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Game title Version Latest Report Message
eFootball Chelito 19 v1.20.3 2026-04-10 SCE_KERNEL_ERROR_SCE_SAS_ERROR_INVALID_PARAMETER=__sceSasCore(08bb3ac0, 06cd2d80): invalid address
eFootball Chelito 19 v1.20.3 2026-04-10 SCE_KERNEL_ERROR_SCE_SAS_ERROR_INVALID_PARAMETER=__sceSasCore(08bb3ac0, 06cd2980): invalid address
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041afd00, src=08d49b50, size=4096): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041c1100, src=08e99950, size=4096): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041cd900, src=08d8fe70, size=2048): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041f3100, src=08ef14b0, size=4096): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041e4900, src=08e3e870, size=4096): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041b6900, src=08e32950, size=4096): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041b6900, src=08d6afd0, size=4096): overlapping read
eFootball SM - V. v1.18.1 2026-04-10 ReadFromHardware: Invalid address 00000008 near PC 0886c468 LR 08828738
eFootball SM - V. v1.18.1 2026-04-10 ReadFromHardware: Invalid address 00000004 near PC 0886c468 LR 08828738
eFootball SM - V. v1.18.1 2026-04-10 ReadFromHardware: Invalid address 00000004 near PC 08856f24 LR 08856f30
eFootball SM - V. v1.18.1 2026-04-10 WriteToHardware: Invalid address 00000004 near PC 08856f24 LR 08856f30
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=04181900, src=08f05850, size=16384): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041b9900, src=08d9aaf0, size=2048): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041dd900, src=08d86d30, size=8192): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041a2900, src=08d87970, size=4096): overlapping read
eFootball SM - V. v1.18.1 2026-04-10 Unknown GetPointerWrite 00000000 PC 08816154 LR 0881615c
eFootball SM - V. v1.18.1 2026-04-10 WriteToHardware: Invalid address 00000004 near PC 08863d6c LR 08849a58
eFootball SM - V. v1.18.1 2026-04-10 ReadFromHardware: Invalid address 00000004 near PC 08863d6c LR 08849a58
eFootball SM - V. v1.18.1 2026-04-10 ReadFromHardware: Invalid address 00000019 near PC 0881bf88 LR 0881bf88
eFootball SM - V. v1.18.1 2026-04-10 Unknown GetPointer 00000000 PC 0884a930 LR 0884a938
eFootball SM - V. v1.18.1 2026-04-10 ReadFromHardware: Invalid address 00000010 near PC 08815204 LR 0881bf88
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041ef900, src=08eb8510, size=4096): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=04192900, src=08eb8510, size=4096): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041b1900, src=08eb8510, size=4096): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041bf900, src=08df0170, size=4096): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041bf900, src=08eb24d0, size=4096): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041e5100, src=08dacfd0, size=2048): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041c4100, src=08e44090, size=2048): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041d6900, src=08da3910, size=4096): overlapping read
WipEout™ Pure v1.20.3 2026-04-10 __KernelStopThread: thread 1379 does not exist (ApctlThread stopped)
WipEout™ Pure v1.20.3 2026-04-10 __KernelStopThread: thread 1379 does not exist (ApctlThread deleted)
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041d6900, src=08eedef0, size=4096): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041b1100, src=08dfc490, size=8192): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041df900, src=08da3910, size=4096): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041b1100, src=08da3910, size=4096): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041b1100, src=08dc1f30, size=4096): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041c3500, src=08dd73d0, size=1024): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041b1100, src=08eedef0, size=4096): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041cf900, src=08d868f0, size=2048): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041c0100, src=08d796f0, size=2048): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041f2900, src=08f19490, size=2048): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041b3100, src=08e010b0, size=2048): overlapping read
