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| Game title |
Version |
Latest Report |
Message |
| EA-Sports FC Lop-Play |
v1.11.3 |
2026-09-28 |
DestroyBlock: Invalid block number -1444974122 |
| eFootball Lop - Play |
v1.9.4 |
2026-09-28 |
MIPSCompileOp: Invalid instruction 4315c000 |
| eFootball Lop - Play |
v1.9.4 |
2026-09-28 |
MIPSCompileOp: Invalid instruction 0587015c |
| eFootball Lop - Play |
v1.9.4 |
2026-09-28 |
MIPSCompileOp: Invalid instruction 43161800 |
| eFootball Lop - Play |
v1.9.4 |
2026-09-28 |
MIPSCompileOp: Invalid instruction 43efc000 |
| eFootball Lop - Play |
v1.9.4 |
2026-09-28 |
MIPSCompileOp: Invalid instruction 43129800 |
| eFootball Lop - Play |
v1.9.4 |
2026-09-28 |
MIPSCompileOp: Invalid instruction 0599016c |
| eFootball Lop - Play |
v1.9.4 |
2026-09-28 |
MIPSCompileOp: Invalid instruction 00001c01 |
| eFootball Lop - Play |
v1.9.4 |
2026-09-28 |
MIPSCompileOp 69466174 failed |
| eFootball Lop - Play |
v1.9.4 |
2026-09-28 |
MIPSCompileOp: Invalid instruction 431dc000 |
| eFootball Lop - Play |
v1.9.4 |
2026-09-28 |
Branch in Jump delay slot at 08020200 in block starting at 08011c7c |
| eFootball Lop - Play |
v1.9.4 |
2026-09-28 |
MIPSCompileOp: Invalid instruction 7953656c |
| PATCH SPARTAN11 |
v1.17.1-1002-g5fd8fae8b5 |
2026-09-28 |
MIPSCompileOp: Invalid instruction ccbcbcbc |
| PATCH SPARTAN11 |
v1.17.1-1002-g5fd8fae8b5 |
2026-09-28 |
MIPSCompileOp: Invalid instruction cccdcc20 |
| eFootball Chelito 19 |
v1.20.4 |
2026-09-28 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
| METAL GEAR SOLID PORTABLE OPS + |
v1.18.1 |
2026-09-28 |
__KernelStopThread: thread 1814 does not exist (ApctlThread deleted) |
| METAL GEAR SOLID PORTABLE OPS + |
v1.18.1 |
2026-09-28 |
__KernelStopThread: thread 1814 does not exist (ApctlThread stopped) |
| EAFC 26 By Komo Valeri |
v1.9.4 |
2026-09-28 |
80630006=sceAtracSetDataAndGetID(09a25200, 00004000): fmt definition too small (16) |
| eFootball TMRagnarok |
v1.11 |
2026-09-28 |
80630006=sceAtracSetDataAndGetID(09a25200, 00004000): fmt definition too small (16) |
| eFootball Season 2026/27 By Ardi Css |
v1.20.4 |
2026-09-28 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=0 |
| eFootball Chelito 19 |
v1.17.1 |
2026-09-28 |
Unknown GetPointer 00000000 PC 0884a918 LR 0884a938 |
| eFootball 2026 By Komo Valeri |
v1.17.3 |
2026-09-28 |
Unknown GetPointerWrite 00000000 PC 08a02a0c LR 0881615c |
| eFootball Chelito 19 |
v1.20.4 |
2026-09-28 |
PerformMemorySet with invalid range: 041a5600, size -165005752 |
| EA-Sports FC PC-V |
v1.20.4 |
2026-09-28 |
PerformMemorySet with invalid range: 041c1300, size -579137058 |
| Grand Theft Auto®: Chinatown Wars™ |
v1.20.4-479-gd82b795f6a |
2026-09-27 |
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 r7p0-00rel1 [Revision 96995].
01730951:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:2 MatUp:3 RangeCull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01730951:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:2 MatUp:3 RangeCull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform vec4 u_xywh;
uniform float u_NaN;
uniform vec2 u_minZmaxZ;
uniform vec2 u_rasterOffset;
uniform vec3 u_vpScale;
uniform vec3 u_vpOffset;
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 lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
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 lowp vec3 u_lightspecular2;
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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
bool zClipped = false;
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);
vec4 outPos = mul(u_proj, viewPos);
if (outPos.z < -outPos.w) {
zClipped = true;
}
float recip = 1.0 / outPos.w;
outPos.xyz = (outPos.xyz * u_vpScale.xyz) * recip + u_vpOffset.xyz;
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
float distSq;
float invDist;
lowp float lightScale;
mediump float ldot;
lowp float angle;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0);
float halfInvLen = inversesqrt(dot(halfVec, halfVec));
ldot = pow(max(dot(halfVec, worldnormal) * halfInvLen, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distSq = dot(toLight, toLight);
invDist = inversesqrt(distSq);
distance = distSq * invDist;
toLight *= invDist;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distSq)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0);
float halfInvLen = inversesqrt(dot(halfVec, halfVec));
ldot = pow(max(dot(halfVec, worldnormal) * halfInvLen, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * |
| eFootball Chelito 19 |
v1.20.4 |
2026-09-27 |
PerformMemorySet with invalid range: 041be680, size -164996216 |
| eFootball Lop - Play |
v1.14.1 |
2026-09-27 |
UI scissor out of bounds in GameSettingsScreen: 211,0-980,540 / 1134,540 |
| Grand Theft Auto®: Chinatown Wars™ |
v1.20.4-479-gd82b795f6a |
2026-09-27 |
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 r7p0-00rel1 [Revision 96995].
