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Game title |
Version |
Latest Report |
Message |
FIFA STREET 2 |
v1.11.3 |
2023-09-20 |
Unknown GetPointer 00000000 PC 08a8912c LR 08a89150 |
FIFA STREET 2 |
v1.11.3 |
2023-09-20 |
UNIMPL sceMpegAvcResourceGetAvcEsBuf(deadbeef) |
FIFA STREET 2 |
v1.11.3 |
2023-09-20 |
80000107=sceDisplaySetFrameBuf(04044000, 512, 0, 0): must change latched framebuf first |
FIFA STREET 2 |
v1.13.2 |
2023-09-19 |
Unknown GetPointer 439267d2 PC 439267d2 LR 08a863f4 |
FIFA STREET 2 |
v1.13.2 |
2023-09-19 |
ReadFromHardware: Invalid address 439267d2 near PC 439267d2 LR 08a863f4 |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-08-06 |
__KernelStopThread: thread 341 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-08-06 |
__KernelStopThread: thread 339 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-08-06 |
__KernelStopThread: thread 316 does not exist |
FIFA STREET 2 |
v1.10.3 |
2023-07-24 |
80630011=sceAtracSetHalfwayBufferAndGetID(08bff040, 00000000, 00040000): buffer too small |
FIFA STREET 2 |
v1.9.0 |
2023-07-24 |
ReadFromHardware: Invalid address 3dba6f28 near PC 3dba6f28 LR 08817030 |
FIFA STREET 2 |
v1.14.4 |
2023-07-19 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:138: 'comp' : redefinition
ERROR: 0:139: 'type' : redefinition
ERROR: 0:187: 'comp' : redefinition
ERROR: 0:188: 'type' : redefinition
ERROR: 0:236: 'comp' : redefinition
ERROR: 0:237: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
03000000:c1800b38 HWX C T N Tex Bones:7 Light: LightUberShader WScale 1 Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 03000000:c1800b38 HWX C T N Tex Bones:7 Light: LightUberShader WScale 1 Cull
in mediump vec4 w1;
in mediump vec3 w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in 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 vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
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 mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot |
FIFA STREET 2 |
v1.14.4 |
2023-07-19 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:138: 'comp' : redefinition
ERROR: 0:139: 'type' : redefinition
ERROR: 0:187: 'comp' : redefinition
ERROR: 0:188: 'type' : redefinition
ERROR: 0:236: 'comp' : redefinition
ERROR: 0:237: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
03000000:c1c00b38 HWX C T N Tex Bones:8 Light: LightUberShader WScale 1 Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 03000000:c1c00b38 HWX C T N Tex Bones:8 Light: LightUberShader WScale 1 Cull
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in 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 uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
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 mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
|
FIFA STREET 2 |
v1.5.2 |
2023-07-19 |
Error in shader program link: info: cannot find a matched output for input v_color1
/ fs: #version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
in vec4 v_color0;
in vec3 v_color1;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 v = v_color0 + s;
fragColor0 = v;
}
/ vs: #version 300 es
precision highp float;
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
FIFA STREET 2 |
v1.5.2 |
2023-07-19 |
Error in shader program link: info: cannot find a matched output for input v_color1
/ fs: #version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
in vec4 v_color0;
in vec3 v_color1;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 v = v_color0 + s;
fragColor0 = v;
}
/ vs: #version 300 es
precision highp float;
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj * vec4(position.xyz, 1.0);
}
|
