Recent logs - v1.6.2

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Game title Version Latest Report Message
eFootball REBELMODZZ v1.6.2 2025-03-05 GL ran out of GPU memory; switching to low memory mode
eFootball By TM ARTS v1.6.2 2025-03-02 GL ran out of GPU memory; switching to low memory mode
eFootball PC - V. v1.9.4 2025-03-26 sceDmacMemcpy(dest=040cc000, src=086ce900, size=1251072): overlapping read
eFootball SM - V. v1.6.3 2025-03-25 GL ran out of GPU memory; switching to low memory mode
eFootball PC - V. v1.9.4 2025-03-26 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball PC - V. v1.9.4 2025-03-26 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball PC - V. v1.9.4 2025-03-26 Savedata version requested: 3
eFootball 2025 by MP v1.9.4 2025-03-26 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball 2025 by MP v1.9.4 2025-03-26 Savedata version requested: 3
eFootball PC - V. v1.6.2 2025-01-25 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00004000:00200022 Tex TexAlpha Fog Flat TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; flat in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; 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; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 40000000:00000914 HWX T Fog Tex Flat #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_matambientalpha; uniform highp vec2 u_fogcoef; flat out lowp vec4 v_color0; 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
eFootball SM - V. v1.9.4 2025-03-26 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball SM - V. v1.9.4 2025-03-26 Savedata version requested: 3
WWE SmackDown vs. RAW 2011 v1.6.2 2025-01-23 Unknown GetPointer 0a00c4f8 PC 08bfbe54 LR 08bfbe5c
eFootball PC - V. v1.6.2 2025-01-22 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 00000000:0000091c HWX C T Fog Tex #version 100 precision highp float; attribute vec3 position; 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_matambientalpha; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump 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; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
eFootball Chelito 19 v1.6.2 2025-01-19 Error in shader program link: info: Link Error: Fragment 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: 40000000:00000100 HWX Flat #version 300 es precision highp float; in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; flat out lowp vec4 v_color0; 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; v_color0 = u_matambientalpha; }
eFootball Chelito 19 v1.6.3-432-gfd6c3145d 2025-03-23 GL ran out of GPU memory; switching to low memory mode
eFootball Chelito 19 v1.6.3 2025-02-03 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:0001d000 AlphaTest0 > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D testtex; in vec4 v_color0; inout vec4 fragColor0; void main() { vec4 v = v_color0 ; if (v.a < 0.002) discard; fragColor0 = v; } vs: 00000000:0000000a THR C #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Grand Theft Auto: Vice City Stories v1.6.2 2024-12-19 Error in shader program link: info: L0100 A program cannot be linked unless there are any shaders attached to it fs: 00000000:00a0d802 Tex LM Fog 2x TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; 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: 03170000:41c00b15 HWX T N LM Fog Tex Bones:8 Light: 0: c:0 t:0 MatUp:7 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; 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 lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6 + w2.w * u_bone7; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 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); 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; }
eFootball Chelito 19 v1.6.2 2024-11-25 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00000002 Tex TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; 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 = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 01770000:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: 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 vec3 u_lightpos2; 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; out lowp vec4 v_color0; out 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 * 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); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
eFootball PC - V. v1.6.2 2024-11-03 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:00000002 Tex TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; 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 = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 00000000:00000018 C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj * vec4(position.xyz, 1.0); }
