Recent logs - MONSTER HUNTER FREEDOM UNITE™

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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