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Game title |
Version |
Latest Report |
Message |
Prince of Persia - Revelations |
v1.13.1-865-g0fe7589a9 |
2023-02-05 |
Unknown GetPointerWrite 00000000 PC 088179c0 LR 08b1855c |
Prince of Persia - Revelations |
v1.14.4 |
2023-02-03 |
Unknown GE command : 34600000 |
Prince of Persia - Revelations |
v1.10.3 |
2023-02-01 |
Ignoring func export sceCcc/a2d5d209, already implemented in HLE. |
Prince of Persia - Revelations |
v1.10.3 |
2023-02-01 |
Ignoring func export sceCcc/953e6c10, already implemented in HLE. |
Prince of Persia - Revelations |
v1.10.3 |
2023-02-01 |
Ignoring func export sceCcc/92c05851, already implemented in HLE. |
Prince of Persia - Revelations |
v1.10.3 |
2023-02-01 |
Ignoring func export sceCcc/90521ac5, already implemented in HLE. |
Prince of Persia - Revelations |
v1.10.3 |
2023-02-01 |
Ignoring func export sceCcc/8406f469, already implemented in HLE. |
Prince of Persia - Revelations |
v1.10.3 |
2023-02-01 |
Ignoring func export sceCcc/76e33e9c, already implemented in HLE. |
Prince of Persia - Revelations |
v1.10.3 |
2023-02-01 |
Ignoring func export sceCcc/70ecaa10, already implemented in HLE. |
Prince of Persia - Revelations |
v1.10.3 |
2023-02-01 |
Ignoring func export sceCcc/6f82ee03, already implemented in HLE. |
Prince of Persia - Revelations |
v1.10.3 |
2023-02-01 |
Ignoring func export sceCcc/67bf0d19, already implemented in HLE. |
Prince of Persia - Revelations |
v1.10.3 |
2023-02-01 |
Ignoring func export sceCcc/4bdeb2a8, already implemented in HLE. |
Prince of Persia - Revelations |
v1.10.3 |
2023-02-01 |
Ignoring func export sceCcc/41b724a5, already implemented in HLE. |
Prince of Persia - Revelations |
v1.13.2 |
2023-01-29 |
Unknown GetPointerWrite 00000000 PC 08ba91c0 LR 08ba91c8 |
Prince of Persia - Revelations |
v1.14.4 |
2023-01-20 |
80630006=sceAtracSetDataAndGetID(0981da80, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.14.4 |
2023-01-20 |
80630006=sceAtracSetDataAndGetID(09911540, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.14.4 |
2023-01-20 |
80630006=sceAtracSetDataAndGetID(099b4040, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.14.4 |
2023-01-20 |
80630006=sceAtracSetDataAndGetID(0984f540, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.14.4 |
2023-01-20 |
80630006=sceAtracSetDataAndGetID(09ad5e00, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.14.4 |
2023-01-20 |
80630006=sceAtracSetDataAndGetID(09873880, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.14.4 |
2023-01-20 |
80630006=sceAtracSetDataAndGetID(09a56100, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.14.4 |
2023-01-20 |
80630006=sceAtracSetDataAndGetID(09878f00, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.14.4 |
2023-01-20 |
80630006=sceAtracSetDataAndGetID(09913fc0, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.14.4 |
2023-01-20 |
80630006=sceAtracSetDataAndGetID(09705740, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.14.4 |
2023-01-20 |
80630006=sceAtracSetDataAndGetID(09aa4b80, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.14.4 |
2023-01-20 |
80630006=sceAtracSetDataAndGetID(099b2780, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.14.4 |
2023-01-12 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-01rel0 [Revision 96995].
03700444:40c00b30 HWX T N Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 WScale 1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 03700444:40c00b30 HWX T N Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 WScale 1 Cull
attribute mediump vec4 w1;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform 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;
varying lowp vec4 v_color0;
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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3);
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_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cul |
Prince of Persia - Revelations |
v1.14.4 |
2023-01-12 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-01rel0 [Revision 96995].
03770444:40c00b30 HWX T N Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:7 WScale 1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 03770444:40c00b30 HWX T N Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:7 WScale 1 Cull
attribute mediump vec4 w1;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform 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;
varying lowp vec4 v_color0;
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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3);
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_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((p |
Prince of Persia - Revelations |
v1.14.4 |
2023-01-12 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-01rel0 [Revision 96995].