eFootball PC - V. v1.6.2 2024-11-03 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require 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: 00000000:00000010 Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj * vec4(position.xyz, 1.0); }
eFootball PC - V. v1.6.2 2024-11-03 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require 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: 00000000:00000018 C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj * vec4(position.xyz, 1.0); }
eFootball PC - V. v1.6.2 2024-11-03 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:0001d002 Tex TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require 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 = vec4(t.rgb * p.rgb, p.a); if (v.a < 0.002) discard; fragColor0 = v; } vs: 00000000:00000018 C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj * vec4(position.xyz, 1.0); }
eFootball PC - V. v1.6.2 2024-11-03 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; flat 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: 40000000:00000010 Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj * vec4(position.xyz, 1.0); }
eFootball 2025 STAR PATCH v1.9.4 2025-03-26 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball 2025 STAR PATCH v1.9.4 2025-03-26 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball 2025 STAR PATCH v1.9.4 2025-03-26 Savedata version requested: 3
eFootball 2025 Betway Premiership By Zamani v1.9.4 2025-03-26 Savedata version requested: 3
eFootball PC - V. v1.9.4 2025-03-24 Unknown GetPointer 00000000 PC 088287f0 LR 08828800
eFootball PC - V. v1.9.4 2025-03-26 Savedata version requested: 3
Bomba Patch Nova Era 2024 JP Gameplay's v1.9.4 2025-03-26 UNIMPL sceUtilityLoadUsbModule(1)
eFootball Chelito 19 v1.9.4 2025-03-26 Unknown GetPointer 00000000 PC 088287f0 LR 08828800
eFootball Chelito 19 v1.9.4 2025-03-26 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball Chelito 19 v1.9.4 2025-03-26 Savedata version requested: 3
WWE All Stars v1.6.2 2024-09-16 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:00000001 Clear #version 100 precision lowp float; varying vec4 v_color0; void main() { vec4 v = v_color0; gl_FragColor = v; } vs: 00000000:0000000a THR C #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Brothers in Arms D-Day v1.6.2 2024-09-03 GL ran out of GPU memory; switching to low memory mode
eFootball v1.9.4 2025-03-26 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
Tom Clancy's Splinter Cell® Essentials v1.6.2 2024-07-22 MIPSCompileOp: Invalid instruction 00010879
eFootball Chelito 19 v1.6.2 2024-07-19 Error in shader compilation: info: postshader attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
eFootball Chelito 19 v1.6.2 2024-07-19 Error in shader compilation: info: postshader // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; // The inverse of the texture dimensions along X and Y uniform vec2 u_texelDelta; varying vec2 v_texcoord0; void main() { // The parameters are hardcoded for now, but could be // made into uniforms to control fromt he program. float FXAA_SPAN_MAX = 8.0; float FXAA_REDUCE_MUL = 1.0/8.0; float FXAA_REDUCE_MIN = (1.0/128.0); vec3 rgbNW = texture2D(sampler0, v_texcoord0.xy + (vec2(-1.0, -1.0) * u_texelDelta)).xyz; vec3 rgbNE = texture2D(sampler0, v_texcoord0.xy + (vec2(+1.0, -1.0) * u_texelDelta)).xyz; vec3 rgbSW = texture2D(sampler0, v_texcoord0.xy + (vec2(-1.0, +1.0) * u_texelDelta)).xyz; vec3 rgbSE = texture2D(sampler0, v_texcoord0.xy + (vec2(+1.0, +1.0) * u_texelDelta)).xyz; vec3 rgbM = texture2D(sampler0, v_texcoord0.xy).xyz; vec3 luma = vec3(0.299, 0.587, 0.114); float lumaNW = dot(rgbNW, luma); float lumaNE = dot(rgbNE, luma); float lumaSW = dot(rgbSW, luma); float lumaSE = dot(rgbSE, luma); float lumaM = dot( rgbM, luma); float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); vec2 dir; dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN); float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce); dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * u_texelDelta; vec3 rgbA = (1.0/2.0) * ( texture2D(sampler0, v_texcoord0.xy + dir * (1.0/3.0 - 0.5)).xyz + texture2D(sampler0, v_texcoord0.xy + dir * (2.0/3.0 - 0.5)).xyz); vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * ( texture2D(sampler0, v_texcoord0.xy + dir * (0.0/3.0 - 0.5)).xyz + texture2D(sampler0, v_texcoord0.xy + dir * (3.0/3.0 - 0.5)).xyz); float lumaB = dot(rgbB, luma); if((lumaB < lumaMin) || (lumaB > lumaMax)){ gl_FragColor.xyz=rgbA; } else { gl_FragColor.xyz=rgbB; } gl_FragColor.a = 1.0; }
eFootball v1.9.4 2025-03-26 Savedata version requested: 3