eFootball SM - V. v1.10.3 2026-04-10 Unknown GetPointer 00000000 PC 08824cf4 LR 088113dc
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=0417f900, src=08d47210, size=4096): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041ff500, src=08db5c10, size=1024): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041ff500, src=08dd5e10, size=1024): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041c4d00, src=08da3a70, size=2048): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=04195500, src=08e3b690, size=2048): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=04188d00, src=08d45950, size=131072): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=041aa900, src=08d5a770, size=2048): overlapping read
イース -フェルガナの誓い- v1.4.2-425-g7a7ccee5e 2026-04-10 sceDmacMemcpy(dest=04181d00, src=08d45950, size=131072): overlapping read
Hexyz Force™ v1.9.0 2026-04-10 sceDmacMemcpy(dest=096c6080, src=08508740, size=26806): overlapping read
eFootball Lop - Play v1.9.4 2026-04-10 ReadFromHardware: Invalid address ebe910c1 near PC ebe910c1 LR 08000018
eFootball Chelito 19 v1.11.3 2026-04-10 Unknown GetPointer 000000d2 PC 0884d5b0 LR 0884d7d4
eFootball SM - V. v1.17.1-980-gabaea0197b 2026-04-10 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
Hexyz Force™ v1.9.0 2026-04-10 sceDmacMemcpy(dest=08540c00, src=096cb580, size=7288): overlapping read
eFootball RB - V. v1.11.3 2026-04-10 MIPSCompileOp: Invalid instruction 4b600f60
eFootball RB - V. v1.11.3 2026-04-10 MIPSCompileOp: Invalid instruction 62743628
Mortal Kombat: Unchained v1.12.3 2026-04-10 __KernelStopThread: thread 782 does not exist
eFootball SM - V. v1.18.1 2026-04-10 ReadFromHardware: Invalid address 1397cb58 near PC 08849a4c LR 08849a58
eFootball JOELAND v1.10.3 2026-04-10 sceDmacMemcpy(dest=040cc000, src=086ce900, size=1251072): overlapping read
Seen in Liberty City v1.17.1 2026-04-10 __KernelStopThread: thread 360 does not exist (helper deleted)
eFootball Chelito 19 v1.20.3 2026-04-10 PerformMemorySet with invalid range: 041a2980, size 164930992
MotoGP v1.20.3 2026-04-10 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game may have crashed
WipEout™ Portable Collection v1.17.1 2026-04-10 Unimplemented HLE function sceNetResolverTerm
eFootball Euro y Copa America By T. Bendezu v1.20.3 2026-04-10 PerformMemorySet with invalid range: 041a2980, size -655600647
EA-Sports FC PC-V v1.10.3 2026-04-10 Bad vertex address 01e8aa87!
ジュエルサモナー v1.15.4 2026-04-10 WriteToHardware: Invalid address 000000de near PC 0889ff00 LR 0889fec4
ジュエルサモナー v1.15.4 2026-04-10 WriteToHardware: Invalid address 000000dc near PC 0889ff00 LR 0889fec4
ジュエルサモナー v1.15.4 2026-04-10 WriteToHardware: Invalid address 00000030 near PC 0889ff00 LR 0889ff00
ジュエルサモナー v1.15.4 2026-04-10 ReadFromHardware: Invalid address 0000000c near PC 0889d694 LR 0889d694
ジュエルサモナー v1.15.4 2026-04-10 ReadFromHardware: Invalid address 00000000 near PC 088a3840 LR 088a388c
ジュエルサモナー v1.15.4 2026-04-10 ReadFromHardware: Invalid address 00000048 near PC 088a3840 LR 088a388c
Prince of Persia The Forgotten Sands™ v1.20.3 2026-04-10 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09620974, 4, 00000000, 0)
Prince of Persia The Forgotten Sands™ v1.20.3 2026-04-10 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09620974, 4, 00000000, 0)
Need For Speed™ Underground Rivals v1.20.3 2026-04-10 PerformMemorySet with invalid range: 04000000, size 85642544
eFootball PES By HAROUN TECH v1.7.4 2026-04-10 WriteToHardware: Invalid address 000048e3 near PC 0880b454 LR 0880a548
eFootball PES By HAROUN TECH v1.7.4 2026-04-10 ReadFromHardware: Invalid address 00000008 near PC 0886a7e0 LR 0886a7e0