03f74440:41400b30 HWX T N Tex Bones:6 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 WScale 1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 03f74440:41400b30 HWX T N Tex Bones:6 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 WScale 1 Cull
attribute mediump vec4 w1;
attribute mediump vec2 w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
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);
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_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, |
Prince of Persia - Revelations |
v1.14.4 |
2023-01-12 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-01rel0 [Revision 96995].
03f74440:41c00b30 HWX T N Tex Bones:8 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 WScale 1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 03f74440:41c00b30 HWX T N Tex Bones:8 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 WScale 1 Cull
attribute mediump vec4 w1, w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
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_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, |
Prince of Persia - Revelations |
v1.14.1-8-gd4f5bff36 |
2023-01-11 |
80630006=sceAtracSetDataAndGetID(09935d40, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.14.1-8-gd4f5bff36 |
2023-01-10 |
80630006=sceAtracSetDataAndGetID(0961ef00, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.14.4 |
2023-01-09 |
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 r4p0-00rel0 [Revision 96995].
01f04444:00000938 HWX C T Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull
#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))
// 01f04444:00000938 HWX C T Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull
attribute vec3 position;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp 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;
varying lowp vec4 v_color0;
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() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 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_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthR |
Prince of Persia - Revelations |
v1.14.4 |
2023-01-09 |
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 r4p0-00rel0 [Revision 96995].
01f04444:00000930 HWX T Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull
#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))
// 01f04444:00000930 HWX T Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull
attribute vec3 position;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp 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;
varying lowp vec4 v_color0;
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() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 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_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w < |
Prince of Persia - Revelations |
v1.14.4 |
2023-02-05 |
Unknown GetPointerWrite 00000000 PC 08c02848 LR 08c0286c |
Prince of Persia - Revelations |
v1.14.2 |
2023-01-06 |
UI scissor out of bounds in GameSettingsScreen: 636,0-2382,1441 / 3040,1440 |
Prince of Persia - Revelations |
v1.11.3 |
2023-01-04 |
80630006=sceAtracSetDataAndGetID(090303c0, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.14.1 |
2023-01-02 |
Jump to invalid address: 05dd0580 |
Prince of Persia - Revelations |
v1.14.1 |
2023-01-02 |
Jump to invalid address: 05dd0180 |
Prince of Persia - Revelations |
v1.14.1 |
2023-01-02 |
Jump to invalid address: 0598e5c0 |
Prince of Persia - Revelations |
v1.14.1 |
2023-01-02 |
Jump to invalid address: 05dd0380 |
Prince of Persia - Revelations |
v1.14.1 |
2023-01-02 |
Jump to invalid address: 03d76e60 |
Prince of Persia - Revelations |
v1.14.1 |
2023-01-02 |
MIPSCompileOp: Invalid instruction 7e0f0f08 |
Prince of Persia - Revelations |
v1.14.1 |
2023-01-02 |
Jump to invalid address: 061aa480 |
Prince of Persia - Revelations |
v1.14.1 |
2023-01-01 |
80630006=sceAtracSetDataAndGetID(08fe3a00, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.14.1 |
2023-01-01 |
80630006=sceAtracSetDataAndGetID(09673fc0, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.14.1 |
2023-01-01 |
80630006=sceAtracSetDataAndGetID(09096a80, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.14.4 |
2023-01-27 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
Prince of Persia - Revelations |
v1.4.2-425-g7a7ccee5e |
2023-01-19 |
Error in shader compilation: info: 0(16) : error C1503: undefined variable "u_proj"
/ code: #version 330
#define lowp
#define mediump
#define highp
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj_through;
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 = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
}
|
Prince of Persia - Revelations |
v1.13.2 |
2022-12-18 |
800200d2=scePsmfPlayerSetPsmf(09b0bf3c, disc0:/PSP_GAME/USRDIR/fmv/havok.pmf): too many streams in PSMF video, bogus data |
Prince of Persia - Revelations |
v1.13.2 |
2022-12-18 |
800200d2=scePsmfPlayerSetPsmf(09b0bf3c, disc0:/PSP_GAME/USRDIR/fmv/papaya.pmf): too many streams in PSMF video, bogus data |
Prince of Persia - Revelations |
v1.13.2 |
2022-12-18 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (b748bf9f), bad data |