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 623 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 917 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 744 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 762 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 956 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 742 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 655 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 864 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 776 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 544 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 794 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 870 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 774 does not exist |
FIFA STREET 2 |
v1.9.3-80-g73bf6098e |
2023-07-18 |
__KernelStopThread: thread 551 does not exist |
FIFA STREET 2 |
v1.14.1 |
2023-07-16 |
UI scissor out of bounds in GameSettingsScreen: 210,0-740,480 / 888,480 |
FIFA STREET 2 |
v1.6.3 |
2023-07-16 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:0000d000 AlphaTest >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D testtex;
in vec4 v_color0;
inout vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
fragColor0 = v;
}
vs: 00000000:00010100 HWX UVMtx
#version 300 es
precision highp float;
in vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
FIFA STREET 2 |
v1.9.0 |
2023-07-16 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: thin3d
#ifdef GL_ES
precision mediump float;
#endif
#ifdef GL_ES
precision lowp float;
#endif
#if __VERSION__ >= 130
#define varying in
#define texture2D texture
#define gl_FragColor fragColor0
out vec4 fragColor0;
#endif
varying vec4 oColor0;
varying vec2 oTexCoord0;
uniform sampler2D Sampler0;
void main() { gl_FragColor = texture2D(Sampler0, oTexCoord0).zyxw * oColor0; }
vs: thin3d
#if __VERSION__ >= 130
#define attribute in
#define varying out
#endif
attribute vec3 Position;
attribute vec4 Color0;
attribute vec2 TexCoord0;
varying vec4 oColor0;
varying vec2 oTexCoord0;
uniform mat4 WorldViewProj;
void main() {
gl_Position = WorldViewProj * vec4(Position, 1.0);
oColor0 = Color0;
oTexCoord0 = TexCoord0;
}
|
FIFA STREET 2 |
v1.6.3 |
2023-07-16 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:0d000022 Tex TexAlpha StenToAlpha StenKeep TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
fragColor0 = vec4(v.rgb, 0.0);
}
vs: 00000000:00000918 HWX C T Tex
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
FIFA STREET 2 |
v1.12.3 |
2023-07-15 |
Ignoring possible texturing from framebuffer at 04164000 +0x128 / 128x272 |
FIFA STREET 2 |
v1.12.3 |
2023-07-05 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10518DATA/DATA.DNS, 09f919b0, 00000002) |
FIFA STREET 2 |
v1.15.4 |
2023-06-27 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08a052c4 |
FIFA STREET 2 |
v1.11 |
2023-06-11 |
ReadFromHardware: Invalid address 00000001 near PC 08a85128 LR 08a85130 |
FIFA STREET 2 |
v1.12.2 |
2023-05-28 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 154246848 |
FIFA STREET 2 |
v1.12.2 |
2023-05-28 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146069088 |
FIFA STREET 2 |
v1.15.4 |
2023-08-10 |
Block transfer invalid: 09ea2280/0 -> 04154000/0, 1024x1024x2 (0,0)->(0,0) |
FIFA STREET 2 |
v1.6.3-432-gfd6c3145d |
2023-05-08 |
Error in shader program link: info: (unknown reason)
fs: 00010000:0000d022 Tex TexAlpha TFuncMod AlphaTest >
#version 300 es
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
fragColor0 = v;
}
vs: 00000000:00000918 HWX C T Tex
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
FIFA STREET 2 |
v1.14.2 |
2023-05-06 |
Unknown GetPointerWrite 00000028 PC 08a5cb18 LR 08a5cb58 |
FIFA STREET 2 |
v1.14.2 |