eFooTBall Play Cesar Patch v1.6.2 2024-07-12 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00004000:0001d000 Flat AlphaTest0 > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D testtex; flat in vec4 v_color0; inout vec4 fragColor0; void main() { vec4 v = v_color0 ; if (v.a < 0.002) discard; 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); }
Prince of Persia: The Forgotten Sands™ v1.6.2 2024-07-05 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b55594, 4, 00000000, 0)
EA-Sports FC PC-V v1.9.4 2025-03-25 GL ran out of GPU memory; switching to low memory mode
eFootball PES 2024 "SN3" v1.6.2 2024-06-16 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00004000:00000002 Tex Flat TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; flat 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 = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 40000000:00000012 THR Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; flat 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); }
eFootball PES 2024 "SN3" v1.6.2 2024-06-16 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:0001d000 AlphaTest0 > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D testtex; in vec4 v_color0; inout vec4 fragColor0; void main() { vec4 v = v_color0 ; if (v.a < 0.002) discard; fragColor0 = v; } vs: 00000000:0000000a THR C #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
eFootball PES 2024 "SN3" v1.8.0 2025-03-25 GL ran out of GPU memory; switching to low memory mode
eFootball PES 2024 "SN3" v1.9.4 2025-03-26 sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read
eFootball PES 2024 "SN3" v1.9.4 2025-03-26 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball PES 2024 "SN3" v1.9.4 2025-03-26 Unknown GetPointer 00000000 PC 08816130 LR 08816144
eFootball PES 2024 "SN3" v1.9.4 2025-03-26 Savedata version requested: 3
eFootball PC - V. v1.9.4 2025-03-26 sceDmacMemcpy(dest=040cc000, src=08701400, size=1043456): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.2 2024-04-28 sceDmacMemcpy(dest=0414e000, src=095f11b0, size=220688): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.2 2024-04-20 sceDmacMemcpy(dest=0414e000, src=094af780, size=189120): overlapping read
EA-Sports FC PC-V v1.9.4 2025-03-26 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
EA-Sports FC PC-V v1.9.4 2025-03-26 Game install with no files / data
EA-Sports FC PC-V v1.9.4 2025-03-26 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
EA-Sports FC PC-V v1.9.4 2025-03-26 Savedata version requested: 3
Obscure: The Aftermath v1.6.2 2024-04-10 Unexpected mpeg first timestamp: 4f70b48faf1 / 5459092765425
eFootball Chelito 19 v1.6.3 2024-11-28 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00004000:00000022 Tex TexAlpha Flat TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; flat 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; fragColor0 = v; } vs: 40000000:00000910 HWX T Tex Flat #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_matambientalpha; flat 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; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
NBA LIVE 06 v1.6.2 2024-03-13 Error in shader program link: info: fs: 00000000:000000a2 Tex TexAlpha TClamp TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(mod(v_texcoord.x, u_texclamp.x), mod(v_texcoord.y, u_texclamp.y)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; } vs: 00000000:00000918 HWX C T Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
eFootball PC - V. v1.9.4 2025-03-26 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball PC - V. v1.9.4 2025-03-26 80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16)
eFootball PC - V. v1.9.4 2025-03-26 80630006=sceAtracSetDataAndGetID(09a25200, 00001000): invalid RIFF header
eFootball PC - V. v1.9.4 2025-03-26 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball PC - V. v1.9.4 2025-03-26 Savedata version requested: 3
eFootball Play-C v1.9.4 2025-03-26 sceDmacMemcpy(dest=040cc000, src=08701400, size=1043456): overlapping read
eFootball Play-C v1.9.4 2025-03-24 MIPSCompileOp: Invalid instruction 01010101
PES 2019 VANDAMMEEDITION v1.6.2 2024-01-30 Unknown GetPointer 6f005a82 PC 08849a60 LR 0884a940
eFootball Chelito 19 v1.9.4 2025-03-26 sceDmacMemcpy(dest=040cc000, src=0948f1b0, size=557056): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.2 2024-07-31 sceDmacMemcpy(dest=0414e000, src=095f87f0, size=204944): overlapping read
eFootball Play-C v1.9.4 2025-03-26 80630006=sceAtracSetDataAndGetID(09a25200, 00001000): invalid RIFF header
eFooTBall Play Cesar Patch v1.6.2 2023-11-25 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; flat in vec4 v_color0; in mediump 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: 40000000:00000012 THR Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
