Recent logs - v1.9.2

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Game title Version Latest Report Message
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.9.2 2020-01-25 00000000=sceUtilityScreenshotInitStart(09a73f78)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.2 2020-01-24 sceDmacMemcpy(dest=0416c980, src=092f9f60, size=128): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.9.2 2020-01-22 sceDmacMemcpy(dest=086852e0, src=09cc9380, size=43008): overlapping read
Prince of Persia - Rival Swords v1.9.2 2020-01-22 BJUMP to illegal address 0f9df7a8 - ignoring! data=9df7a8
初音ミク -Project DIVA- v1.9.2 2020-01-21 00000000=sceUtilityScreenshotInitStart(0913a788)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.2 2020-01-20 00000000=sceUtilityScreenshotInitStart(09cac0c8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.2 2020-01-20 00000000=sceUtilityScreenshotInitStart(09cac088)
TEKKEN DARK RESURRECTION v1.9.2 2020-01-19 sceDmacMemcpy(dest=49d2f500, src=49ce7780, size=1344): overlapping read
Dragon Ball Z: Tenkaichi Tag Team v1.9.2 2020-01-19 WriteToHardware: Invalid address 6e217270 near PC 0880dcc8 LR 0880dcc8
Obscure: The Aftermath v1.9.2 2020-01-19 sceDmacMemcpy(dest=0936ae60, src=0971b880, size=8192): overlapping read
Obscure: The Aftermath v1.9.2 2020-01-19 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 r4p1-01rel0 [Revision 96995]. 01f04844:00000b10 HWX T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:2 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying 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); 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; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); 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); 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) { out
CRISIS CORE -FINAL FANTASY VII- v1.9.2 2020-01-19 sceDmacMemcpy(dest=09323780, src=085b8a60, size=194560): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.9.2 2020-01-18 sceDmacMemcpy(dest=093db000, src=086a5b60, size=81920): overlapping read
Obscure: The Aftermath v1.9.2 2020-01-19 sceDmacMemcpy(dest=0844f980, src=09396a00, size=51660): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.9.2 2020-01-17 sceDmacMemcpy(dest=091857c0, src=085b8a60, size=194560): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.9.2 2020-01-16 sceDmacMemcpy(dest=08400020, src=0911b140, size=276480): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.9.2 2020-01-15 sceDmacMemcpy(dest=0955fe40, src=086069a0, size=133120): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.2 2020-01-15 00000000=sceUtilityScreenshotInitStart(09cab008)
(homebrew) v1.9.2 2020-01-15 Unknown GetPointer 00000000 PC 0886847c LR 0886847c
(homebrew) v1.9.2 2020-01-14 Unknown GetPointer 00000000 PC 08ac8760 LR 08000020
CRISIS CORE -FINAL FANTASY VII- v1.9.2 2020-01-13 sceDmacMemcpy(dest=0918d600, src=0866f4c0, size=79872): overlapping read
Obscure: The Aftermath v1.9.2 2020-01-10 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 r4p1-01rel0 [Revision 96995]. 01f04844:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:2 3: c:0 t:1 #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 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying 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); 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; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); 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); 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 >
WWE 2K20 PSP BY D ARCHITECT 01 v1.9.2 2020-01-07 80630006=sceAtracSetData(2, 08d4b180, 0000a010): invalid RIFF header
WWE 2K20 PSP BY D ARCHITECT 01 v1.9.2 2020-01-06 80630006=sceAtracSetData(3, 08d4b180, 0000c0e0): invalid RIFF header
WWE 2K20 PSP BY D ARCHITECT 01 v1.9.2 2020-01-06 80630006=sceAtracSetData(3, 08d4b180, 00009520): invalid RIFF header
真・三國無雙5 Special v1.9.2 2020-01-03 Unexpected mpeg first timestamp: ce7734d8ea1 / 14188211441313
真・三國無雙5 Special v1.9.2 2020-01-03 Unexpected mpeg first timestamp: 9e6f4c49ac8 / 10887553653448
Resistance: Retribution™ v1.9.2 2020-01-03 Exceeded immediate draw buffer size. gstate.imm_ap=c48252 , prim=2
WWE 2K20 PSP BY D ARCHITECT 01 v1.9.2 2020-01-03 80630007=sceAtracSetData(2, 08d4b180, 00002f00): atracID uses different codec type than data
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.2 2020-01-03 WriteToHardware: Invalid address 0000225c near PC 08818520 LR 08818b24