2023-05-06 |
Bad vertex address 0a02c738! |
FIFA STREET 2 |
v1.14.2 |
2023-05-06 |
Unknown GetPointer 00000000 PC 00000000 LR 08a33f08 |
FIFA STREET 2 |
v1.14.1 |
2023-04-30 |
UI scissor out of bounds in GamePauseScreen: 163,40-101,2136 / 544,1088 |
FIFA STREET 2 |
v1.14.1 |
2023-04-30 |
UI scissor out of bounds in GamePauseScreen: 0,40-159,2136 / 544,1088 |
FIFA STREET 2 |
v1.14.1 |
2023-04-30 |
UI scissor out of bounds in GamePauseScreen: 1541,10-605,262 / 1088,544 |
FIFA STREET 2 |
v1.14.1 |
2023-04-30 |
UI scissor out of bounds in GamePauseScreen: 0,10-1522,262 / 1088,544 |
FIFA STREET 2 |
v1.14.4 |
2023-04-30 |
Bad vertex address 048c8161! |
FIFA STREET 2 |
v1.14.4 |
2023-04-30 |
Block transfer invalid: 00000000/0 -> 00000000/0, 1x1x2 (0,0)->(1023,767) |
FIFA STREET 2 |
v1.14.4 |
2023-04-30 |
Drawing region rate add non-zero: 0100, 0400 of 01df, 010f |
FIFA STREET 2 |
v1.14.4 |
2023-04-30 |
Unknown GE command : d1e9ffff |
FIFA STREET 2 |
v1.14.4 |
2023-04-20 |
ReadFromHardware: Invalid address b9e7c24c near PC 089ac454 LR 089a9d80 |
FIFA STREET 2 |
v1.14.4 |
2023-04-20 |
Unknown GetPointerWrite 00000ed0 PC 0890f264 LR 0890f27c |
FIFA STREET 2 |
v1.12.3 |
2023-04-18 |
Unknown GetPointer fff6f6f6 PC 0880840c LR 08808424 |
FIFA STREET 2 |
v1.14.4 |
2023-04-15 |
Decoding texture from VRAM mirror at 04305010 swizzle=0 |
FIFA STREET 2 |
v1.14.4 |
2023-04-11 |
Unknown GetPointer bd5ab7ff PC bd5ab7ff LR 08a85120 |
FIFA STREET 2 |
v1.14.4 |
2023-04-11 |
ReadFromHardware: Invalid address bd5ab7ff near PC bd5ab7ff LR 08a85120 |
FIFA STREET 2 |
v1.14 |
2023-04-06 |
UI scissor out of bounds in GameSettingsScreen: 313,0-1276,720 / 1516,720 |
FIFA STREET 2 |
v1.14.2 |
2023-04-06 |
UI scissor out of bounds in GameSettingsScreen: 472,0-1846,1088 / 2215,1088 |
FIFA STREET 2 |
v1.14.4 |
2023-04-04 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:126: 'comp' : redefinition
ERROR: 0:127: 'type' : redefinition
ERROR: 0:175: 'comp' : redefinition
ERROR: 0:176: 'type' : redefinition
ERROR: 0:224: 'comp' : redefinition
ERROR: 0:225: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 320 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
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 mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
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);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lig |
FIFA STREET 2 |
v1.11.3 |
2023-03-26 |
ReadFromHardware: Invalid address 43361a8c near PC 43361a8c LR 08a863f4 |
FIFA STREET 2 |
v1.14.4 |
2023-03-22 |
Replacement rowPitch=256, but w=1628 (level=0) |
FIFA STREET 2 |
v1.14.4 |
2023-03-24 |
Replacement rowPitch=2048, but w=4000 (level=0) |
FIFA STREET 2 |
v1.14.4 |
2023-03-20 |
Truncating vertex count from 50612 to 21845 |
FIFA STREET 2 |
v1.13.2 |
2023-03-11 |
ReadFromHardware: Invalid address ffffffff near PC ffffffff LR 08a863f4 |
FIFA STREET 2 |
v1.14.4 |
2023-03-11 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:126: 'comp' : redefinition
ERROR: 0:127: 'type' : redefinition
ERROR: 0:175: 'comp' : redefinition
ERROR: 0:176: 'type' : redefinition
ERROR: 0:224: 'comp' : redefinition
ERROR: 0:225: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 330 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
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 mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
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);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lig |
FIFA STREET 2 |
v1.14.4 |
2023-03-07 |
Replacement rowPitch=512, but w=4176 (level=0) |
FIFA STREET 2 |
v1.14.4 |
2023-04-05 |
Replacement rowPitch=256, but w=1024 (level=0) |
FIFA STREET 2 |
v1.14.4 |
2023-03-03 |
