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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 |