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.2 2020-01-02 WriteToHardware: Invalid address 000007bf near PC 08ae5f88 LR 08ae4da8
WWE 2K20 PSP BY D ARCHITECT 01 v1.9.2 2020-01-07 80630007=sceAtracSetData(2, 08d13140, 000034e0): atracID uses different codec type than data
NARUTO Shippuden: Kizuna Drive v1.9.2 2019-12-31 WriteToHardware: Invalid address 00000000 near PC 080b3730 LR e0000000
NARUTO Shippuden: Kizuna Drive v1.9.2 2019-12-31 Branch in RSRTComp delay slot at 080bc37c in block starting at 080bc358
NARUTO Shippuden: Kizuna Drive v1.9.2 2019-12-31 MIPSCompileOp: Invalid instruction b1000000
NARUTO Shippuden: Kizuna Drive v1.9.2 2019-12-31 MIPSCompileOp: Invalid instruction 0000005f
NARUTO Shippuden: Kizuna Drive v1.9.2 2019-12-31 MIPSCompileOp: Invalid instruction edededed
NARUTO Shippuden: Kizuna Drive v1.9.2 2019-12-31 Branch in RSRTComp delay slot at 080b7f54 in block starting at 080b7f50
NARUTO Shippuden: Kizuna Drive v1.9.2 2019-12-31 MIPSCompileOp: Invalid instruction cccccccf
NARUTO Shippuden: Kizuna Drive v1.9.2 2019-12-31 MIPSCompileOp: Invalid instruction 000001fc
NARUTO Shippuden: Kizuna Drive v1.9.2 2019-12-31 Jump to invalid address: 0fd80000
NARUTO Shippuden: Kizuna Drive v1.9.2 2019-12-31 MIPSCompileOp: Invalid instruction 0000003f
NARUTO Shippuden: Kizuna Drive v1.9.2 2019-12-31 Branch in RSRTComp delay slot at 080bc380 in block starting at 080bc380
NARUTO Shippuden: Kizuna Drive v1.9.2 2019-12-31 MIPSCompileOp: Invalid instruction efffefef
NARUTO Shippuden: Kizuna Drive v1.9.2 2019-12-31 MIPSCompileOp: Invalid instruction ccccccff
NARUTO Shippuden: Kizuna Drive v1.9.2 2019-12-31 An uneaten prefix at end of block: 080b3af8
NARUTO Shippuden: Kizuna Drive v1.9.2 2019-12-31 MIPSCompileOp: Invalid instruction efefffef
NARUTO Shippuden: Kizuna Drive v1.9.2 2019-12-31 MIPSCompileOp: Invalid instruction cfffffff
NARUTO Shippuden: Kizuna Drive v1.9.2 2019-12-31 MIPSCompileOp: Invalid instruction ededede1
NARUTO Shippuden: Kizuna Drive v1.9.2 2019-12-31 MIPSCompileOp: Invalid instruction 06ededed
NARUTO Shippuden: Kizuna Drive v1.9.2 2019-12-31 MIPSCompileOp: Invalid instruction 07dddddd
NARUTO Shippuden: Kizuna Drive v1.9.2 2019-12-31 MIPSCompileOp: Invalid instruction ee100000
NARUTO Shippuden: Kizuna Drive v1.9.2 2019-12-31 MIPSCompileOp: Invalid instruction eeeeeeee
NARUTO Shippuden: Kizuna Drive v1.9.2 2019-12-31 MIPSCompileOp: Invalid instruction 06fe1000
NARUTO Shippuden: Kizuna Drive v1.9.2 2019-12-31 MIPSCompileOp: Invalid instruction 000007ff
WWE'12 v1.9.2 2019-12-31 sceDmacMemcpy(dest=0415d210, src=09714a00, size=65552): overlapping read
真・三國無双6 Special v1.9.2 2019-12-31 Unexpected mpeg first timestamp: 90000004a23 / 9895604668963
WWE 2K20 PSP BY D ARCHITECT 01 v1.9.2 2020-01-07 80630006=sceAtracSetData(3, 08d4b180, 00004660): invalid RIFF header
WWE 2K20 PSP BY D ARCHITECT 01 v1.9.2 2020-01-07 80630006=sceAtracSetData(3, 08d4b180, 00002d38): invalid RIFF header
WWE 2K20 PSP BY D ARCHITECT 01 v1.9.2 2019-12-28 80630007=sceAtracSetData(2, 08d13140, 00004430): atracID uses different codec type than data
WWE 2K20 PSP BY D ARCHITECT 01 v1.9.2 2019-12-28 80630006=sceAtracSetData(2, 08d4b180, 00004430): invalid RIFF header
WWE 2K20 PSP BY D ARCHITECT 01 v1.9.2 2020-01-06 80630006=sceAtracSetData(2, 08d4b180, 00006730): invalid RIFF header
WWE 2K20 PSP BY D ARCHITECT 01 v1.9.2 2019-12-26 80630006=sceAtracSetData(2, 08d4b180, 00008e90): invalid RIFF header
WWE 2K20 PSP BY D ARCHITECT 01 v1.9.2 2019-12-26 80630006=sceAtracSetData(3, 08d4b180, 00003c88): invalid RIFF header
MONSTER HUNTER FREEDOM UNITE™ v1.9.2 2019-12-26 sceDmacMemcpy(dest=0414e000, src=094099a0, size=222080): overlapping read
PES 2019 BY CHELITO 19 v1.9.2 2019-12-26 sceDmacMemcpy(dest=040cc000, src=086ceac0, size=1250624): overlapping read
Medal of Honor Heroes™ v1.9.2 2019-12-24 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 r6p0-00dev0 [Revision 96995]. 01f30444:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 #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 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 lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; 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 * color0 + 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 = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.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; 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.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
WWE 2K20 PSP BY D ARCHITECT 01 v1.9.2 2020-01-03 80630006=sceAtracSetData(3, 08d4b180, 00004430): invalid RIFF header
