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| Game title |
Version |
Latest Report |
Message |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.10.3-387-g6ca01d588 |
2026-08-26 |
__KernelStopThread: thread 1482 does not exist |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
An uneaten prefix at end of block: 09fff664 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Branch in Jump delay slot at 09fff664 in block starting at 09fff5d0 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Jump to invalid address: 02255620 PC 09fff65c LR 0890c458 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Branch in Jump delay slot at 09fff658 in block starting at 09fff5d0 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Jump to invalid address: 02c32400 PC 09fff658 LR 0890c458 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Branch in Jump delay slot at 09fff654 in block starting at 09fff5d0 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Jump to invalid address: 02a31900 PC 09fff654 LR 0890c458 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Jump to invalid address: 022e6570 PC 09fff64c LR 0890c458 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Branch in Jump delay slot at 09fff648 in block starting at 09fff5d0 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Jump to invalid address: 02c32400 PC 09fff648 LR 0890c458 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Branch in Jump delay slot at 09fff644 in block starting at 09fff5d0 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Jump to invalid address: 02d44300 PC 09fff644 LR 0890c458 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Jump to invalid address: 02340000 PC 09fff630 LR 0890c458 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Branch in Jump delay slot at 09fff62c in block starting at 09fff5d0 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Jump to invalid address: 0225c780 PC 09fff62c LR 0890c458 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Branch in Jump delay slot at 09fff628 in block starting at 09fff5d0 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Jump to invalid address: 02c32400 PC 09fff628 LR 0890c458 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Branch in Jump delay slot at 09fff624 in block starting at 09fff5d0 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Jump to invalid address: 07ffeb40 PC 09fff624 LR 0890c458 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Branch in Jump delay slot at 09fff620 in block starting at 09fff5d0 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Jump to invalid address: 07ffda90 PC 09fff620 LR 0890c458 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Branch in Jump delay slot at 09fff61c in block starting at 09fff5d0 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Jump to invalid address: 022e68b0 PC 09fff61c LR 0890c458 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Branch in Jump delay slot at 09fff618 in block starting at 09fff5d0 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Jump to invalid address: 02c31f90 PC 09fff618 LR 0890c458 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Jump to invalid address: 02c31f90 PC 09fff610 LR 0890c458 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Branch in Jump delay slot at 09fff60c in block starting at 09fff5d0 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Jump to invalid address: 02c32400 PC 09fff60c LR 0890c458 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Jump to invalid address: 02240940 PC 09fff5fc LR 0890c458 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Branch in Jump delay slot at 09fff5f8 in block starting at 09fff5d0 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Jump to invalid address: 02a31900 PC 09fff5f8 LR 0890c458 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Jump to invalid address: 02437c50 PC 09fff5ec LR 0890c458 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Branch in Jump delay slot at 09fff5e8 in block starting at 09fff5d0 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Jump to invalid address: 0697cc00 PC 09fff5e8 LR 0890c458 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Branch in Jump delay slot at 09fff5e4 in block starting at 09fff5d0 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-08-22 |
Jump to invalid address: 0697cc00 PC 09fff5e4 LR 0890c458 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.11.3 |
2026-08-21 |
sceDmacMemcpy(dest=0414e000, src=095e90f0, size=222016): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.15.4 |
2026-08-15 |
Unknown GE command : 4f4e0021 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.11.3 |
2026-08-13 |
sceDmacMemcpy(dest=041b7980, src=0962fbc0, size=62032): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.10.2 |
2026-08-08 |
sceDmacMemcpy(dest=0414e000, src=09601a70, size=226816): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.18.1 |
2026-08-04 |