01f31111:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 RangeCull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f31111:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 RangeCull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform vec4 u_xywh;
uniform float u_NaN;
uniform vec2 u_minZmaxZ;
uniform vec2 u_rasterOffset;
uniform vec3 u_vpScale;
uniform vec3 u_vpOffset;
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 lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
bool zClipped = false;
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);
vec4 outPos = mul(u_proj, viewPos);
if (outPos.z < -outPos.w) {
zClipped = true;
}
float recip = 1.0 / outPos.w;
outPos.xyz = (outPos.xyz * u_vpScale.xyz) * recip + u_vpOffset.xyz;
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0);
float halfInvLen = inversesqrt(dot(halfVec, halfVec));
ldot = pow(max(dot(halfVec, worldnormal) * halfInvLen, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0);
float halfInvLen = inversesqrt(dot(halfVec, halfVec));
ldot = pow(max(dot(halfVec, worldnormal) * halfInvLen, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0);
float halfInvLen = inversesqrt(dot(halfVec, halfVec));
ldot = pow(max(dot(hal |
| Sega Genesis Collection™ |
v1.20.4-479-gd82b795f6a |
2026-09-27 |
sceDisplayWaitVblankCB: could not find waiting thread info. |
| eFootball Chelito 19 |
v1.11.3 |
2026-09-27 |
Unknown GetPointer 00000480 PC 08872bb4 LR 08872c1c |
| EA-Sports FC Lop-Play |
v1.9.4 |
2026-09-27 |
MIPSCompileOp: Invalid instruction 0000034e |
| Mortal Kombat: Unchained |
v1.15.4 |
2026-09-27 |
Unexpected mpeg first timestamp: 20000004ce9 / 2199023275241 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da804c in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da7f70 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da80ac in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da7ea8 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da818c in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da80b0 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da803c in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da811c in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da8140 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da81bc in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da8170 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da80fc in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da7fe0 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da7ea4 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da7f80 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da802c in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da805c in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da806c in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da8000 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da7f5c in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da7fbc in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da7f8c in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da819c in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da8050 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da8120 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da81a0 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da80cc in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da8030 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da7f2c in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da80d0 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da80dc in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da7ee0 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da816c in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da8110 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da7e9c in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da7ff0 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da80f0 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da7ed0 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da7fac in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da812c in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da81b0 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da8080 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da7f90 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da801c in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da7ffc in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da807c in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da8130 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da7f20 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da81ac in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da8020 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da8090 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da7f50 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da81c0 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da7f7c in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da8040 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da7e98 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da80ec in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da7f30 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da80a0 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da7ea0 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da80c0 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da7fd0 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da8060 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da7fc0 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da8070 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da8190 in block starting at 08da7ca0 |
| BOXER'S ROAD2 ザ・リアル |
v1.20.4 |
2026-09-27 |
Branch in Jump delay slot at 08da7f9c in block starting at 08da7ca0 |
| FIFA 07 |
v1.20.4 |
2026-09-27 |
Error in shader compilation: info: (unknown reason)
181c1a96:05000002 Tex FragUber WriteMask ReplaceBlend_6A:10_B:6_Eq:2 StenToAlpha Sten0 TFuncMod (fetch)
#version 320 es
#extension GL_ARM_shader_framebuffer_fetch : require
// Driver: Mali-T820 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 181c1a96:05000002 Tex FragUber WriteMask ReplaceBlend_6A:10_B:6_Eq:2 StenToAlpha Sten0 TFuncMod (fetch)
precision highp int;
uniform sampler2D tex;
uniform vec2 u_texNoAlphaMul;
uniform vec3 u_blendFixA;
uniform uint u_colorWriteMask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
lowp vec4 destColor = gl_LastFragColorARM;
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
v.rgb = destColor.rgb * v.aaa * 2.0 - v.rgb * u_blendFixA;
fragColor0 = vec4(v.rgb, 0.0);
highp uint v32 = packUnorm4x8(fragColor0);
highp uint d32 = packUnorm4x8(destColor);
v32 = (v32 & u_colorWriteMask) | (d32 & ~u_colorWriteMask);
fragColor0 = unpackUnorm4x8(v32);
}
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