Recent logs - v1.7.4

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Game title Version Latest Report Message
EA FC 2024 BY MR-PATCH v1.7.4 2024-10-05 Jump to invalid address: 0727ace0
EA FC 2024 BY MR-PATCH v1.7.4 2024-10-05 Jump to invalid address: 0727a760
EA FC 2024 BY MR-PATCH v1.7.4 2024-10-05 Jump to invalid address: 0727aa40
EA FC 2024 BY MR-PATCH v1.7.4 2024-10-05 Jump to invalid address: 0727aa20
EA FC 2024 BY MR-PATCH v1.7.4 2024-10-05 Jump to invalid address: 0727ab40
EA FC 2024 BY MR-PATCH v1.7.4 2024-10-05 Jump to invalid address: 0727aa80
EA FC 2024 BY MR-PATCH v1.7.4 2024-10-05 Jump to invalid address: 0727a9e0
EA FC 2024 BY MR-PATCH v1.7.4 2024-10-05 Jump to invalid address: 0727c1e0
EA FC 2024 BY MR-PATCH v1.7.4 2024-10-05 MIPSCompileOp: Invalid instruction 00000005
EA FC 2024 BY MR-PATCH v1.7.4 2024-10-05 Jump to invalid address: 0727c0c0
EA FC 2024 BY MR-PATCH v1.7.4 2024-10-05 Jump to invalid address: 0727ab00
EA FC 2024 BY MR-PATCH v1.7.4 2024-10-05 Jump to invalid address: 0727ac60
EA FC 2024 BY MR-PATCH v1.7.4 2024-10-05 Jump to invalid address: 0727a720
EA FC 2024 BY MR-PATCH v1.7.4 2024-10-05 MIPSCompileOp: Invalid instruction 00004001
EA FC 2024 BY MR-PATCH v1.7.4 2024-10-05 Jump to invalid address: 07280820
EA FC 2024 BY MR-PATCH v1.7.4 2024-10-05 Jump to invalid address: 0727aa00
EA FC 2024 BY MR-PATCH v1.7.4 2024-10-05 Jump to invalid address: 0727aac0
EA FC 2024 BY MR-PATCH v1.7.4 2024-10-05 Jump to invalid address: 0727a9a0
EA FC 2024 BY MR-PATCH v1.7.4 2024-10-05 Jump to invalid address: 0727a880
EA FC 2024 BY MR-PATCH v1.7.4 2024-10-05 Jump to invalid address: 0727aaa0
EA FC 2024 BY MR-PATCH v1.7.4 2024-10-05 Jump to invalid address: 0727ab20
EA FC 2024 BY MR-PATCH v1.7.4 2024-10-05 Jump to invalid address: 0727aa60
EA FC 2024 BY MR-PATCH v1.7.4 2024-10-05 Jump to invalid address: 0727a740
Dragon Ball Z: Tenkaichi Tag Team v1.7.4 2024-10-04 MIPSCompileOp: Invalid instruction 9c3f0668
Call of Duty : Roads to Victory™ v1.7.4 2024-10-03 WriteToHardware: Invalid address 0000020c near PC 08a6b164 LR 08a6b158
eFootball Play-C v1.7.4 2024-09-29 MIPSCompileOp: Invalid instruction 003b003f
eFootball Play-C v1.7.4 2024-09-29 MIPSCompileOp: Invalid instruction 00240005
eFootball Play-C v1.7.4 2024-09-29 MIPSCompileOp: Invalid instruction 00280037
eFootball Play-C v1.7.4 2024-09-29 MIPSCompileOp: Invalid instruction 00000085
eFootball Play-C v1.7.4 2024-09-29 MIPSCompileOp: Invalid instruction 43ba772b
eFootball Play-C v1.7.4 2024-09-29 MIPSCompileOp: Invalid instruction 001e0028
eFootball Play-C v1.7.4 2024-09-29 Branch in RSRTComp delay slot at 041025b0 in block starting at 04102400
eFootball Play-C v1.7.4 2024-09-29 MIPSCompileOp: Invalid instruction 000000ff
eFootball Play-C v1.7.4 2024-09-29 MIPSCompileOp: Invalid instruction 00380001
eFootball Play-C v1.7.4 2024-09-29 MIPSCompileOp: Invalid instruction 049a0017
eFootball Play-C v1.7.4 2024-09-29 MIPSCompileOp: Invalid instruction 00100028
eFootball Play-C v1.7.4 2024-09-29 MIPSCompileOp: Invalid instruction 00390039
eFootball Play-C v1.7.4 2024-09-29 MIPSCompileOp: Invalid instruction 00000094
eFootball Play-C v1.7.4 2024-09-29 MIPSCompileOp: Invalid instruction 049b0044
eFootball Play-C v1.7.4 2024-09-29 MIPSCompileOp: Invalid instruction 00180041
eFootball Play-C v1.7.4 2024-09-29 MIPSCompileOp: Invalid instruction 0042003e
eFootball Play-C v1.7.4 2024-09-29 MIPSCompileOp: Invalid instruction 001a0015
eFootball Play-C v1.7.4 2024-09-29 MIPSCompileOp: Invalid instruction 00140029
