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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 |