Replacement rowPitch=1024, but w=2160 (level=0) |
FIFA STREET 2 |
v1.14.4 |
2023-04-18 |
Replacement rowPitch=256, but w=2048 (level=0) |
FIFA STREET 2 |
v1.14.4 |
2023-05-02 |
Replacement rowPitch=512, but w=1628 (level=0) |
FIFA STREET 2 |
v1.14.4 |
2023-03-27 |
Replacement rowPitch=512, but w=1200 (level=0) |
FIFA STREET 2 |
v1.14.4 |
2023-02-12 |
Replacement rowPitch=1024, but w=2000 (level=0) |
FIFA STREET 2 |
v1.14.4 |
2023-02-11 |
Truncating vertex count from 50919 to 21845 |
FIFA STREET 2 |
v1.13.2 |
2023-02-09 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000135, pos=0, access=1, data=2, text=2 |
FIFA STREET 2 |
v1.14.4 |
2023-07-19 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:126: 'comp' : redefinition
ERROR: 0:127: 'type' : redefinition
ERROR: 0:175: 'comp' : redefinition
ERROR: 0:176: 'type' : redefinition
ERROR: 0:224: 'comp' : redefinition
ERROR: 0:225: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
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 mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
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);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lig |
FIFA STREET 2 |
v1.14.4 |
2023-02-09 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
FIFA STREET 2 |
v1.14.4 |
2023-05-01 |
Replacement rowPitch=1024, but w=2048 (level=0) |
FIFA STREET 2 |
v1.14.4 |
2023-01-29 |
Replacement rowPitch=2048, but w=3840 (level=0) |
FIFA STREET 2 |
v1.14.2 |
2023-01-23 |
UI scissor out of bounds in MainScreen: 0,481-540,479 / 960,540 |
FIFA STREET 2 |
v1.14.2 |
2023-01-23 |
UI scissor out of bounds in MainScreen: 0,417-540,543 / 960,540 |
FIFA STREET 2 |
v1.14.1 |
2023-01-23 |
UI scissor out of bounds in GameSettingsScreen: 454,0-1930,1080 / 2282,1080 |
FIFA STREET 2 |
v1.14.4 |
2023-03-21 |
Replacement rowPitch=1024, but w=3840 (level=0) |
FIFA STREET 2 |
v1.14.2 |
2023-01-22 |
UI scissor out of bounds in GameSettingsScreen: 210,0-740,540 / 540,960 |
FIFA STREET 2 |
v1.14 |
2023-01-19 |
UI scissor out of bounds in GameSettingsScreen: 260,0-1015,544 / 1208,544 |
FIFA STREET 2 |
v1.14 |
2023-01-19 |
UI scissor out of bounds in GameSettingsScreen: 324,0-1263,720 / 1504,720 |
FIFA STREET 2 |
v1.14.4 |
2023-07-12 |
Decoding texture from VRAM mirror at 04200000 swizzle=0 |
FIFA STREET 2 |
v1.14.2 |
2023-01-11 |
UI scissor out of bounds in GamePauseScreen: 433,26-267,1494 / 1520,720 |
FIFA STREET 2 |
v1.14.2 |
2023-01-11 |
UI scissor out of bounds in GamePauseScreen: 0,26-420,1494 / 1520,720 |
FIFA STREET 2 |
v1.14.2 |
2023-01-11 |
UI scissor out of bounds in GamePauseScreen: 2322,12-845,329 / 1520,720 |
FIFA STREET 2 |
v1.14.2 |
2023-01-11 |
UI scissor out of bounds in GamePauseScreen: 0,12-2295,329 / 1520,720 |
FIFA STREET 2 |
v1.16.1 |
2023-09-16 |
Block transfer invalid: 09e93210/0 -> 04154000/0, 1024x1024x2 (0,0)->(0,0) |
FIFA STREET 2 |
v1.14.2 |
2023-01-07 |
UI scissor out of bounds in GameSettingsScreen: 288,0-1221,721 / 1520,720 |
FIFA STREET 2 |
v1.14.1 |
2023-01-07 |
UI scissor out of bounds in ShaderListScreen: 0,76-961,431 / 960,576 |
FIFA STREET 2 |
v1.14.1 |
2023-01-07 |
UI scissor out of bounds in ShaderListScreen: 0,0-961,77 / 960,576 |
FIFA STREET 2 |
v1.14.2 |
2023-01-06 |
UI scissor out of bounds in MainScreen: 210,779-192,107 / 1280,720 |
FIFA STREET 2 |
v1.14.2 |
2023-01-06 |
UI scissor out of bounds in MainScreen: 4,659-192,107 / 1280,720 |
FIFA STREET 2 |
v1.14.2 |
2023-01-06 |
UI scissor out of bounds in MainScreen: 1540,7-712,398 / 1280,720 |
FIFA STREET 2 |
v1.14.2 |
2023-01-06 |
UI scissor out of bounds in MainScreen: 0,48-1518,357 / 1280,720 |
FIFA STREET 2 |
v1.14.2 |
2023-01-06 |
UI scissor out of bounds in MainScreen: 0,0-1518,405 / 1280,720 |