eFootball Play-C v1.7.4 2024-09-29 MIPSCompileOp: Invalid instruction 00130015
eFootball Play-C v1.7.4 2024-09-29 MIPSCompileOp: Invalid instruction 00210035
eFootball Play-C v1.7.4 2024-09-29 MIPSCompileOp: Invalid instruction 43000000
eFootball Play-C v1.7.4 2024-09-29 MIPSCompileOp: Invalid instruction 0044a63b
eFootball Chelito 19 v1.7.4 2024-09-26 Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f
eFootball Chelito 19 v1.7.4 2024-09-26 Unknown syscall in known module 'ThreadManForKernel': 0x809ce29b
eFootball Chelito 19 v1.7.4 2024-09-26 Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a
eFootball Chelito 19 v1.7.4 2024-09-26 Unknown GetPointer 80020142 PC 08220d4c LR 08220d4c
eFootball Chelito 19 v1.7.4 2024-09-26 Unimplemented HLE function sceKernelFindModuleByUID
Dragon Ball Z: Tenkaichi Tag Team v1.7.4 2024-09-27 Decoding texture from VRAM mirror at 047a6ff0 swizzle=1
eFootball Chelito 19 v1.7.4 2024-10-01 Unimplemented HLE function sceKernelDcacheWritebackAll
Dragon Ball Z: Tenkaichi Tag Team v1.7.4 2024-09-19 Decoding texture from VRAM mirror at 0474e070 swizzle=1
eFootball Chelito 19 v1.9.4 2024-10-05 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball Chelito 19 v1.9.4 2024-10-06 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball Chelito 19 v1.9.4 2024-10-06 Savedata version requested on save: 3
eFootball Chelito 19 v1.9.4 2024-10-06 Savedata version requested: 3
eFootball Euro y Copa America By T. Bendezu v1.7.4 2024-09-14 MIPSCompileOp: Invalid instruction 7114a02c
eFootball Euro y Copa America By T. Bendezu v1.7.4 2024-10-01 MIPSCompileOp: Invalid instruction 71145b10
eFootball Euro y Copa America By T. Bendezu v1.7.4 2024-10-05 MIPSCompileOp: Invalid instruction 71126584
eFootball Euro y Copa America By T. Bendezu v1.7.4 2024-10-05 MIPSCompileOp: Invalid instruction 7114608c
eFootball Euro y Copa America By T. Bendezu v1.7.4 2024-10-05 Branch in Jump delay slot at 0432668c in block starting at 04326684
E FOOTBALL ASIA 2021 "By TRMD" v1.7.4 2024-09-15 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
eFootball Euro y Copa America By T. Bendezu v1.7.4 2024-10-03 Branch in RSRTComp delay slot at 0431e600 in block starting at 0431e600
eFootball Euro y Copa America By T. Bendezu v1.7.4 2024-10-03 Branch in Jump delay slot at 0459e600 in block starting at 0459e600
eFootball Euro y Copa America By T. Bendezu v1.7.4 2024-10-03 Branch in Jump delay slot at 0431610c in block starting at 0431610c
eFootball Euro y Copa America By T. Bendezu v1.7.4 2024-10-05 Jump to invalid address: 07891c84
eFootball Euro y Copa America By T. Bendezu v1.7.4 2024-10-05 Branch in Jump delay slot at 04326684 in block starting at 04326684
eFootball Euro y Copa America By T. Bendezu v1.7.4 2024-10-05 Jump to invalid address: 078d2488
PES FL 2022 v1.7.4 2024-09-30 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
EFOOTBALL 2023 BY TEGA GAMING v1.7.4 2024-08-28 Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a
EFOOTBALL 2023 BY TEGA GAMING v1.7.4 2024-08-28 Unknown syscall in known module 'ThreadManForKernel': 0x809ce29b
EFOOTBALL 2023 BY TEGA GAMING v1.7.4 2024-08-28 Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f
EFOOTBALL NEW PATCH SEASON v1.9.4 2024-10-05 Savedata version requested: 3
eFootball Chelito 19 v1.7.4 2024-08-24 MIPSCompileOp: Invalid instruction 0002a1b8
PES FL 2022 v1.9.4 2024-10-06 Savedata version requested: 3
Pursuit Force v1.7.4 2024-08-19 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0890992c