eFootball Chelito 19 v1.9.4 2025-03-25 sceDmacMemcpy(dest=04154000, src=095171c0, size=557056): overlapping read
eFootball Chelito 19 v1.6.2 2023-10-23 Unknown GetPointer 2c5c41c2 PC 0884d5b0 LR 0884d7d4
eFootball Chelito 19 v1.9.4 2025-03-26 GL ran out of GPU memory; switching to low memory mode
eFootball PES By HAROUN TECH v1.6.2 2023-10-22 Unknown GetPointer 2c5c2182 PC 0884d5b0 LR 0884d7d4
eFootball PES 2023 "SNE" v1.6.2 2023-10-21 Error in shader compilation: info: 00000000:00000001 Clear #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0; fragColor0 = v; }
eFooTBall Play Cesar Patch v1.6.2 2024-08-24 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:0000001c C Fog Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = position.w; gl_Position = u_proj * vec4(position.xyz, 1.0); }
EFOOTBALL NEW PATCH SEASON 2024 v1.9.4 2025-03-26 Savedata version requested: 3
eFootball Chelito 19 v1.9.4 2025-03-26 sceDmacMemcpy(dest=092ed040, src=086ce940, size=1251008): overlapping read
eFootball Play-C v1.9.4 2025-03-26 sceDmacMemcpy(dest=040cc000, src=086ce940, size=1251008): overlapping read
eFootball Chelito 19 v1.9.4 2025-03-25 sceDmacMemcpy(dest=086ce940, src=040cc000, size=1251008): overlapping read
eFootball Chelito 19 v1.9.4 2025-03-26 Unknown GetPointer 00000000 PC 088287f0 LR 08828800
eFootball Chelito 19 v1.9.4 2025-03-26 sceDmacMemcpy(dest=040cc000, src=08701400, size=1043456): overlapping read
eFootball 2024 Beta By Tutoriales Bendezu v1.6.2 2025-01-03 ReadFromHardware: Invalid address 00000000 near PC 0886ff4c LR 0886ff20
eFootball Chelito 19 v1.9.4 2025-03-26 Game install with no files / data
eFootball Chelito 19 v1.9.4 2025-03-26 sceDmacMemcpy(dest=040cc000, src=086ce940, size=1251008): overlapping read
eFootball Chelito 19 v1.9.4 2025-03-26 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball Chelito 19 v1.9.4 2025-03-26 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball Chelito 19 v1.9.4 2025-03-26 Savedata version requested: 3
eFootball Libertadores 2022 By T. Bendezu. v1.6.2 2024-11-17 sceDmacMemcpy(dest=09054040, src=086ce8c0, size=1251136): overlapping read
eFootball Chelito 19 v1.6.2 2023-09-06 Error in shader program link: info: Link Error: Vertex shader is missing. 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: 00000000:00000018 C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; 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 * vec4(position.xyz, 1.0); }
eFootball Chelito 19 v1.6.3 2023-11-06 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; flat 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: 40000000:00000010 Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; flat 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 * vec4(position.xyz, 1.0); }
eFootball Chelito 19 v1.6.2 2023-09-06 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:0001d002 Tex 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 = vec4(t.rgb * p.rgb, p.a); if (v.a < 0.002) discard; fragColor0 = v; } vs: 00000000:00000018 C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; 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 * vec4(position.xyz, 1.0); }
eFootball Chelito 19 v1.6.2 2023-09-06 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:00000002 Tex TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; 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 = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 00000000:00000018 C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; 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 * vec4(position.xyz, 1.0); }
eFootball Chelito 19 v1.6.3 2023-11-06 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: 00000000:00000010 Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; 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 * vec4(position.xyz, 1.0); }
Toy Story 3 v1.6.2 2023-09-02 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:0080d002 Tex 2x TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require 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 = vec4(t.rgb * p.rgb, p.a); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 01170000:00000b18 HWX C T N Tex Light: 0: c:0 t:0 MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 vec4 u_ambient; 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 = 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 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Tomb Raider: Anniversary™ v1.6.2 2023-09-01 sceDmacMemcpy(dest=041f2000, src=0952d130, size=5120): overlapping read
eFootball Play-C v1.9.4 2025-03-26 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7