sceDmacMemcpy(dest=0414e000, src=09531310, size=198032): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.18.1 |
2026-07-28 |
sceDmacMemcpy(dest=0414e000, src=094a1350, size=240816): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.10.2 |
2026-07-22 |
sceDmacMemcpy(dest=0414e000, src=095f8180, size=155872): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.10.2 |
2026-07-08 |
sceDmacMemcpy(dest=0414e000, src=09627300, size=260768): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.20.4 |
2026-07-08 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 10180000:0001d002 Tex FragUber TFuncMod AlphaTest0 >
vs: 01000000:80000b20 HWX T N Light: LightUberShader Cull
#version 320 es
// Driver: PowerVR Rogue GE8100 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b20 HWX T N Light: LightUberShader Cull
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 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_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
float distSq;
float invDist;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
float distSq = dot(toLight, toLight);
float invDist = inversesqrt(distSq);
distance = distSq * invDist;
toLight *= invDist;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distSq)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir0, toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
}
} else {
lightScale = 1.0;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u && ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0);
float halfInvLen = inversesqrt(dot(halfVec, halfVec));
ldot = pow(max(dot(halfVec, worldnormal) * halfInvLen, 0.0), u_matspecular.a);
} |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.20.4 |
2026-07-08 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 10180000:00000002 Tex FragUber TFuncMod
vs: 00000000:00000920 HWX T Cull
#version 320 es
// Driver: PowerVR Rogue GE8100 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000920 HWX T Cull
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 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(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;
v_color0 = u_matambientalpha;
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_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
| MONSTER HUNTER FREEDOM UNITE™ |
v1.20.4 |
2026-07-08 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 10180000:003fd002 Tex Fog FragUber TFuncMod AlphaTest0 > ColorTest0 !=
vs: 00000000:00000920 HWX T Cull
#version 320 es
// Driver: PowerVR Rogue GE8100 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000920 HWX T Cull
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 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(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;
v_color0 = u_matambientalpha;
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_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
| MONSTER HUNTER FREEDOM UNITE™ |
v1.20.4 |
2026-07-08 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 10180000:001fd002 Tex FragUber TFuncMod AlphaTest0 > ColorTest0 !=
vs: 00000000:00000b20 HWX T N Cull
#version 320 es
// Driver: PowerVR Rogue GE8100 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000b20 HWX T N Cull
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 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_matambientalpha;
v_color0 = u_matambientalpha;
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_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
| MONSTER HUNTER FREEDOM UNITE™ |
v1.20.4 |
2026-07-08 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 10180000:001e0002 Tex FragUber TFuncMod ColorTest0 !=
vs: 00000000:00000920 HWX T Cull
#version 320 es
// Driver: PowerVR Rogue GE8100 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000920 HWX T Cull
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 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(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;
v_color0 = u_matambientalpha;
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_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
| MONSTER HUNTER FREEDOM UNITE™ |
v1.20.4 |
2026-07-08 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 10180000:001fd002 Tex FragUber TFuncMod AlphaTest0 > ColorTest0 !=
vs: 00000000:00000920 HWX T Cull
#version 320 es
// Driver: PowerVR Rogue GE8100 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000920 HWX T Cull
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 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(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;
v_color0 = u_matambientalpha;
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_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
| MONSTER HUNTER FREEDOM UNITE™ |
v1.20.4 |
2026-07-08 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 10180000:001e0002 Tex FragUber TFuncMod ColorTest0 !=
vs: 00000000:00000928 HWX C T Cull