eFootball 2025 by MP v1.9.4 2024-10-06 Savedata version requested on save: 3
eFootball 2025 by MP v1.9.4 2024-10-06 Savedata version requested: 3
Grand Theft Auto: Liberty City Stories v1.7.4 2024-08-17 Unexpected mpeg first timestamp: 0 / 0
Silent Hill®: Origins v1.7.4 2024-08-11 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking 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: 01f04444:00000b14 HWX T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; 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 vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; 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; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRan
Silent Hill®: Origins v1.7.4 2024-08-11 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; 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); if (v.a < 0.002) discard; gl_FragColor = v; } vs: 01f04444:00000b14 HWX T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 (failed) #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; 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 vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; 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; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cul
Def Jam® Fight For NY™: The Takeover v1.7.4 2024-08-10 sceDmacMemcpy(dest=0981d480, src=08400000, size=203968): overlapping read
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.7.4 2024-08-12 80630007=sceAtracSetData(3, 08d4b180, 00003100): atracID uses different codec type than data
Def Jam® Fight For NY™: The Takeover v1.7.4 2024-08-10 sceDmacMemcpy(dest=09611440, src=08400000, size=724736): overlapping read
Def Jam® Fight For NY™: The Takeover v1.7.4 2024-08-09 sceDmacMemcpy(dest=09a67840, src=08400000, size=72384): overlapping read
Silent Hill®: Origins v1.7.4 2024-08-11 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r6p1-01rel0 [Revision 96995]. 01f04444:00000b14 HWX T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; 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 vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; 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; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
EA-Sports FC PC-V v1.8.0 2024-09-22 Unknown GetPointer 29867293 PC 0881c2d8 LR 0881c2e8
ロコロコデモ v1.7.4 2024-07-30 MFIC instruction hit (70020024) at 089ac5e4
eFootball v1.9.4 2024-10-05 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball v1.9.4 2024-10-05 Savedata version requested on save: 3
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.7.4 2024-08-10 Render to area containing texture at 000cc000 +64x0
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.7.4 2024-08-10 Rendering to framebuffer offset: 000cc000 +65x0
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.7.4 2024-08-12 80630007=sceAtracSetData(3, 08d4b180, 00004d00): atracID uses different codec type than data
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.7.4 2024-10-01 80630007=sceAtracSetData(3, 08d4b180, 00005b00): atracID uses different codec type than data
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.7.4 2024-10-02 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.7.4 2024-09-28 80630007=sceAtracSetData(3, 08d4b180, 00019800): atracID uses different codec type than data
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.7.4 2024-10-01 80630007=sceAtracSetData(3, 08d4b180, 00018000): atracID uses different codec type than data