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:51: S0027: Cannot modify an input variable 00000000:00000938 HWX C T Tex Cull #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w; float rotAngle = 0.017453; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.635492; vec4 outPos = depthRoundZVP(mul(u_proj, viewPos)); v_color0 = color0; 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) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:50: S0027: Cannot modify an input variable 00000000:00000930 HWX T Tex Cull #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w; float rotAngle = 0.017453; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.635492; vec4 outPos = depthRoundZVP(mul(u_proj, viewPos)); v_color0 = u_matambientalpha; 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) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:53: S0027: Cannot modify an input variable 01010000:00000928 HWX C T Light: MatUp:1 Cull #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; in float h_depth; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w; float rotAngle = 0.017453; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.635492; vec4 outPos = depthRoundZVP(mul(u_proj, viewPos)); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:47: S0027: Cannot modify an input variable 00000000:00000128 HWX C Cull #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; in float h_depth; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w; float rotAngle = 0.017453; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.635492; vec4 outPos = depthRoundZVP(mul(u_proj, viewPos)); v_color0 = color0; 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:73: S0027: Cannot modify an input variable 01310000:00120b30 HWX T N Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 MatUp:1 Cull #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w; float rotAngle = 0.017453; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.635492; vec4 outPos = depthRoundZVP(mul(u_proj, viewPos)); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0); 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) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:87: S0027: Cannot modify an input variable 01f40000:00000b30 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:4 Cull #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w; float rotAngle = 0.017453; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.635492; vec4 outPos = depthRoundZVP(mul(u_proj, viewPos)); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:52: S0027: Cannot modify an input variable 01010000:00000920 HWX T Light: MatUp:1 Cull #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; in float h_depth; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w; float rotAngle = 0.017453; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.635492; vec4 outPos = depthRoundZVP(mul(u_proj, viewPos)); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); 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) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:56: S0027: Cannot modify an input variable 01010000:00000930 HWX T Tex Light: MatUp:1 Cull #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w; float rotAngle = 0.017453; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.635492; vec4 outPos = depthRoundZVP(mul(u_proj, viewPos)); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); 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 = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:16: S0027: Cannot modify an input variable 00000000:0000000a THR C #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; in float h_depth; void main() { v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; h_depth = outPos.z/outPos.w; }
FIFA 14 v1.17.1-1002-g5fd8fae8b5 2026-04-10 MIPSCompileOp: Invalid instruction d1167f95
FIFA 14 v1.17.1-1002-g5fd8fae8b5 2026-04-10 MIPSCompileOp: Invalid instruction d02f7fe0
FIFA 14 v1.17.1-1002-g5fd8fae8b5 2026-04-10 MIPSCompileOp: Invalid instruction cf3a7ffe
FIFA 14 v1.17.1-1002-g5fd8fae8b5 2026-04-10 MIPSCompileOp: Invalid instruction ce127fe5
FIFA 14 v1.17.1-1002-g5fd8fae8b5 2026-04-10 MIPSCompileOp: Invalid instruction cc897f7c
FIFA 14 v1.17.1-1002-g5fd8fae8b5 2026-04-10 Branch in Jump delay slot at 09d16234 in block starting at 09d16230
eFootball Lop - Play v1.20.3 2026-04-10 An uneaten prefix at end of block: 08f39c68
GTA: Sindacco Chronicles v1.18.1 2026-04-10 Imm vertex used clip value, flags=00d800
Test Drive Unlimited v1.19.1 2026-04-10 INVALID_MODE=sceDisplaySetFrameBuf(00000000, 512, 1, 0): must change latched framebuf first
Hexyz Force™ v1.9.0 2026-04-09 sceDmacMemcpy(dest=09f03880, src=08468d00, size=46887): overlapping read
PES eFOOTBALL 2026 JRplay v1.9.4 2026-04-09 Jump to invalid address: 0497cd80