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| Game title |
Version |
Latest Report |
Hits |
Message |
| EA SPORTS™ FIGHT NIGHT Round 3 |
v1.10.3 |
2023-10-13 |
1 |
Unknown syscall in known module 'sceNpService': 0x75dacb57 |
| EA SPORTS™ FIGHT NIGHT Round 3 |
v1.10.3 |
2023-10-13 |
1 |
Unknown syscall in known module 'sceNpService': 0x72a1ce0d |
| EA SPORTS™ FIGHT NIGHT Round 3 |
v1.10.3 |
2023-10-13 |
1 |
Unknown syscall in known module 'sceNpService': 0x66c64821 |
| SOULCALIBUR: Broken Destiny |
v1.10.3 |
2023-10-13 |
1 |
Unknown syscall in known module 'sceNpAuth': 0x5a3cb57a |
| MotorStorm®: Arctic Edge |
v1.10.3 |
2023-10-13 |
1 |
80020001=sceKernelCreateSema(): invalid name |
| Mortal Kombat: Unchained |
v1.10.3 |
2023-10-13 |
1 |
Render to texture with incompatible formats 3 != 1 at 04000000 |
| eFootball By TM ARTS |
v1.9.4 |
2025-05-04 |
259 |
80630006=sceAtracSetDataAndGetID(09a25200, 00001000): invalid RIFF header |
| Pro Evolution Soccer 6 |
v1.18.1 |
2025-05-06 |
5 |
MIPSCompileOp: Invalid instruction 01010101 |
| eFootball Chelito 19 |
v1.9.4 |
2025-12-13 |
67 |
807f00fd=sceMp3Init(00000000): invalid sample rate v3 l3 rate 03 |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.9.4 |
2025-07-30 |
1,020 |
MIPSCompileOp: Invalid instruction 01010101 |
| eFootball Chelito 19 |
v1.9.4 |
2026-11-06 |
8,246 |
80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header |
| SBK®09 Superbike World Championship |
v1.10.3 |
2023-10-11 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08f9aa60): duplicate handler |
| WWE SmackDown vs. RAW 2K23 |
v1.9.2 |
2024-11-29 |
9 |
80630007=sceAtracSetData(2, 08d4b180, 0000bc80): atracID uses different codec type than data |
| EFOOTBALL NEW PATCH SEASON 2024 |
v1.9.4 |
2024-10-24 |
196 |
807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0000 |
| EFOOTBALL NEW PATCH SEASON 2024 |
v1.9.4 |
2025-11-23 |
641 |
sceMp3Init: invalid data: not layer 3 |
| EFOOTBALL NEW PATCH SEASON 2024 |
v1.9.4 |
2026-11-07 |
45,811 |
Savedata version requested on save: 3 |
| eFootball Libertadores 2K23 by lasso y total G |
v1.18.1 |
2025-02-04 |
6 |
MIPSCompileOp: Invalid instruction 780a3e11 |
| BLEACH ~ヒート・ザ・ソウル7~ |
v1.10.3 |
2023-10-09 |
1 |
80020001=sceKernelCreateSema(): invalid name |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-10-17 |
55 |
80630007=sceAtracSetData(2, 08d4b180, 000033c8): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-08-22 |
55 |
80630007=sceAtracSetData(2, 08d4b180, 000040e8): atracID uses different codec type than data |
| SBK-07 |
v1.16.6 |
2023-11-25 |
4 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0920eeb0): duplicate handler |
| SBK-07 |
v1.10.3 |
2023-10-09 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0925a490): duplicate handler |
| SBK-07 |
v1.12.2 |
2023-11-13 |
7 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 090aed60): duplicate handler |
| eFootball Chelito 19 |
v1.8.0 |
2026-09-14 |
27 |
WriteToHardware: Invalid address 00000004 near PC 08863d74 LR 08856c34 |
| RESISTANCE® ~報復の刻~ |
v1.10.3 |
2023-10-09 |
1 |
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 r8p0-00dev0 [Revision 96995].
01f05551:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
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 lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
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 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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump 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);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(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 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u |
| RESISTANCE® ~報復の刻~ |
v1.10.3 |
2023-10-09 |
1 |
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 r8p0-00dev0 [Revision 96995].
01f05551:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
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 lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
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 lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump 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);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(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 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
|
| RESISTANCE® ~報復の刻~ |
v1.10.3 |
2023-10-09 |
1 |
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 r8p0-00dev0 [Revision 96995].
01f15551:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
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 lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
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 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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump 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);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(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 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 |
| RESISTANCE® ~報復の刻~ |
v1.10.3 |
2023-10-09 |
1 |
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 r8p0-00dev0 [Revision 96995].
