Recent logs - v1.6.3-432-gfd6c3145d

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Game title Version Latest Report Message
PES 2014 v1.6.3-432-gfd6c3145d 2022-06-30 Error in shader program link: info: Link Error: Vertex shader is missing. 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); }
絶体絶命都市3 ─壊れゆく街と彼女の歌─ v1.6.3-432-gfd6c3145d 2022-06-26 GL ran out of GPU memory; switching to low memory mode
Pro Evolution Soccer 6 v1.6.3-432-gfd6c3145d 2022-06-24 Unknown GetPointer 00000000 PC 08892724 LR 08892734
討鬼伝 極 v1.6.3-432-gfd6c3145d 2022-06-23 Jump to invalid address: 07d66698
eFOOTBALL PES 2020 SUPERDUPER "T. BENDEZU" v1.6.3-432-gfd6c3145d 2022-06-21 Error in shader program link: info: Link Error: Fragment shader was not successfully compiled. fs: postshader (failed) vs: postshader attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
eFOOTBALL PES 2020 SUPERDUPER "T. BENDEZU" v1.6.3-432-gfd6c3145d 2022-06-21 Error in shader compilation: info: Compile failed. ERROR: Unexpected end of source found 1 compilation errors. No code generated. postshader
Pro Evolution Soccer 5 v1.6.3-432-gfd6c3145d 2022-06-20 Unexpected mpeg first timestamp: 100 / 256
討鬼伝 極 v1.6.3-432-gfd6c3145d 2022-06-19 sceDmacMemcpy(dest=09130ae0, src=09b9b940, size=32768): overlapping read
PES 2014 v1.6.3-432-gfd6c3145d 2022-06-17 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: 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); }
討鬼伝 極 v1.6.3-432-gfd6c3145d 2022-06-14 sceDmacMemcpy(dest=09a76f00, src=09b9b940, size=6144): overlapping read
Def Jam® Fight For NY™: The Takeover v1.6.3-432-gfd6c3145d 2022-06-01 sceDmacMemcpy(dest=095ca180, src=08400000, size=72384): overlapping read
Def Jam® Fight For NY™: The Takeover v1.6.3-432-gfd6c3145d 2022-06-01 Returned from deleted module start/stop func
CRISIS CORE -FINAL FANTASY VII- v1.6.3-432-gfd6c3145d 2022-05-24 sceDmacMemcpy(dest=0939e780, src=084260c0, size=479232): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.6.3-432-gfd6c3145d 2022-05-23 sceDmacMemcpy(dest=091a1d80, src=08745c60, size=333824): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.6.3-432-gfd6c3145d 2022-05-21 sceDmacMemcpy(dest=086e2500, src=0966b4c0, size=157696): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.6.3-432-gfd6c3145d 2022-05-20 sceDmacMemcpy(dest=087b18a0, src=091956c0, size=159744): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.6.3-432-gfd6c3145d 2022-05-17 sceDmacMemcpy(dest=08400020, src=095fbc80, size=163840): overlapping read
Assassin's Creed: Bloodlines™ v1.6.3-432-gfd6c3145d 2022-04-29 Error in shader program link: info: (unknown reason) fs: 00000000:00a1d022 Tex TexAlpha Fog 2x TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; 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; 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); fragColor0 = v; } vs: 01010000:00050b54 HWX T N Fog Tex TexProjUV UVMtx Light: MatUp:1 #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 mediump mat4 u_texmtx; 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; 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 = 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); mediump float ldot; 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™ v1.6.3-432-gfd6c3145d 2022-04-29 Error in shader program link: info: (unknown reason) fs: 00000000:00a1d002 Tex Fog 2x TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; 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 = vec4(t.rgb * p.rgb, p.a); 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); fragColor0 = v; } vs: 01010000:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: MatUp:1 #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 mediump mat4 u_texmtx; 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; 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 = 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 = (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; }
eFootball PES 2021 C19 & Nibeck Tv v1.6.3-432-gfd6c3145d 2022-05-06 GL ran out of GPU memory; switching to low memory mode
BLACK★ROCK SHOOTER THE GAME v1.6.3-432-gfd6c3145d 2022-04-20 sceDmacMemcpy(dest=040cc020, src=08f72980, size=60832): overlapping read
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060fcc10
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060f7c10
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060f9410
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060ffc00
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060f8400
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060f7cff
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060fb410
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060f5c10
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060ff410
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060f8c00
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060f8410
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060f3c10
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060f6cff
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060f5410
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060ff400
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060fe400
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060fe410
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 000004ff
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060f74ff
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 000007ff
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060fbc00
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060f3c00
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060f9400
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 000002ff
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060f6410
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060f64ff
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060fdc10
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060fa4ff
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060f9cff
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060f5c00
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060f4c10
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060f4400
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060fdcff
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060f4410
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060fc400
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060f7410
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 000001ff
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060f6c10
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 744d48ff
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060f9c10
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060f5400
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 060fd400
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 00000eff
UFC® Undisputed™ 2010 v1.6.3-432-gfd6c3145d 2022-04-12 MIPSCompileOp: Invalid instruction 000011ff
eFootball Chelito 19 v1.9.4 2022-06-30 GL ran out of GPU memory; switching to low memory mode
