002 Tex Fog 2x TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying highp float v_fogdepth; varying highp vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01010000:00000914 HWX T Fog Tex Light: MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; varying lowp vec4 v_color0; varying highp vec3 v_texcoord; varying highp float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); 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); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Assassin's Creed: Bloodlines™ v1.6.2 2019-07-29 Error in shader program link: info: Link Error: Vertex shader is missing. Link Error: Fragment shader is missing. fs: 00000000:00a00022 Tex TexAlpha Fog 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying highp float v_fogdepth; varying highp vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01310004:00000b14 HWX T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:0 MatUp:1 #version 100 precision highp float; 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 mediump vec3 u_lightatt0; 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; varying lowp vec4 v_color0; varying highp vec3 v_texcoord; varying highp 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 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; 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_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Assassin's Creed: Bloodlines™ v1.6.2 2019-07-29 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:0120000e Tex Fog StenToAlpha StenUniform TFuncRepl #version 100 precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; varying vec4 v_color0; uniform vec3 u_fogcolor; varying highp float v_fogdepth; varying highp vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); } vs: 01310004:00090b54 HWX T N Fog Tex TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:0 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; 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; varying lowp vec4 v_color0; varying highp vec3 v_texcoord; varying highp 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 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; 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_texcoord = (u_texmtx * vec4(normalize(normal), 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Assassin's Creed: Bloodlines™ v1.6.2 2019-07-29 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00a1d022 Tex TexAlpha Fog 2x TFuncMod AlphaTest0 > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying highp float v_fogdepth; varying highp vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01310004:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:0 MatUp:1 #version 100 precision highp float; 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 mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; 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; varying lowp vec4 v_color0; varying highp vec3 v_texcoord; varying highp 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 * color0 + vec4(u_matemissive, 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 = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Assassin's Creed: Bloodlines™ v1.6.2 2019-07-29 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00a0d022 Tex TexAlpha Fog 2x TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying highp float v_fogdepth; varying highp vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01110000:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:0 MatUp:1 #version 100 precision highp float; 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 mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; 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; varying lowp vec4 v_color0; varying highp vec3 v_texcoord; varying highp 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 * color0 + 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 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Assassin's Creed: Bloodlines™ v1.6.2 2019-07-29 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00a00002 Tex Fog 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying highp float v_fogdepth; varying highp vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01110000:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:0 MatUp:1 #version 100 precision highp float; 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 mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; 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; varying lowp vec4 v_color0; varying highp vec3 v_texcoord; varying highp 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 * color0 + 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 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Call of Duty : Roads to Victory™ v1.6.2 2019-07-26 Error in shader program link: info: L0100 A program cannot be linked unless there are any shaders attached to it fs: 00000000:0080d002 Tex 2x TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; gl_FragColor = v; } vs: 01010000:00000b18 HWX C T N Tex Light: MatUp:1 #version 100 precision highp float; 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 lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; 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 * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
遊☆戯☆王 アーク□ファイブ タッグフォース スペシャル v1.6.2 2019-07-19 Error in shader program link: info: fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; out 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: 01070000:00000910 HWX T Tex Light: MatUp:7 #version 300 es precision highp float; in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); 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); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
PES 2019 BY CHELITO 19 v1.6.2 2019-07-15 Error in shader program link: info: Invalid vertex shader. Invalid fragment shader. Link cannot proceed. fs: postshader vs: postshader
PES 2019 BY CHELITO 19 v1.6.2 2019-07-15 Error in shader compilation: info: Vertex shader compilation failed. WARNING: 0 Empty shader. No code generated. postshader
PES 2019 BY CHELITO 19 v1.6.2 2019-07-15 Error in shader program link: info: Invalid fragment shader. Link cannot proceed. fs: postshader vs: postshader attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
PES 2019 BY CHELITO 19 v1.6.2 2019-07-15 Error in shader compilation: info: Fragment shader compilation failed. WARNING: 0 Empty shader. No code generated. postshader
METAL GEAR SOLID PORTABLE OPS + v1.6.2 2019-07-14 UNIMPL sceUtilityGameSharingInitStart(09545970)
DRAGON BALL Z SHIN BUDOKAI 2 v1.6.2 2019-07-14 ReadFromHardware: Invalid address 00000054 near PC 089366d8 LR 08936664
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-07-12 WriteToHardware: Invalid address a3d5e1ac near PC 0880dcc8 LR 0880dcc8
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-07-06 MIPSCompileOp: Invalid instruction b23fd752
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-07-06 MIPSCompileOp: Invalid instruction 438fdc79
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-07-06 MIPSCompileOp: Invalid instruction b62b2506
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-07-06 MIPSCompileOp: Invalid instruction b29960f3
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-07-06 MIPSCompileOp: Invalid instruction 419dd1f4
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-07-06 MIPSCompileOp: Invalid instruction 4247ce0f
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-07-06 MIPSCompileOp: Invalid instruction b5ab2510
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-07-06 MIPSCompileOp: Invalid instruction 4245fa91
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-07-06 MIPSCompileOp: Invalid instruction 42463ade
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-07-06 MIPSCompileOp: Invalid instruction 42464654
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-07-06 MIPSCompileOp: Invalid instruction 425980fe
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-07-06 MIPSCompileOp: Invalid instruction 4247c175
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-07-06 MIPSCompileOp: Invalid instruction 42472e9c
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-07-06 MIPSCompileOp: Invalid instruction 42468779
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-07-06 MIPSCompileOp: Invalid instruction 424799a8
ドラゴンボール タッグバーサス v1.6.2 2019-07-04 MIPSCompileOp: Invalid instruction 008d554e
Assassin's Creed: Bloodlines™ v1.6.2 2019-07-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ba7dd4, 4, 00000000, 0)
Def Jam® Fight For NY™: The Takeover v1.6.2 2019-07-01 sceDmacMemcpy(dest=096f4200, src=08400000, size=724736): overlapping read
SBK®09 Superbike World Championship v1.6.2 2019-06-29 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09267cb0): duplicate handler
SBK®09 Superbike World Championship v1.6.2 2019-06-29 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092fab60): duplicate handler
PES 2019 GLGM PATCHS v1.6.2 2019-07-05 GL ran out of GPU memory; switching to low memory mode
Pursuit Force v1.6.2 2019-06-28 Inter-buffer memcpy 04088000 -> 04154000
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 075cde80 PC 09d73820 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 02a02740 PC 09e2db94 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 075cdf00 PC 09d737b0 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 0710ad20 PC 09e2c0d0 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 075cf380 PC 09d73cc4 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 075ce300 PC 09d737f8 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 075d7980 PC 09d73d58 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 075cf300 PC 09d73d80 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 075ce000 PC 09d737f4 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 075ce300 PC 09d737b4 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 075cf480 PC 09d73ccc LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 075cd900 PC 09d73cc0 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 075df980 PC 09d73d98 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 075cde80 PC 09d738a0 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 075cde80 PC 09d73860 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 075ce370 PC 09d73838 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 075cdf00 PC 09d737ac LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 078b6e20 PC 09e2c0d4 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 075cf980 PC 09d73d18 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 075ce3e0 PC 09d73878 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 078b0320 PC 09e2db90 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 075ce450 PC 09d738b8 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 075cdd00 PC 09d73d08 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 075f7980 PC 09d73e58 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 MIPSCompileOp: Invalid instruction 00002039
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 075cf380 PC 09d73cc8 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 075cf300 PC 09d73dc0 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 075cf580 PC 09d73d54 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 075e7980 PC 09d73dd8 LR 08902470
Dragon Ball Z: Tenkaichi Tag Team v1.6.2 2019-06-27 Jump to invalid address: 075ef980 PC 09d73e18 LR 08902470