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Game title |
Version |
Latest Report |
Message |
TEKKEN 6 |
v1.17.1 |
2025-09-02 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (b4186b80), bad data |
TEKKEN 6 |
v1.11.3-1679-g195662497 |
2025-08-29 |
WriteToHardware: Invalid address 150e815c near PC 08000000 LR 08000000 |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00108e24! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00109f00! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00108c1c! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00108bf4! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00108c44! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00108ab4! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00109fa0! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00109e9c! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00108e14! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 001089ec! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00108a8c! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 001085a4! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00108c94! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 001084c4! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00108664! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00108a14! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00108514! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00109244! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00108a3c! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00108bcc! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00108e74! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 0010849c! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00108c6c! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00109154! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 001092d0! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00108a64! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00108dec! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00108e4c! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00108dfc! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00109324! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00109210! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 0010926c! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 001091cc! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 0010a004! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 0010939c! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 001091ac! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 001092d4! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00108d9c! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00108dc4! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 001084ec! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00109d34! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00109de8! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00109f3c! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 00109d70! |
TEKKEN 6 |
v1.7.4 |
2025-08-26 |
Bad vertex address 0010a040! |
TEKKEN 6 |
v1.19.3 |
2025-08-23 |
__KernelStopThread: thread 360 does not exist (helper deleted) |
TEKKEN 6 |
v1.6.3 |
2025-08-18 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:00a1d022 Tex TexAlpha Fog 2x TFuncMod AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01f00000:000d0b5c HWX C T N Fog Tex TexProjNrm UVMtx Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
out highp float v_fogdepth;
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;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos3;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = (u_texmtx * vec4(normal, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
TEKKEN 6 |
v1.18.1 |
2025-08-15 |
__KernelStopThread: thread 363 does not exist (helper deleted) |
TEKKEN 6 |
v1.12.3 |
2025-08-14 |
Jump to invalid address: 038c6700 |
TEKKEN 6 |
v1.12.3 |
2025-08-14 |
Branch in Jump delay slot at 08e31a04 in block starting at 08e21d80 |
TEKKEN 6 |
v1.12.3 |
2025-08-14 |
Branch in Jump delay slot at 08e31a00 in block starting at 08e21d80 |
TEKKEN 6 |
v1.12.3 |
2025-08-14 |
Branch in Jump delay slot at 08e319f0 in block starting at 08e21d80 |
TEKKEN 6 |
v1.12.3 |
2025-08-14 |
Jump to invalid address: 02a027c0 |
TEKKEN 6 |
v1.12.3 |
2025-08-14 |
Jump to invalid address: 02a9f400 |
TEKKEN 6 |
v1.12.3 |
2025-08-14 |
Jump to invalid address: 02a02740 |
TEKKEN 6 |
v1.12.3 |
2025-08-14 |
Branch in Jump delay slot at 08e31990 in block starting at 08e21d80 |
TEKKEN 6 |
v1.12.3 |
2025-08-14 |
Jump to invalid address: 038c6120 |
TEKKEN 6 |
v1.12.3 |
2025-08-14 |
Jump to invalid address: 038c6500 |
TEKKEN 6 |
v1.12.3 |
2025-08-14 |
Branch in Jump delay slot at 08e31980 in block starting at 08e21d80 |
TEKKEN 6 |
v1.12.3 |
2025-08-14 |
Jump to invalid address: 038c6300 |
TEKKEN 6 |
v1.12.3 |
2025-08-14 |
Jump to invalid address: 038c6f60 |
TEKKEN 6 |
v1.12.3 |
2025-08-14 |
Branch in Jump delay slot at 08e31960 in block starting at 08e21d80 |
TEKKEN 6 |
v1.12.3 |
2025-08-14 |
Jump to invalid address: 038c6360 |
TEKKEN 6 |
v1.17.1-760-gf0e3fd277 |
2025-08-09 |
Error in shader compilation: info: Compile failed.
