Recent logs - v1.6.3-432-gfd6c3145d

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
TEKKEN 6 v1.6.3-432-gfd6c3145d 2023-04-10 1 Error in shader program link: info: No fragment shader attached. fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; 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; 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: 01700111:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 #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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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() { 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); lowp vec3 lightSum1 = vec3(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; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
TEKKEN 6 v1.6.3-432-gfd6c3145d 2023-04-10 1 Error in shader program link: info: No fragment shader attached. fs: 00000000:00a00002 Tex Fog 2x 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 = 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: 01700000:000d0b5c HWX C T N Fog Tex TexProjNrm UVMtx Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 #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 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; 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 = 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(normal, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
TEKKEN 6 v1.6.3-432-gfd6c3145d 2023-04-10 1 Error in shader program link: info: No fragment shader attached. fs: 00000000:00a00002 Tex Fog 2x 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 = 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: 01700000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 #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 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; 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 = 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; }
TEKKEN 6 v1.6.3-432-gfd6c3145d 2023-04-10 1 Error in shader program link: info: No fragment shader attached. fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; 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; 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: 01700111:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 #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 vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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() { 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); lowp vec3 lightSum1 = vec3(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; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
TEKKEN 6 v1.6.3-432-gfd6c3145d 2023-04-10 1 Error in shader program link: info: No fragment shader attached. 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 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; 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: 01700000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 #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 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; 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 = 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; }
eFooTBall Play Cesar Patch v1.9.4 2026-11-08 10,694 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball Chelito 19 v1.6.3-432-gfd6c3145d 2026-08-14 9 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_ARM_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; 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: 00000000:0000091c HWX C T Fog 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; 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 = 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; }
RA-PATCH EDISI FIFA WORLD CUP 2022 v1.9.4 2026-10-26 31,247 Savedata version requested on save: 3
Pursuit Force v1.9.4 2026-08-16 11 VTYPE with morph used: THRU=0 TC=1 COL=0 POS=2 NRM=1 WT=0 NW=1 IDX=0 MC=2
eFootball PES 2023 "SNE" v1.6.3-432-gfd6c3145d 2024-04-29 5 Unknown GetPointer 95f5d733 PC 0884d5a0 LR 0884d7c4
WWE SmackDown vs. RAW 2011 v1.6.3-432-gfd6c3145d 2023-03-25 2 80630007=sceAtracSetData(2, 08d4b180, 00010398): atracID uses different codec type than data
Def Jam® Fight For NY™: The Takeover v1.6.3-432-gfd6c3145d 2023-03-25 1 WriteToHardware: Invalid address 00000004 near PC 0897f744 LR 08000030
NBA2K13 v1.6.3-432-gfd6c3145d 2023-03-25 1 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: 01f40000:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:4 #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 vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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 vec4 u_depthRange; out lowp vec4 v_color0; out mediump vec3 v_texcoord; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } 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 = depthRoundZVP(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); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
eFootball PES 2021 By Susah Tenar v1.6.3-432-gfd6c3145d 2023-03-19 1 sceDmacMemcpy(dest=040cc000, src=09517240, size=557056): overlapping read
WWE 2K23 by Gamer Modder and Finn v1.9.4 2026-09-28 4,736 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
WWE 2K23 by Gamer Modder and Finn v1.9.4 2026-09-28 961 80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data