#version 320 es
// Driver: PowerVR Rogue GE8100 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000928 HWX C T Cull
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 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(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;
v_color0 = color0;
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_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
| MONSTER HUNTER FREEDOM UNITE™ |
v1.20.4 |
2026-07-08 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 10180000:00000002 Tex FragUber TFuncMod
vs: 00000000:00000b20 HWX T N Cull
#version 320 es
// Driver: PowerVR Rogue GE8100 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000b20 HWX T N Cull
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 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_matambientalpha;
v_color0 = u_matambientalpha;
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_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
| MONSTER HUNTER FREEDOM UNITE™ |
v1.20.4 |
2026-07-08 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 10180000:003fd002 Tex Fog FragUber TFuncMod AlphaTest0 > ColorTest0 !=
vs: 00000000:00000b20 HWX T N Cull
#version 320 es
// Driver: PowerVR Rogue GE8100 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000b20 HWX T N Cull
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 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_matambientalpha;
v_color0 = u_matambientalpha;
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_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
| MONSTER HUNTER FREEDOM UNITE™ |
v1.20.4 |
2026-07-08 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 10180000:00000002 Tex FragUber TFuncMod
vs: 00000000:00000928 HWX C T Cull
#version 320 es
// Driver: PowerVR Rogue GE8100 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000928 HWX C T Cull
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 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(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;
v_color0 = color0;
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_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
| MONSTER HUNTER FREEDOM UNITE™ |
v1.20.4 |
2026-07-08 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 10180000:00000002 Tex FragUber TFuncMod
vs: 00000000:0000000a THR C
#version 320 es
// Driver: PowerVR Rogue GE8100 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:0000000a THR C
in vec4 position;
in highp float fog;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform lowp float u_rotation;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = fog;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| MONSTER HUNTER FREEDOM UNITE™ |
v1.18.1 |
2026-06-29 |
Jump to invalid address: 00008084 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.18.1 |
2026-06-29 |
Branch in Jump delay slot at 09ad606c in block starting at 09ad6064 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.18.1 |
2026-06-29 |
WriteFCR: Unexpected reg 12 (value deadbeef) |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.14.4 |
2026-06-24 |
sceDmacMemcpy(dest=0414e000, src=09597a00, size=231680): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.18.1 |
2026-06-21 |
WriteToHardware: Invalid address 11412158 near PC 08000000 LR 08000000 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1-964-g5658a3ea48 |
2026-06-01 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.18.1-107-g6c64608359 |
2026-05-28 |
__KernelStopThread: thread 1581 does not exist (ApctlThread deleted) |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.18.1-107-g6c64608359 |
2026-05-28 |
__KernelStopThread: thread 1581 does not exist (ApctlThread stopped) |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.20.4-42-g8a69472153 |
2026-05-23 |
Error in shader program link: info: L0001 The fragment matrix variable WorldViewProj does not match the vertex variable WorldViewProj.
The matrix stride does not match.
fs: thin3d
#version 320 es
// Driver: Mali-G57 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in lowp vec4 oColor0; // COLOR0
in highp vec2 oTexCoord0; // TEXCOORD0
out vec4 fragColor0;
void main() {
vec4 col = texture(tex, oTexCoord0) * oColor0;
col.rgb *= oColor0.a;
fragColor0 = col;
}
vs: thin3d
#version 320 es
// Driver: Mali-G57 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in vec3 Position;
in vec4 Color0;
in vec2 TexCoord0;
out lowp vec4 oColor0; // COLOR0 (0)
out highp vec2 oTexCoord0; // TEXCOORD0 (1)
void main() {
gl_Position = mul(WorldViewProj, vec4(Position, 1.0));
vec3 hsv = rgb2hsv(Color0.xyz);
hsv.x += TintSaturation.x;
hsv.y *= TintSaturation.y;
oColor0 = vec4(hsv2rgb(hsv), Color0.w);
oTexCoord0 = TexCoord0;
}
|
| MONSTER HUNTER FREEDOM UNITE™ |
v1.20.4-42-g8a69472153 |
2026-05-23 |
Error in shader program link: info: L0001 The fragment matrix variable WorldViewProj does not match the vertex variable WorldViewProj.