reinterpret
#version 310 es
// Driver: PowerVR Rogue G6200 - GLSL 310
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
precision highp float;
uniform sampler2D tex;
uint packColor(vec4 val) {
uint color = uint(val.r * 31.99) | (uint(val.g * 31.99) << 0x5u) | (uint(val.b * 31.99) << 0xAu);
if (val.a >= 0.5) color |= 0x8000U;
return color;
}
vec4 unpackColor(uint colorLeft, uint colorRight) {
vec4 outColor = vec4(float(colorLeft & 0xFFu), float((colorLeft >> 0x8u) & 0xFFu),
float(colorRight & 0xFFu), float((colorRight >> 0x8u) & 0xFFu));
outColor *= 1.0 / 255.0;
return outColor;
}
in highp vec2 v_texcoord; // TEXCOORD0
uniform vec2 texSize;
uniform float scaleFactor;
uniform float z_scale;
uniform float z_scale_inv;
uniform float z_offset;
out vec4 fragColor0;
void main() {
vec4 valLeft = texture(tex, v_texcoord.xy + vec2(-0.25 / texSize.x, 0.0));
vec4 valRight = texture(tex, v_texcoord.xy + vec2(0.25 / texSize.x, 0.0));
vec4 outColor = unpackColor(packColor(valLeft), packColor(valRight));
fragColor0 = outColor;
}
|
TEKKEN 6 |
v1.18.1 |
2025-08-06 |
WriteToHardware: Invalid address 3d82c6b6 near PC 08000000 LR 08000000 |
TEKKEN 6 |
v1.17.1 |
2025-08-05 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (7464d018), bad data |
TEKKEN 6 |
v1.17.1 |
2025-08-05 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (400c32f0), bad data |
TEKKEN 6 |
v1.15.3 |
2025-08-02 |
MIPSCompileOp: Invalid instruction 0000005e |
TEKKEN 6 |
v1.15.3 |
2025-08-02 |
Jump to invalid address: 03908ec0 |
TEKKEN 6 |
v1.15.3 |
2025-08-02 |
Branch in Jump delay slot at 090c4688 in block starting at 090c4680 |
TEKKEN 6 |
v1.15.3 |
2025-08-02 |
Jump to invalid address: 039042e0 |
TEKKEN 6 |
v1.17.1-334-g1786a4ddb |
2025-07-25 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
TEKKEN 6 |
v1.19.3 |
2025-07-18 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 10180000:00000382 Tex FragUber TClampST TFuncMod
vs: 00000000:0000000a THR C
#version 320 es
// Driver: Mali-T820 - 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;
}
|
TEKKEN 6 |
v1.19.3 |
2025-08-26 |
Branch in Jump delay slot at 08c0af90 in block starting at 08c00000 |
TEKKEN 6 |
v1.19.3 |
2025-08-26 |
Branch in Jump delay slot at 08c0af80 in block starting at 08c00000 |
TEKKEN 6 |
v1.19.3 |
2025-08-26 |
Branch in Jump delay slot at 08c0af8c in block starting at 08c00000 |
TEKKEN 6 |
v1.19.3 |
2025-09-07 |
Branch in Jump delay slot at 08c0af84 in block starting at 08c00000 |
TEKKEN 6 |
v1.19.3 |
2025-08-26 |
Branch in Jump delay slot at 08c0af88 in block starting at 08c00000 |
TEKKEN 6 |
v1.6.3-432-gfd6c3145d |
2025-07-13 |
Bad vertex address 0015eda2! |
TEKKEN 6 |
v1.6.3-432-gfd6c3145d |
2025-07-13 |
Bad vertex address 0015ecee! |
TEKKEN 6 |
v1.6.3-432-gfd6c3145d |
2025-07-13 |
Bad vertex address 0015eb7c! |
TEKKEN 6 |
v1.6.3-432-gfd6c3145d |
2025-07-13 |
Bad vertex address 0015ed2a! |
TEKKEN 6 |
v1.6.3-432-gfd6c3145d |
2025-07-13 |
Bad vertex address 0015ebb8! |
TEKKEN 6 |
v1.6.3-432-gfd6c3145d |
2025-07-13 |
Bad vertex address 0015ecc6! |
TEKKEN 6 |
v1.6.3-432-gfd6c3145d |
2025-07-13 |
Bad vertex address 0015ed52! |
TEKKEN 6 |
v1.6.3-432-gfd6c3145d |
2025-07-13 |
Bad vertex address 0015ec80! |
TEKKEN 6 |
v1.6.3-432-gfd6c3145d |
2025-07-13 |
Bad vertex address 0015ed7a! |
TEKKEN 6 |
v1.6.3-432-gfd6c3145d |
2025-07-13 |
Bad vertex address 0015ebfc! |
TEKKEN 6 |
v1.6.3-432-gfd6c3145d |
2025-07-13 |
Bad vertex address 0015ec74! |
TEKKEN 6 |
v1.6.3-432-gfd6c3145d |
2025-07-13 |
Bad vertex address 0015ed5a! |
TEKKEN 6 |
v1.6.3-432-gfd6c3145d |
2025-07-13 |
Bad vertex address 0015ec1c! |
TEKKEN 6 |
v1.6.3-432-gfd6c3145d |
2025-07-13 |
Bad vertex address 0015ec4c! |
TEKKEN 6 |
v1.6.3-432-gfd6c3145d |
2025-07-13 |
Bad vertex address 0015ed1e! |
TEKKEN 6 |
v1.6.3-432-gfd6c3145d |
2025-07-13 |
Bad vertex address 0015ec9c! |
TEKKEN 6 |
v1.6.3-432-gfd6c3145d |
2025-07-13 |
Bad vertex address 0015ece2! |
TEKKEN 6 |
v1.17.1 |
2025-07-13 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (401602f0), bad data |
TEKKEN 6 |
v1.10.3 |
2025-07-12 |
ReadFromHardware: Invalid address 16d27024 near PC 08859724 LR 08859724 |
TEKKEN 6 |
v1.19.2 |
2025-07-12 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 10180000:00000802 Tex LM FragUber TFuncMod
vs: 01000000:80000b21 HWX T N LM Light: LightUberShader Cull
#version 320 es
// Driver: PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b21 HWX T N LM 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 lowp vec3 v_color1;
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;
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;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 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) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
lightSum1 += u_lightspecular0 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * ambientCol |