God of War: Chains of Olympus v1.9.2 2019-12-22 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 r6p0-01rel0 [Revision 96995]. 01f34444:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 #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 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 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 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); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + 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 = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
God of War: Chains of Olympus v1.9.2 2019-12-21 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 r6p0-01rel0 [Revision 96995]. 01f34444:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 #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 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 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 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); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + 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 = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
WWE 2K19 by GamerNafZ™ and Finn v1.9.2 2019-12-21 80630007=sceAtracSetData(2, 08d4b180, 0000d030): atracID uses different codec type than data
無雙OROCHI 蛇魔再臨 增值版 v1.9.2 2019-12-20 Unknown GetPointer 0000014e PC 0881d084 LR 0881d098
The 3rd Birthday® v1.9.2 2019-12-20 Unknown GetPointer 46dda065 PC 08806158 LR 08b1073c
The 3rd Birthday® v1.9.2 2019-12-20 Unknown GetPointer 46e3bba5 PC 08806158 LR 08b1073c
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.2 2019-12-19 00000000=sceUtilityScreenshotInitStart(09cad4a8)
Def Jam® Fight For NY™: The Takeover v1.9.2 2019-12-18 sceDmacMemcpy(dest=0957c580, src=08400000, size=72384): overlapping read
WWE 2K20 PSP BY D ARCHITECT 01 v1.9.2 2019-12-30 80630007=sceAtracSetData(3, 08d4b180, 00010000): atracID uses different codec type than data
Dragon Ball Z: Tenkaichi Tag Team v1.9.2 2019-12-17 MIPSCompileOp: Invalid instruction 7170747c
Dragon Ball Z: Tenkaichi Tag Team v1.9.2 2019-12-17 MIPSCompileOp: Invalid instruction 717073ac
Dragon Ball Z: Tenkaichi Tag Team v1.9.2 2019-12-17 MIPSCompileOp: Invalid instruction 71706cdc
WWE 2K20 PSP BY D ARCHITECT 01 v1.9.2 2020-01-01 80630007=sceAtracSetData(3, 08d4b180, 00004000): atracID uses different codec type than data
eFootball PES 2020 "C19" v1.9.2 2019-12-16 Error in shader compilation: info: INTERNAL ERROR: no main() function! ERROR: 0 compilation errors. No code generated. postshader
Prince of Persia - Revelations v1.9.2 2019-12-16 80630006=sceAtracSetDataAndGetID(0971c240, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.2 2019-12-16 80630006=sceAtracSetDataAndGetID(098d9340, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.2 2019-12-16 80630006=sceAtracSetDataAndGetID(09660c40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.2 2019-12-16 80630006=sceAtracSetDataAndGetID(0972fd00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.2 2019-12-16 80630006=sceAtracSetDataAndGetID(09a632c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.2 2019-12-16 80630006=sceAtracSetDataAndGetID(09a58940, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.2 2019-12-16 80630006=sceAtracSetDataAndGetID(09afa240, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.2 2019-12-16 80630006=sceAtracSetDataAndGetID(09a55dc0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.2 2019-12-16 80630006=sceAtracSetDataAndGetID(095a8b40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.2 2019-12-16 80630006=sceAtracSetDataAndGetID(09af9a80, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.2 2019-12-16 80630006=sceAtracSetDataAndGetID(09940c00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.2 2019-12-16 80630006=sceAtracSetDataAndGetID(09794340, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.2 2019-12-16 80630006=sceAtracSetDataAndGetID(095cd100, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.2 2019-12-16 80630006=sceAtracSetDataAndGetID(0999e440, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.2 2019-12-16 80630006=sceAtracSetDataAndGetID(09a3c6c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.2 2019-12-16 80630006=sceAtracSetDataAndGetID(0957c4c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.2 2019-12-16 80630006=sceAtracSetDataAndGetID(0999c580, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.2 2019-12-16 80630006=sceAtracSetDataAndGetID(09a3bcc0, 00000800): invalid RIFF header