Prince of Persia - Revelations |
v1.13.2 |
2022-12-18 |
800200d2=scePsmfPlayerSetPsmf(09b0bf3c, disc0:/PSP_GAME/USRDIR/fmv/d3.pmf): too many streams in PSMF video, bogus data |
Prince of Persia - Revelations |
v1.14.4 |
2023-01-11 |
Unknown GetPointerWrite 00000000 PC 08b18548 LR 08b1855c |
Prince of Persia - Revelations |
v1.13.2 |
2022-12-10 |
80630006=sceAtracSetDataAndGetID(09a76280, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-12-10 |
80630006=sceAtracSetDataAndGetID(097a8e00, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-12-10 |
80630006=sceAtracSetDataAndGetID(08f8c440, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-12-10 |
80630006=sceAtracSetDataAndGetID(09a88e00, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-12-10 |
80630006=sceAtracSetDataAndGetID(09a48c40, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-12-10 |
80630006=sceAtracSetDataAndGetID(09a48c80, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-12-10 |
80630006=sceAtracSetDataAndGetID(09a48d40, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-12-10 |
80630006=sceAtracSetDataAndGetID(09a48040, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-12-10 |
80630006=sceAtracSetDataAndGetID(098d8240, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-12-10 |
80630006=sceAtracSetDataAndGetID(098d7f00, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-12-10 |
80630006=sceAtracSetDataAndGetID(098d7700, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-12-10 |
80630006=sceAtracSetDataAndGetID(098d7380, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-12-10 |
80630006=sceAtracSetDataAndGetID(098d6640, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-12-10 |
80630006=sceAtracSetDataAndGetID(09605ac0, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-12-10 |
80630006=sceAtracSetDataAndGetID(0997c800, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-12-10 |
80630006=sceAtracSetDataAndGetID(09000540, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-12-10 |
80630006=sceAtracSetDataAndGetID(09530200, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-12-02 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349120 |
Prince of Persia - Revelations |
v1.13.2 |
2022-11-18 |
Unknown GetPointerWrite ffffffff PC 088175c0 LR 08817504 |
Prince of Persia - Revelations |
v1.11.3 |
2022-11-16 |
Unknown GetPointer c3f4a80c PC 08c721dc LR 08c71d34 |
Prince of Persia - Revelations |
v1.11.3 |
2022-11-16 |
80630006=sceAtracSetDataAndGetID(09ad8880, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-11-13 |
Unexpected mpeg first timestamp: fffffffffff / 17592186044415 |
Prince of Persia - Revelations |
v1.13.2 |
2022-11-06 |
80630006=sceAtracSetDataAndGetID(0998e600, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-11-06 |
80630006=sceAtracSetDataAndGetID(09916dc0, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-11-06 |
80630006=sceAtracSetDataAndGetID(0974b140, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-11-06 |
80630006=sceAtracSetDataAndGetID(09908b80, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.12.3 |
2022-11-02 |
sceDmacMemcpy(dest=04000000, src=08400000, size=557056): overlapping read |
Prince of Persia - Revelations |
v1.13.2 |
2022-10-22 |
80630006=sceAtracSetDataAndGetID(0993ad80, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-10-22 |
80630006=sceAtracSetDataAndGetID(08f8d740, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-10-22 |
80630006=sceAtracSetDataAndGetID(09817e00, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-10-22 |
80630006=sceAtracSetDataAndGetID(09700980, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-10-22 |
80630006=sceAtracSetDataAndGetID(0966acc0, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-10-22 |
80630006=sceAtracSetDataAndGetID(09a55040, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-10-22 |
80630006=sceAtracSetDataAndGetID(08f8e800, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-10-22 |
80630006=sceAtracSetDataAndGetID(09586c80, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-10-22 |
80630006=sceAtracSetDataAndGetID(09aa0cc0, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-10-22 |
80630006=sceAtracSetDataAndGetID(0956b0c0, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-10-22 |
80630006=sceAtracSetDataAndGetID(09655600, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-10-22 |
80630006=sceAtracSetDataAndGetID(09a13840, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-10-22 |
80630006=sceAtracSetDataAndGetID(0968b280, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-10-22 |
80630006=sceAtracSetDataAndGetID(099454c0, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-10-22 |
80630006=sceAtracSetDataAndGetID(095e5440, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-10-22 |
80630006=sceAtracSetDataAndGetID(095a4f00, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-10-22 |
80630006=sceAtracSetDataAndGetID(09695b40, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-10-22 |
80630006=sceAtracSetDataAndGetID(09681e00, 00000800): invalid RIFF header |
Prince of Persia - Revelations |
v1.13.2 |
2022-10-22 |
80630006=sceAtracSetDataAndGetID(08fbc640, 00000800): invalid RIFF header |