Recent logs - v1.9.3

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Game title Version Latest Report Message
Tomb Raider: Anniversary™ v1.9.3 2019-11-15 sceDmacMemcpy(dest=041ad800, src=09c26d20, size=5120): overlapping read
Astro Boy®: The Video Game v1.9.3 2019-11-15 Unknown GetPointer 00000000 PC 0889062c LR 08000020
MONSTER HUNTER PORTABLE 2nd G v1.9.3 2019-11-15 sceDmacMemcpy(dest=0414e000, src=0952c6d0, size=256144): overlapping read
4 IN 1 Contra v1.9.3 2019-11-15 Unknown GetPointer 00000000 PC 0895c630 LR 0895c630
WWE'12 v1.9.3 2019-11-15 fbo_blit_color failed in blit (04000000 -> 04000000)
英雄伝説 空の軌跡 the 3rd v1.9.3 2019-11-15 sceIoIoctl(disc0:/sce_lbn0136fc_size0x12283, 0101000a, 09faf8c0, 4, 00000000, 0)
MONSTER HUNTER PORTABLE 2nd G v1.9.3 2019-11-15 sceDmacMemcpy(dest=0414e000, src=095335d0, size=236864): overlapping read
ナルティメットアクセル3 v1.9.3 2019-11-15 00000000=sceUtilityScreenshotInitStart(09a73508)
Dragon Ball Z: Tenkaichi Tag Team v1.9.3 2019-11-15 ReadFromHardware: Invalid address 18f17838 near PC 0880ddd0 LR 0880e07c
Dragon Ball Z: Tenkaichi Tag Team v1.9.3 2019-11-15 WriteToHardware: Invalid address 18f17858 near PC 0880dcc8 LR 0880dcc8
Dragon Ball Z: Tenkaichi Tag Team v1.9.3 2019-11-15 WriteToHardware: Invalid address 18f17838 near PC 0880ddfc LR 0880e07c
英雄伝説 零の軌跡 v1.9.3 2019-11-15 sceDmacMemcpy(dest=0418e900, src=08e24c00, size=4096): overlapping read
eFootball PES 2020 "C19" v1.9.3 2019-11-15 ReadFromHardware: Invalid address 139625d8 near PC 08849a3c LR 08849a48
GUILTYGEAR XX ΛCORE PLUS v1.9.3 2019-11-15 sceDmacMemcpy(dest=0408f900, src=0414cf00, size=30720): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.3 2019-11-15 00000000=sceUtilityScreenshotInitStart(09caf2a8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.3 2019-11-15 00000000=sceUtilityScreenshotInitStart(09caf268)
DRAGON BALL Z SHIN BUDOKAI 2 v1.9.3 2019-11-14 Unknown GetPointer 00000000 PC 00000000 LR 0892e984
CRISIS CORE -FINAL FANTASY VII- v1.9.3 2019-11-14 sceDmacMemcpy(dest=0871c8a0, src=09d35380, size=2048): overlapping read
Naruto Shippuden: Kizuna Drive v1.9.3 2019-11-14 WriteToHardware: Invalid address 3f800a4e near PC 08ad2aa0 LR 08a0b12c
Tomb Raider: Anniversary™ v1.9.3 2019-11-14 sceDmacMemcpy(dest=041ef800, src=09452880, size=9216): overlapping read
Army of TWO™: The 40th Day v1.9.3 2019-11-14 sceDmacMemcpy(dest=041c7800, src=09592d40, size=8192): overlapping read
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.9.3 2019-11-14 00000000=sceUtilityScreenshotInitStart(09a80f28)
MONSTER HUNTER FREEDOM UNITE™ v1.9.3 2019-11-14 ReadFromHardware: Invalid address 00000000 near PC 08859188 LR 08000020
WWE SmackDown vs. RAW 2008 v1.9.3 2019-11-14 sceDmacMemcpy(dest=041741b0, src=0943bfc0, size=65552): overlapping read
God of War™: Ghost of Sparta v1.9.3 2019-11-14 WriteToHardware: Invalid address 00000010 near PC 08b27944 LR 08b2786c
(homebrew) v1.9.3 2019-11-14 Unknown GetPointer 00000000 PC 0898f408 LR 08903c58
Dragon Ball Z: Tenkaichi Tag Team v1.9.3 2019-11-14 MIPSCompileOp: Invalid instruction 70f96648