WipEout® Pulse v1.6.3-432-gfd6c3145d 2022-04-01 GL ran out of GPU memory; switching to low memory mode
eFootball Trailer 2022 v1.9.4 2022-07-01 Savedata version requested: 3
.hack//Link v1.6.3-432-gfd6c3145d 2022-03-28 GL ran out of GPU memory; switching to low memory mode
頭文字D STREET STAGE v1.6.3-432-gfd6c3145d 2022-03-13 Error in shader program link: info: (unknown reason) fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; 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; fragColor0 = v; } vs: 00000000:00000b10 HWX T N Tex #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 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; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
WWE SmackDown vs. RAW 2010 v1.6.3-432-gfd6c3145d 2022-02-20 sceDmacMemcpy(dest=04130720, src=092d4b50, size=65552): overlapping read
頭文字D STREET STAGE v1.6.3-432-gfd6c3145d 2022-02-18 Error in shader program link: info: (unknown reason) 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 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: 00000000:00000012 THR 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 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); }
頭文字D STREET STAGE v1.6.3-432-gfd6c3145d 2022-02-18 Error in shader program link: info: (unknown reason) fs: 00000000:00200000 Fog #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; inout vec4 fragColor0; void main() { vec4 v = v_color0 ; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:00000b04 HWX T N Fog #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; 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; v_color0 = u_matambientalpha; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
頭文字D STREET STAGE v1.6.3-432-gfd6c3145d 2022-02-18 Error in shader program link: info: (unknown reason) fs: 00000000:00200000 Fog #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; inout vec4 fragColor0; void main() { vec4 v = v_color0 ; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:00000304 HWX N Fog #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; 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; v_color0 = u_matambientalpha; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
頭文字D STREET STAGE v1.6.3-432-gfd6c3145d 2022-02-14 Error in shader program link: info: (unknown reason) 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 mediump 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: 00000000:00000012 THR 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 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); }
Tomb Raider: Anniversary™ v1.6.3-432-gfd6c3145d 2022-02-14 sceDmacMemcpy(dest=041a9400, src=08e44af0, size=5120): overlapping read
Tomb Raider: Anniversary™ v1.6.3-432-gfd6c3145d 2022-02-14 sceDmacMemcpy(dest=041a7c00, src=096830f8, size=2048): overlapping read
eFootball Chelito 19 v1.7.5 2022-06-26 80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): invalid RIFF header
PRO EVOLUTION SOCCER VANDAMME EDITION v1.9.4 2022-07-01 Savedata version requested on save: 3
UFL GAME By Haroun Z v1.9.4 2022-06-30 Savedata version requested: 3
eFootball ALDAIR KITMAKER v1.9.4 2022-07-01 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball ALDAIR KITMAKER v1.9.4 2022-07-01 Savedata version requested on save: 3
eFootball ALDAIR KITMAKER v1.9.4 2022-07-01 Savedata version requested: 3
eFootball Chelito 19 v1.8.0 2022-06-23 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header
Resistance: Retribution™ v1.6.3-432-gfd6c3145d 2022-03-22 sceDmacMemcpy(dest=04000000, src=09e1dcb0, size=557056): overlapping read
eFootball Haroun Z 2022 v1.6.3-432-gfd6c3145d 2022-01-08 GL ran out of GPU memory; switching to low memory mode
EFOOTBALL V. 1 BY PRFD v1.9.4 2022-07-01 Savedata version requested on save: 3
EFOOTBALL V. 1 BY PRFD v1.9.4 2022-07-01 Savedata version requested: 3
Assassin's Creed: Bloodlines™ v1.6.3-432-gfd6c3145d 2021-12-16 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c347b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.6.3-432-gfd6c3145d 2021-12-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c347b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.6.3-432-gfd6c3145d 2021-12-16 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:00a00022 Tex TexAlpha Fog 2x 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 highp float v_fogdepth; 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; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01710000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:1 #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; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out highp vec3 v_texcoord; out 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; 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); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Assassin's Creed: Bloodlines™ v1.6.3-432-gfd6c3145d 2021-12-16 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:0120000e Tex Fog StenToAlpha StenUniform TFuncRepl #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; 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.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01710000:00090b54 HWX T N Fog Tex TexProjNNrm UVMtx Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:1 #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 mediump mat4 u_texmtx; 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; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out highp vec3 v_texcoord; out 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; 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 = (u_texmtx * vec4(normalize(normal), 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
eFootball PES 2022 By KEYHAN v1.9.4 2022-07-01 Savedata version requested: 3
WWE 2K21 PSP v1.9.4 2022-06-30 80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-432-gfd6c3145d 2021-12-13 MIPSCompileOp: Invalid instruction 9ffb3270
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-432-gfd6c3145d 2021-12-13 ReadFromHardware: Invalid address deae29bf near PC 0883e31c LR 0883e31c
GTA: Liberty City Stories v1.6.3-432-gfd6c3145d 2021-12-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 408
(homebrew) v1.6.3-432-gfd6c3145d 2021-12-11 Failed decrypting the PRX (ret = -1, size = 8687424, psp_size = 8687760)!
PES Ultimate Patch 2021 v1.6.3-432-gfd6c3145d 2021-12-11 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00004000:00200022 Tex TexAlpha Fog Flat TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; flat in vec4 v_color0; uniform vec3 u_fogcolor; in highp float v_fogdepth; 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; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 40000000:0000091c HWX C T Fog Tex Flat #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; uniform highp vec2 u_fogcoef; flat out lowp vec4 v_color0; out highp vec3 v_texcoord; out 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; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
WWE 2K21 PSP v1.9.4 2022-06-30 sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid)