Recent logs - v1.11.2-917-g89e70c319

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Game title Version Latest Report Message
eFootball 2026 DEMOU v1.11.2-917-g89e70c319 2026-08-02 Unknown GetPointer 00000000 PC 088e2fd8 LR 088e2fe8
We Are 26 Patch By Luis24psp v1.9.4 2026-08-03 Savedata version requested on save: 3
eFootball Lop - Play v1.11.2-917-g89e70c319 2026-07-28 MIPSCompileOp: Invalid instruction 766f2e65
eFootball Lop - Play v1.11.2-917-g89e70c319 2026-07-28 MIPSCompileOp 69617274 failed
eFootball Lop - Play v1.11.2-917-g89e70c319 2026-07-28 Jump to invalid address: 03add400
eFootball Lop - Play v1.11.2-917-g89e70c319 2026-07-28 Branch in JumpReg delay slot at 08e82008 in block starting at 08e7fb70
eFootball Lop - Play v1.11.2-917-g89e70c319 2026-07-28 Branch in RSZeroComp delay slot at 08000100 in block starting at 08000044
eFootball Lop - Play v1.11.2-917-g89e70c319 2026-07-28 Branch in RSZeroComp delay slot at 08000100 in block starting at 0800003c
eFootball Lop - Play v1.11.2-917-g89e70c319 2026-07-28 Jump to invalid address: 0bb0e570
eFootball Lop - Play v1.11.2-917-g89e70c319 2026-07-28 Jump to invalid address: 0bb0e470
eFootball Lop - Play v1.11.2-917-g89e70c319 2026-07-28 Jump to invalid address: 0700e160
eFootball Lop - Play v1.11.2-917-g89e70c319 2026-07-28 Jump to invalid address: 0bb0e370
eFootball Lop - Play v1.11.2-917-g89e70c319 2026-07-28 MIPSCompileOp: Invalid instruction 71ebc8a8
Tomb Raider : Legend v1.11.2-917-g89e70c319 2026-07-24 sceDmacMemcpy(dest=0419dc00, src=0953cb60, size=8192): overlapping read
eFootball BL - V2 v1.8.0 2026-08-05 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2026-07-04 WriteToHardware: Invalid address 563e4d94 near PC 0880dcc8 LR 0880dcc8
eFootball BL - V2 v1.9.4 2026-08-11 Savedata version requested on save: 3
eFootball BL - V2 v1.9.4 2026-08-11 Savedata version requested: 3
"eFootball Hend Asean Liga Eropa & BRI Super League v1.9.4 2026-08-11 Savedata version requested: 3
eFootball WORLD CUP 2026 ST PATCH v1.9.4 2026-08-09 Unknown GetPointer 00000000 PC 0881c2d8 LR 0881c2e8
eFootball WORLD CUP 2026 ST PATCH v1.9.4 2026-08-11 Savedata version requested on save: 3
eFootball WORLD CUP 2026 ST PATCH v1.9.4 2026-08-11 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball WORLD CUP 2026 ST PATCH v1.9.4 2026-08-11 Savedata version requested: 3
RZKFootball26 JRplay - Rizzkiik (Bundesliga) v1.18.1 2026-08-11 Unknown GetPointer 00000000 PC 0881c2c0 LR 0881c2d0
eFootball PES 2021 By GABRIEL v1.11.2-917-g89e70c319 2026-06-18 __KernelStopThread: thread 296 does not exist
"eFootball 2027 By ATGXGAMING PRO v1.9.4 2026-08-11 Savedata version requested: 3
eFootball 2026 v1.9.4 2026-08-11 Savedata version requested on save: 3
eFootball 2026 v1.9.4 2026-08-11 Unknown GetPointer 00000000 PC 0881c2d8 LR 0881c2e8
eFootball 2026 v1.9.4 2026-08-11 Savedata version requested: 3
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.11.2-917-g89e70c319 2026-05-23 An uneaten prefix at end of block: 08927ee4
RZKFootball26 JRplay - Rizzkiik (Bundesliga) v1.9.4 2026-08-11 Unknown GetPointer 00000000 PC 08816130 LR 08816144
RZKFootball26 JRplay - Rizzkiik (Bundesliga) v1.9.4 2026-08-11 Savedata version requested on save: 3
EA v1.11.2-917-g89e70c319 2026-05-15 MIPSCompileOp: Invalid instruction 728624b1
EA v1.11.2-917-g89e70c319 2026-05-15 Jump to invalid address: 07418140
EA SPORTS FC26 v1.11.2-917-g89e70c319 2026-08-10 807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0000
EA SPORTS FC26 v1.20.3 2026-08-10 sceMp3Init: invalid data: not layer 3
eFootball JOELAND v1.8.0 2026-08-04 sceDmacMemcpy(dest=092ed040, src=086ce900, size=1251072): overlapping read
Assassin's Creed: Bloodlines™ v1.11.2-917-g89e70c319 2026-05-08 Moving files by Android URI is not yet supported
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2026-05-07 Jump to invalid address: 05de83c0
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2026-05-07 Jump to invalid address: 05de6900
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2026-05-07 Jump to invalid address: 012b32f8
eFootball Lop - Play v1.11.3 2026-07-07 sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=2, text=2
eFootball RB - V. v1.9.4 2026-05-22 sceDmacMemcpy(dest=04154000, src=0948f1b0, size=557056): overlapping read