Dragon Ball Z: Tenkaichi Tag Team v1.9.3 2019-11-14 MIPSCompileOp: Invalid instruction 70f95c54
Dragon Ball Z: Tenkaichi Tag Team v1.9.3 2019-11-14 MFIC instruction hit (70f966a4) at 08a66864
Dragon Ball Z: Tenkaichi Tag Team v1.9.3 2019-11-14 MIPSCompileOp: Invalid instruction 70f95c9c
テイルズ オブ ザ ワールド レディアント マイソロジー3 v1.9.3 2019-11-14 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 09e4c978
Gangs of London™ v1.9.3 2019-11-14 CALL to illegal address 0ab068b4 - ignoring! data=b068b7
Pro Evolution Soccer 2019 v1.9.3 2019-11-14 sceMp3Init: invalid data: not 44.1kHz
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.3 2019-11-14 sceDmacMemcpy(dest=04157780, src=093d2d00, size=128): overlapping read
eFootball PES 2020 "C19" v1.9.3 2019-11-14 Unknown GetPointer 00000000 PC 08815ef4 LR 08000020
300: March to Glory v1.9.3 2019-11-14 WriteToHardware: Invalid address 00000054 near PC 08000000 LR 08000000
300: March to Glory v1.9.3 2019-11-14 ReadFromHardware: Invalid address 000001b4 near PC 08000000 LR 08000000
英雄伝説 空の軌跡FC v1.9.3 2019-11-14 sceDmacMemcpy(dest=0417d800, src=08de7550, size=4096): overlapping read
Crazy Taxi: Fare Wars v1.9.3 2019-11-14 CALL to illegal address 0f45f100 - ignoring! data=45f101
Crazy Taxi: Fare Wars v1.9.3 2019-11-14 CALL to illegal address 00af454c - ignoring! data=af454f
Crazy Taxi: Fare Wars v1.9.3 2019-11-14 ReadFromHardware: Invalid address 283caf51 near PC 088bda50 LR 088bda60
Star Wars Battlefront II v1.9.3 2019-11-14 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 r5p0-01rel0 [Revision 96995]. 01f14440:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp: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 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 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 * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); 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 * 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 * u_matdiffuse) * 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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; }
Dragon Ball Z: Tenkaichi Tag Team v1.9.3 2019-11-13 80420014=__sceSasCoreWithMix(08b65a00, fb463a40, 4096, 4096): invalid address
Dragon Ball Z: Tenkaichi Tag Team v1.9.3 2019-11-13 Jump to invalid address: 0fab3c94
Dragon Ball Z: Tenkaichi Tag Team v1.9.3 2019-11-13 MIPSCompileOp: Invalid instruction 7170b104
Dragon Ball Z: Tenkaichi Tag Team v1.9.3 2019-11-13 MIPSCompileOp: Invalid instruction ec499f68
Dragon Ball Z: Tenkaichi Tag Team v1.9.3 2019-11-13 WriteToHardware: Invalid address 95429d04 near PC 0880dcc8 LR 0880dcc8
Dragon Ball Z: Tenkaichi Tag Team v1.9.3 2019-11-13 WriteToHardware: Invalid address 2b8d11a0 near PC 0880dcc8 LR 0880dcc8
Obscure: The Aftermath v1.9.3 2019-11-13 sceDmacMemcpy(dest=09376e60, src=097e6440, size=8192): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.9.3 2019-11-13 sceDmacMemcpy(dest=0414e000, src=095ad0b0, size=235888): overlapping read
英雄伝説 空の軌跡FC v1.9.3 2019-11-13 sceDmacMemcpy(dest=040d9000, src=08e3fdf0, size=4096): overlapping read