EFOOTBALL V. 1 BY PRFD v1.6.3-432-gfd6c3145d 2023-03-12 1 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 PES 2023 "SNE" v1.9.4 2026-11-08 15,565 Savedata version requested on save: 3
eFootball PES 2021 Libertadores T. Bendezu v1.6.3-432-gfd6c3145d 2023-03-06 1 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: 40000000:00000910 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); }
Killzone(TM) Liberation v1.6.3-432-gfd6c3145d 2023-03-04 1 Attempting to texture from target (src=00044000 / target=00044000 / flags=7)
Killzone(TM) Liberation v1.6.3-432-gfd6c3145d 2024-03-02 2 Render to texture with incompatible formats 3 != 1 at 00000000
Killzone™: Liberation v1.6.3-432-gfd6c3145d 2025-05-18 5 sceDmacMemcpy(dest=041fcd00, src=09005f00, size=4160): overlapping read
Killzone™: Liberation v1.6.3-432-gfd6c3145d 2023-03-02 1 sceDmacMemcpy(dest=041eef00, src=095d7590, size=2064): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3-432-gfd6c3145d 2023-03-02 1 sceDmacMemcpy(dest=0414e000, src=09511800, size=306400): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3-432-gfd6c3145d 2023-02-27 1 sceDmacMemcpy(dest=0414e000, src=095da8b0, size=291472): overlapping read
Killzone(TM): Liberation v1.6.3-432-gfd6c3145d 2023-03-01 3 Attempting to texture from target (src=00044000 / target=00044000 / flags=7)
Killzone(TM): Liberation v1.6.3-432-gfd6c3145d 2023-03-01 8 Render to texture with incompatible formats 3 != 1 at 00000000
Killzone Liberation v1.6.3-432-gfd6c3145d 2023-03-01 4 Attempting to texture from target (src=00044000 / target=00044000 / flags=7)
Killzone™: Liberation v1.6.3-432-gfd6c3145d 2023-02-16 1 sceDmacMemcpy(dest=041fc400, src=092ab6d0, size=2064): overlapping read
The Simpsons™ Game v1.6.3-432-gfd6c3145d 2023-02-15 2 80630011=sceAtracSetDataAndGetID(08d41e40, 00000000): buffer too small
The Simpsons™ Game v1.6.3-432-gfd6c3145d 2023-04-22 26 80630011=sceAtracSetDataAndGetID(08d1dc90, 00000000): buffer too small
Killzone™: Liberation v1.6.3-432-gfd6c3145d 2023-02-11 1 sceDmacMemcpy(dest=0413af00, src=0962c260, size=144): overlapping read
Avatar: The Last Airbender v1.6.3-432-gfd6c3145d 2023-02-11 1 WriteToHardware: Invalid address 00000004 near PC 0896dbc0 LR 00000000
eFootball Chelito 19 v1.9.4 2024-11-04 7 sceDmacMemcpy(dest=086ce940, src=040cc000, size=1251008): overlapping read
WWE SmackDown vs. RAW 2011 v1.6.3-432-gfd6c3145d 2024-06-12 7 80630007=sceAtracSetData(3, 08d4b180, 00004cf0): atracID uses different codec type than data
eFootball PES 2023 "SNE" v1.9.4 2026-11-08 4,225 Unknown GetPointer 00000000 PC 08816130 LR 08816144
The Legend Of Heroes: Trails in the Sky v1.6.3-432-gfd6c3145d 2023-01-26 1 sceDmacMemcpy(dest=0415e000, src=08d36370, size=4096): overlapping read
Hellboy™: The Science of Evil v1.6.3-432-gfd6c3145d 2023-01-23 1 Error in shader program link: info: (unknown reason) fs: 00000000:09a00002 Tex Fog 2x StenToAlpha Sten1 TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; 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); 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 = vec4(v.rgb, 1.0); } vs: 01010000:00000b1c HWX C T N Fog Tex 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 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 = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Hellboy™: The Science of Evil v1.6.3-432-gfd6c3145d 2023-01-23 1 Error in shader program link: info: (unknown reason) fs: 00000000:00a0d022 Tex TexAlpha Fog 2x TFuncMod AlphaTest > #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; float aResult = texture(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); fragColor0 = v; } vs: 01010000:00000b1c HWX C T N Fog Tex 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 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 = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Hellboy™: The Science of Evil v1.6.3-432-gfd6c3145d 2023-01-23 1 Error in shader program link: info: (unknown reason) fs: 00000000:00a00002 Tex Fog 2x TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; 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); 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: 01010000:00000b1c HWX C T N Fog Tex 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 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 = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
WWE SmackDown vs. RAW 2011 v1.9.4 2025-07-16 131 80630007=sceAtracSetData(3, 08d4b180, 00018000): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.6.3-432-gfd6c3145d 2023-07-27 5 80630007=sceAtracSetData(3, 08d4b180, 0000b708): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.9.4 2025-07-15 69 80630007=sceAtracSetData(2, 08d4b180, 00003fd0): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.6.3-432-gfd6c3145d 2023-11-27 6 Render to area containing texture at 000cc000 +64x0
WWE SmackDown vs. RAW 2011 v1.7.5 2023-11-27 11 Rendering to framebuffer offset: 000cc000 +65x0
eFootball PES 2023 "SNE" v1.9.4 2026-11-05 2,866 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball PES 2023 "SNE" v1.9.4 2026-10-18 2,145 sceDmacMemcpy(dest=040cc000, src=086ce800, size=1251328): overlapping read
eFootball PES 2023 "SNE" v1.9.4 2026-11-08 201,335 Savedata version requested on save: 3