01f15551:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
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 lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
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 lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump 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);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(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 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * color0.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 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * color0.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 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_light |
| WWE SmackDown vs. RAW 2K23 |
v1.9.2 |
2026-05-02 |
9 |
80630007=sceAtracSetData(2, 08d4b180, 00005a10): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-08-01 |
8 |
80630007=sceAtracSetData(2, 08d4b180, 0000c770): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2025-08-04 |
10 |
80630007=sceAtracSetData(2, 08d4b180, 00006848): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2025-12-04 |
11 |
80630007=sceAtracSetData(2, 08d4b180, 00002f68): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-11-07 |
72 |
80630007=sceAtracSetData(2, 08d4b180, 00002c20): atracID uses different codec type than data |
| Equipe Passe de Pacths |
v1.11.3 |
2025-10-08 |
602 |
Savedata version requested on save: 3 |
| Sharing Station |
v1.9.3 |
2026-05-03 |
6 |
Trying to relocate non-loaded section .debug_info, ignoring |
| Sharing Station |
v1.9.3 |
2026-05-03 |
5 |
Trying to relocate non-loaded section .pdr, ignoring |
| Sharing Station |
v1.9.3 |
2026-05-03 |
6 |
Trying to relocate non-loaded section .debug_frame, ignoring |
| Sharing Station |
v1.9.3 |
2026-05-03 |
6 |
Trying to relocate non-loaded section .debug_aranges, ignoring |
| Sharing Station |
v1.9.3 |
2026-05-03 |
6 |
Trying to relocate non-loaded section .debug_line, ignoring |
| Sharing Station |
v1.9.3 |
2026-05-03 |
6 |
Trying to relocate non-loaded section .debug_pubnames, ignoring |
| eFootball Chelito 19 |
v1.9.4 |
2025-10-23 |
95 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 000f |
| eFootball PES 2023 Danilo Gamer |
v1.16.6 |
2024-01-11 |
36 |
MIPSCompileOp: Invalid instruction 4420a800 |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.4.2 |
2025-01-02 |
15 |
WriteToHardware: Invalid address 00000004 near PC 08863d6c LR 08849a58 |
| EFOOTBALL 2023 BY TEGA GAMING |
v1.9.4 |
2025-09-02 |
18 |
Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a |
| EFOOTBALL 2023 BY TEGA GAMING |
v1.9.4 |
2025-09-02 |
21 |
Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f |
| eFooTBall Play Cesar Patch |
v1.9.4 |
2026-08-22 |
2,835 |
80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header |
| SBK-07 |
v1.10.3 |
2023-10-06 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09a61b40): duplicate handler |
| SBK-07 |
v1.10.3 |
2023-10-06 |
4 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 096a7260): duplicate handler |
| SBK-07 |
v1.10.3 |
2023-10-06 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08eb9300): duplicate handler |
| SBK-07 |
v1.10.3 |
2023-10-06 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 099f8940): duplicate handler |
| SBK-07 |
v1.10.3 |
2023-10-06 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 092e6af0): duplicate handler |
| SBK-07 |
v1.10.3 |
2023-10-06 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 093f6420): duplicate handler |
| EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.9.4 |
2024-09-11 |
35 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 0000 |
| eFootball Chelito 19 |
v1.9.4 |
2026-05-28 |
5 |
Render to texture with different formats 0 != 3 |
| eFootball Chelito 19 |
v1.9.4 |
2024-03-03 |
3 |
Render to texture with different strides 1024 != 512 |
| eFootball Chelito 19 |
v1.9.4 |
2024-10-03 |
5 |
Render to area containing texture at 04162000 +256x0 |
| eFootball By TM ARTS |
v1.9.4 |
2024-08-09 |
792 |
sceMp3Init: invalid data: not layer 3 |
| EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON |
v1.10.3 |
2023-10-05 |
1 |
807f00fd=sceMp3Init(00000000): invalid bitrate v0 l1 rate 000f |
| EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON |
v1.9.4 |
2024-07-15 |
11 |
sceMp3Init: invalid data: not MPEG v1 |
| Kenka Bancho: Badass Rumble |
v1.10.3 |
2023-10-05 |
1 |
00000000=sceUtilityScreenshotInitStart(093c2e30) |
| Kenka Bancho: Badass Rumble |
v1.10.3 |
2023-10-05 |
1 |
00000000=sceUtilityScreenshotInitStart(093c43e0) |
| Kenka Bancho: Badass Rumble |
v1.10.3 |
2023-10-05 |
1 |
00000000=sceUtilityScreenshotInitStart(093c4250) |
| Kenka Bancho: Badass Rumble |
v1.10.3 |
2023-10-05 |
1 |
00000000=sceUtilityScreenshotInitStart(093c2f90) |
| Spider-Man 3 |
v1.10.3 |
2023-10-05 |
2 |
80000107=sceDisplaySetFrameBuf(00000000, 512, 3, 0): must change latched framebuf first |
| eFootball Chelito 19 |
v1.17.1 |