The matrix stride does not match.
fs: thin3d
#version 320 es
// Driver: Mali-G57 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in lowp vec4 oColor0; // COLOR0
in highp vec2 oTexCoord0; // TEXCOORD0
out vec4 fragColor0;
void main() {
vec4 col = texture(tex, oTexCoord0).zyxw * oColor0;
col.rgb *= oColor0.a;
fragColor0 = col;
}
vs: thin3d
#version 320 es
// Driver: Mali-G57 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
in vec3 Position;
in vec4 Color0;
in vec2 TexCoord0;
out lowp vec4 oColor0; // COLOR0 (0)
out highp vec2 oTexCoord0; // TEXCOORD0 (1)
void main() {
gl_Position = mul(WorldViewProj, vec4(Position, 1.0));
vec3 hsv = rgb2hsv(Color0.xyz);
hsv.x += TintSaturation.x;
hsv.y *= TintSaturation.y;
oColor0 = vec4(hsv2rgb(hsv), Color0.w);
oTexCoord0 = TexCoord0;
}
|
| MONSTER HUNTER FREEDOM UNITE™ |
v1.11.3 |
2026-05-21 |
Unknown GE command : 4e040004 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.15.4 |
2026-04-30 |
sceDmacMemcpy(dest=0414e000, src=095d1960, size=236960): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.15.4 |
2026-04-26 |
sceDmacMemcpy(dest=0414e000, src=095a62d0, size=272096): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1-957-g52cf10274c |
2026-04-15 |
sceDmacMemcpy(dest=0414e000, src=09529360, size=202336): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1-957-g52cf10274c |
2026-04-05 |
sceDmacMemcpy(dest=0414e000, src=096f0a10, size=251632): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1-957-g52cf10274c |
2026-04-01 |
sceDmacMemcpy(dest=0414e000, src=096f5230, size=170880): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1-957-g52cf10274c |
2026-03-31 |
sceDmacMemcpy(dest=0414e000, src=095241d0, size=309472): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1-957-g52cf10274c |
2026-03-30 |
sceDmacMemcpy(dest=0414e000, src=09507300, size=290336): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1-957-g52cf10274c |
2026-03-30 |
sceDmacMemcpy(dest=0414e000, src=0950d8d0, size=64480): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1-957-g52cf10274c |
2026-03-30 |
sceDmacMemcpy(dest=0414e000, src=0953ddc0, size=266768): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1-957-g52cf10274c |
2026-03-29 |
sceDmacMemcpy(dest=0414e000, src=0952dad0, size=184016): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1-957-g52cf10274c |
2026-03-28 |
sceDmacMemcpy(dest=0414e000, src=095ab150, size=270528): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1-957-g52cf10274c |
2026-03-19 |
sceDmacMemcpy(dest=0414e000, src=095ab8b0, size=146640): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-03-18 |
ReadFromHardware: Invalid address deae335d near PC 089ebf50 LR 088a4044 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-03-18 |
MIPSCompileOp: Invalid instruction 48206c65 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-03-18 |
MIPSCompileOp: Invalid instruction 72637345 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-03-18 |
MIPSCompileOp: Invalid instruction 75640079 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-03-18 |
MIPSCompileOp: Invalid instruction 75640029 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-03-18 |
MIPSCompileOp 696e696d failed |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-03-18 |
MIPSCompileOp: Invalid instruction 7573206f |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-03-18 |
MIPSCompileOp: Invalid instruction 74656a62 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-03-18 |
MIPSCompileOp: Invalid instruction 437e0a2e |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-03-18 |
MIPSCompileOp: Invalid instruction 74726920 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-03-18 |
MIPSCompileOp 6973696d failed |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-03-18 |
MIPSCompileOp: Invalid instruction 75430029 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-03-18 |
MIPSCompileOp: Invalid instruction 4f283530 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-03-18 |
MIPSCompileOp: Invalid instruction 437e0a21 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-03-18 |
MIPSCompileOp: Invalid instruction 6320610a |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-03-18 |
MIPSCompileOp: Invalid instruction 73617620 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-03-18 |
MIPSCompileOp: Invalid instruction 73656420 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-03-18 |
MIPSCompileOp: Invalid instruction 43002e73 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-03-18 |
MIPSCompileOp: Invalid instruction 6e6f6963 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-03-18 |
MIPSCompileOp: Invalid instruction 63656c6f |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2026-03-18 |
MIPSCompileOp: Invalid instruction 63207361 |