Kenka Bancho: Badass Rumble v1.9.3 2019-11-13 00000000=sceUtilityScreenshotInitStart(094625c0)
Dragon Ball Z: Tenkaichi Tag Team v1.9.3 2019-11-13 ReadFromHardware: Invalid address 0b73b6c8 near PC 0881a994 LR 0881a994
REZELCROSS v1.9.3 2019-11-13 Unimplemented HLE function sceNetResolverTerm
REZELCROSS v1.9.3 2019-11-13 Unimplemented HLE function sceUtilityHtmlViewerInitStart
MONSTER HUNTER FREEDOM UNITE™ v1.9.3 2019-11-13 sceDmacMemcpy(dest=0414e000, src=096f6790, size=193520): overlapping read
初音ミク -Project DIVA- v1.9.3 2019-11-13 00000000=sceUtilityScreenshotInitStart(0924b948)
Dragon Ball Z: Tenkaichi Tag Team v1.9.3 2019-11-13 MIPSCompileOp: Invalid instruction 71707978
Dragon Ball Z: Tenkaichi Tag Team v1.9.3 2019-11-13 MIPSCompileOp: Invalid instruction 717078a8
Dragon Ball Z: Tenkaichi Tag Team v1.9.3 2019-11-13 MIPSCompileOp: Invalid instruction 717071d8
eFootball PES 2020 "C19" v1.9.3 2019-11-13 ReadFromHardware: Invalid address 139602d8 near PC 08849a3c LR 08849a48
DRAGON BALL SUPER TORNEO DEL PODER FINAL v1.9.3 2019-11-12 ReadFromHardware: Invalid address 11eb1e90 near PC 08894de8 LR 08894db4
DRAGON BALL SUPER TORNEO DEL PODER FINAL v1.9.3 2019-11-12 ReadFromHardware: Invalid address 11eb1e93 near PC 088951f4 LR 08894de8
DRAGON BALL SUPER TORNEO DEL PODER FINAL v1.9.3 2019-11-12 ReadFromHardware: Invalid address 0000003e near PC 08943764 LR 08943764
DRAGON BALL SUPER TORNEO DEL PODER FINAL v1.9.3 2019-11-12 WriteToHardware: Invalid address 00000046 near PC 08876fc4 LR 08876fc4
WWE SmackDown vs. RAW 2007 v1.9.3 2019-11-12 sceDmacMemcpy(dest=0410c010, src=0913d7f0, size=262160): overlapping read
METAL SLUG Anthology v1.9.3 2019-11-12 Branch in Jump delay slot at 08dc0994 in block starting at 08dc0818
METAL SLUG Anthology v1.9.3 2019-11-12 Jump to invalid address: 02a6ea50 PC 08dc082c LR 08dc080c
METAL SLUG Anthology v1.9.3 2019-11-12 Jump to invalid address: 02a6eac4 PC 08dc0828 LR 08dc080c
God of War: Chains of Olympus v1.9.3 2019-11-12 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 r6p0-01rel1 [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; }
SBK-07 v1.9.3 2019-11-12 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09356860): duplicate handler
CRISIS CORE -FINAL FANTASY VII- v1.9.3 2019-11-12 sceDmacMemcpy(dest=0858ba60, src=0952dbc0, size=122880): overlapping read
LAST RANKER v1.9.3 2019-11-12 sceDmacMemcpy(dest=040cc000, src=08bf60d0, size=129760): overlapping read
Def Jam® Fight For NY™: The Takeover v1.9.3 2019-11-12 sceDmacMemcpy(dest=095c7a80, src=08400000, size=56000): overlapping read
Kenka Bancho: Badass Rumble v1.9.3 2019-11-12 00000000=sceUtilityScreenshotInitStart(091ac720)
LAST RANKER v1.9.3 2019-11-12 sceDmacMemcpy(dest=040cc000, src=08c29af0, size=148192): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.9.3 2019-11-12 sceDmacMemcpy(dest=0414e000, src=095b48d0, size=231056): overlapping read
LAST RANKER v1.9.3 2019-11-12 sceDmacMemcpy(dest=04164440, src=092b7a40, size=9232): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.3 2019-11-12 sceDmacMemcpy(dest=0415b100, src=091cc520, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.3 2019-11-12 sceDmacMemcpy(dest=04153100, src=0911bba0, size=256): overlapping read