2026-06-16 |
131 |
807f00fd=sceMp3Init(00000000): invalid sample rate v2 l2 rate 03 |
| eFootball Chelito 19 |
v1.9.4 |
2026-03-31 |
172 |
807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 0005 |
| WWE 2K20 REMASTERED VERSION |
v1.17.1 |
2024-04-30 |
20 |
80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data |
| eFootball PES 2021 By GABRIEL |
v1.10.3 |
2023-10-05 |
1 |
MIPSCompileOp: Invalid instruction 6e4df882 |
| eFootball PES 2021 By GABRIEL |
v1.10.3 |
2023-10-05 |
1 |
MIPSCompileOp: Invalid instruction 46a1df88 |
| eFootball By TM ARTS |
v1.10.3 |
2023-10-04 |
1 |
WriteToHardware: Invalid address 13ad8e4c near PC 0886727c LR 08867fc4 |
| Split/Second Velocity |
v1.10.3 |
2023-10-04 |
1 |
Render to area containing texture at 04044000 +0x28 |
| eFootball Chelito 19 |
v1.10.3 |
2023-10-04 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 149850768 |
| eFootball Chelito 19 |
v1.10.3 |
2023-10-04 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 149849880 |
| eFootball Chelito 19 |
v1.10.3 |
2023-10-04 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146951504 |
| eFootball Chelito 19 |
v1.10.3 |
2023-10-04 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145972200 |
| eFootball Chelito 19 |
v1.10.3 |
2023-10-04 |
1 |
Module linking debug info:
sceNetIfhandle_driver ver=0000, flags=0009, size=5, numVars=0, numFuncs=10, nidData=0822ef14, firstSym=0822ec1c, varData=00000000, extra=00000000
sceMemab_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=11, nidData=0822eee8, firstSym=0822ebc4, varData=00000000, extra=00000000
SysclibForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=3, nidData=0822ee98, firstSym=0822eb24, varData=00000000, extra=00000000
ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=17, nidData=0822eea4, firstSym=0822eb3c, varData=00000000, extra=00000000
InterruptManagerForKernel ver=0000, flags=0009, size=5, numVars=0, numFuncs=2, nidData=0822ee90, firstSym=0822eb14, varData=00000000, extra=00000000
|
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2024-11-02 |
9 |
80630007=sceAtracSetData(2, 08d4b180, 0000cf18): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.7.5 |
2024-08-23 |
8 |
80630007=sceAtracSetData(2, 08d4b180, 000060a0): atracID uses different codec type than data |
| eFootball PES 2020 "C19" |
v1.10.3 |
2023-10-03 |
2 |
__KernelStopThread: thread 418 does not exist |
| PRO EVOLUTION SOCCER MYMAXFFY EDITION |
v1.13.1 |
2024-05-13 |
3,632 |
Savedata version requested on save: 3 |
| EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.10.3 |
2023-10-01 |
2 |
__KernelStopThread: thread 367 does not exist |
| PES ASIA (SeziaMod) |
v1.7.5 |
2026-11-03 |
20 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| eFootball PES 2020 "C19" |
v1.10.3 |
2023-10-01 |
2 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| PRO EVOLUTION SOCCER MYMAXFFY EDITION |
v1.17.1 |
2024-05-13 |
157 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| SBK®09 Superbike World Championship |
v1.10.3 |
2023-10-01 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092ac820): duplicate handler |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-04-04 |
5 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0905ab30): duplicate handler |
| eFootball Chelito 19 |
v1.10.3 |
2023-10-01 |
6 |
MIPSCompileOp: Invalid instruction 71e66038 |
| WWE SmackDown vs. RAW 2K23 |
v1.16.3 |
2024-02-25 |
2 |
80630007=sceAtracSetData(2, 08d4b180, 00004548): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.2 |
2026-10-04 |
11 |
80630007=sceAtracSetData(2, 08d4b180, 00006ca8): atracID uses different codec type than data |
| Buzz!™: Master Quiz |
v1.10.3 |
2023-09-30 |
54 |
scePsmfPlayerChangePlayMode(08debeac, 0, 0): play speed not changed |
| EFOOTBALL HEND ASEAN |
v1.9.4 |
2025-03-12 |
188 |
Savedata version requested on save: 3 |
| WWE SmackDown vs. RAW 2K23 |
v1.16.6 |
2024-04-28 |
6 |
80630007=sceAtracSetData(2, 08d4b180, 0000b820): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.16.6 |
2024-09-15 |
4 |
80630007=sceAtracSetData(2, 08d4b180, 00001988): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2025-02-05 |
11 |
80630007=sceAtracSetData(2, 08d4b180, 000061b8): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2025-10-05 |
29 |
80630007=sceAtracSetData(2, 08d4b180, 00007f00): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-05-21 |
18 |
80630007=sceAtracSetData(2, 08d4b180, 00009638): atracID uses different codec type than data |
| TEKKEN DARK RESURRECTION |
v1.10.3 |
2023-09-30 |
1 |
WriteToHardware: Invalid address 00000000 near PC 08a24df8 LR 08a24d38 |
| Def Jam® Fight For NY™: The Takeover |
v1.16.6 |
2024-03-23 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 00000685): duplicate handler |
| SBK-07 |
v1.10.3 |
2023-09-30 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0909ee50): duplicate handler |
| SBK-07 |
v1.10.3 |
2023-09-30 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 094947d0): duplicate handler |