WWE SmackDown vs. RAW 2011 v1.9.4 2025-07-15 68 80630007=sceAtracSetData(2, 08d4b180, 00007bf8): atracID uses different codec type than data
eFootball 2023 by peruvian pes v1.9.4 2026-09-20 2,271 Savedata version requested on save: 3
WWE SmackDown vs. RAW 2011 v1.9.4 2025-07-15 54 80630007=sceAtracSetData(3, 08d4b180, 000034e0): atracID uses different codec type than data
eFootball Asia 2023 v1.9.4 2026-11-08 26,444 Savedata version requested on save: 3
eFootball PES 2023 by T4G v1.6.3-432-gfd6c3145d 2022-12-24 20 ReadFromHardware: Invalid address 0a000000 near PC 00000000 LR 00000000
eFootball Libertadores 2022 v1.9.4 2024-11-02 925 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
EFOOTBALL V. 1 BY PRFD v1.7.5 2023-11-07 4 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
eFootball Libertadores 2022 v1.9.4 2025-04-05 2,811 Savedata version requested on save: 3
デジモンワールド リ:デジタイズ v1.6.3-432-gfd6c3145d 2022-12-08 1 sceDmacMemcpy(dest=090d5648, src=090d5300, size=840): overlapping read
デジモンワールド リ:デジタイズ v1.6.3-432-gfd6c3145d 2022-12-08 1 sceDmacMemcpy(dest=090dc638, src=090dc200, size=1080): overlapping read
デジモンワールド リ:デジタイズ v1.6.3-432-gfd6c3145d 2022-12-07 1 sceDmacMemcpy(dest=090cce48, src=090ccb00, size=840): overlapping read
デジモンワールド リ:デジタイズ v1.6.3-432-gfd6c3145d 2022-12-07 1 sceDmacMemcpy(dest=090da160, src=090d9f80, size=480): overlapping read
eFootball Chelito 19 v1.9.4 2026-11-02 24,447 80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): invalid RIFF header
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 1 ReadFromHardware: Invalid address deae2f2b near PC 084015ec LR 08000020
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 1 Branch in RSZeroComp delay slot at 08401648 in block starting at 08401640
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 1 WriteToHardware: Invalid address deaddceb near PC 084015b4 LR 08000020
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 1 MIPSCompileOp: Invalid instruction eeb1eb9d
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 1 MIPSCompileOp: Invalid instruction f31df396
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 1 Jump to invalid address: 06740000
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 1 MIPSCompileOp: Invalid instruction 459d4686
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 1 MIPSCompileOp: Invalid instruction ec1aea21
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 1 MIPSCompileOp: Invalid instruction ef85f8d4
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 1 MIPSCompileOp: Invalid instruction 6e72654b
FIFA 14 v1.6.3-432-gfd6c3145d 2025-04-08 3 MIPSCompileOp: Invalid instruction 7fffffff
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 1 MIPSCompileOp: Invalid instruction cd346dc7
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 2 Jump to invalid address: 01000000
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 1 MIPSCompileOp: Invalid instruction efd13b03
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 3 Jump to invalid address: 01fff1c0
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 1 MIPSCompileOp: Invalid instruction f34a2c98
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 1 MIPSCompileOp: Invalid instruction cfb16e7d
FIFA 14 v1.6.3-432-gfd6c3145d 2025-03-02 6 Jump to invalid address: 01000080
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 1 Jump to invalid address: 02bee8a0
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 1 MIPSCompileOp: Invalid instruction ed25492b
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 2 Jump to invalid address: 01ffff40
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 1 MIPSCompileOp: Invalid instruction 0000013a
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 1 Jump to invalid address: 010055c0
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 1 Jump to invalid address: 00ffc000
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 3 Jump to invalid address: 010003c0
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 1 Jump to invalid address: 00000080
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 1 Jump to invalid address: 02bf4120
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 1 Jump to invalid address: 03b215e0
FIFA 14 v1.6.3-432-gfd6c3145d 2022-12-05 1 Jump to invalid address: 00ff8000
eFootball Chelito 19 v1.9.4 2026-11-07 7,629 sceDmacMemcpy(dest=040cc000, src=086ce940, size=1251008): overlapping read
WWE SmackDown vs. RAW 2011 v1.9.4 2026-11-05 1,740 80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.9.4 2026-11-05 6,265 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
eFootball Chelito 19 v1.9.4 2026-09-17 28,724 MIPSCompileOp: Invalid instruction 01010101
eFootball Chelito 19 v1.8.0 2026-07-12 110 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
eFootball Chelito 19 v1.9.4 2026-11-07 1,500 GL ran out of GPU memory; switching to low memory mode
eFootball Chelito 19 v1.9.4 2026-10-03 254 sceDmacMemcpy(dest=08701400, src=040cc000, size=1043456): overlapping read
eFootball PES PPSSPP A3 2023 MOD FIFA v1.9.4 2026-01-16 1,695 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Fate/EXTRA v1.6.3-432-gfd6c3145d 2022-10-15 1 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
eFootball PES PPSSPP A3 2023 MOD FIFA v1.9.4 2026-05-30 317 Unknown GetPointer 00000000 PC 08816148 LR 0881615c

« Newest   Older »