Manhunt 2® v1.9.3 2019-11-12 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 r6p0-01rel1 [Revision 96995]. 03f14440:41c00b1d HWX C T N LM Fog Tex Bones:8 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1, w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; 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 lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6 + w2.w * u_bone7; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); 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 * 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 * u_matdiffuse) * 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 * u_matdiffuse) * 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_cull
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.9.3 2019-11-12 ReadFromHardware: Invalid address 11dcbd90 near PC 08894a70 LR 08894a3c
CRISIS CORE -FINAL FANTASY VII- v1.9.3 2019-11-12 sceDmacMemcpy(dest=0847ea00, src=0950c800, size=163840): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.9.3 2019-11-12 sceDmacMemcpy(dest=084f0f60, src=0945b480, size=714752): overlapping read
SpongeBob SquarePants: The Yellow Avenger v1.9.3 2019-11-11 Ignoring possible render to texture at 041ec000 +0x47 / 128x128
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.9.3 2019-11-11 Unknown GE command : eff00000
イース -フェルガナの誓い- v1.9.3 2019-11-11 sceDmacMemcpy(dest=041d5900, src=08d5b7f0, size=4096): overlapping read
God of War: Chains of Olympus v1.9.3 2019-11-12 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 r6p0-01rel1 [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; }
Virtua Tennis 3 v1.9.3 2019-11-11 80630011=sceAtracSetDataAndGetID(08cde400, 00000004): buffer too small
4 in 1 Super Mario Bros - part 1 v1.9.3 2019-11-11 Unknown GetPointer 00000000 PC 0895c630 LR 0895c630
Riviera~約束の地リヴィエラ~ SPECIAL EDITION v1.9.3 2019-11-11 sceDmacMemcpy(dest=09bbd7b0, src=093c46c0, size=1024): overlapping read
Avatar: The Last Airbender v1.9.3 2019-11-11 sceDmacMemcpy(dest=041cfa00, src=093f0b40, size=4096): overlapping read
Ghost Recon Advanced Warfighter 2 v1.9.3 2019-11-11 sceDmacMemcpy(dest=04198000, src=091587f0, size=2048): overlapping read
BEN 10: Protector of Earth v1.9.3 2019-11-11 Unknown GE command : fb00c5d1
BLEACH HEAT・THE・SOUL 6 v1.9.3 2019-11-11 Unknown GetPointer 00000000 PC 0881d354 LR 0881d354
英雄伝説 零の軌跡 v1.9.3 2019-11-11 sceDmacMemcpy(dest=04193900, src=08e25c80, size=8192): overlapping read
eFootball PES 2020 "C19" v1.9.3 2019-11-11 80630006=sceAtracSetDataAndGetID(09a25200, 00002000): invalid RIFF header
真・三國無双6 Special v1.9.3 2019-11-11 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=0
WWE SmackDown! vs. RAW 2006. v1.9.3 2019-11-11 80630006=sceAtracSetData(2, 08b407c0, 0000ab00): invalid RIFF header
World Snooker Challenge 2005 v1.9.3 2019-11-10 sceKernelLoadModule: unsupported options size=00000014, flags=0002501d, pos=0, access=1, data=2, text=2