RZKFootball26 JRplay - Rizzkiik (Bundesliga) v1.9.4 2026-08-11 Savedata version requested: 3
eFootball 2026 By Komo Valeri v1.20.3-103-g030c7a9e6b 2026-07-28 Game install with no files / data
eFootball JOELAND v1.11.2-917-g89e70c319 2026-05-07 80020001=sceKernelCreateSema(): invalid name
Grand Theft Auto: Vice City Stories v1.11.2-917-g89e70c319 2026-04-30 Unexpected mpeg first timestamp: bcc32cefb20 / 12971653659424
eFootball 2026 By Komo Valeri v1.9.4 2026-08-11 Savedata version requested: 3
EA SPORTS FC26 v1.9.4 2026-08-11 Savedata version requested: 3
PRIME JUNINO 20252025 v1.11.2-917-g89e70c319 2026-04-14 Unknown GetPointer 00000000 PC 08816130 LR 08816144
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:51: S0027: Cannot modify an input variable 00000000:00000938 HWX C T Tex Cull #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w; float rotAngle = 0.017453; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.635492; vec4 outPos = depthRoundZVP(mul(u_proj, viewPos)); v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:50: S0027: Cannot modify an input variable 00000000:00000930 HWX T Tex Cull #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w; float rotAngle = 0.017453; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.635492; vec4 outPos = depthRoundZVP(mul(u_proj, viewPos)); v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:53: S0027: Cannot modify an input variable 01010000:00000928 HWX C T Light: MatUp:1 Cull #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; in float h_depth; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w; float rotAngle = 0.017453; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.635492; vec4 outPos = depthRoundZVP(mul(u_proj, viewPos)); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:47: S0027: Cannot modify an input variable 00000000:00000128 HWX C Cull #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; in float h_depth; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w; float rotAngle = 0.017453; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.635492; vec4 outPos = depthRoundZVP(mul(u_proj, viewPos)); v_color0 = color0; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:73: S0027: Cannot modify an input variable 01310000:00120b30 HWX T N Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 MatUp:1 Cull #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 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 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 vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } 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); viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w; float rotAngle = 0.017453; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.635492; vec4 outPos = depthRoundZVP(mul(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 = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:87: S0027: Cannot modify an input variable 01f40000:00000b30 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:4 Cull #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 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 vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } 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); viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w; float rotAngle = 0.017453; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.635492; vec4 outPos = depthRoundZVP(mul(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 = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:52: S0027: Cannot modify an input variable 01010000:00000920 HWX T Light: MatUp:1 Cull #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; in float h_depth; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w; float rotAngle = 0.017453; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.635492; vec4 outPos = depthRoundZVP(mul(u_proj, viewPos)); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:56: S0027: Cannot modify an input variable 01010000:00000930 HWX T Tex Light: MatUp:1 Cull #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; 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; in float h_depth; vec4 depthRoundZVP(vec4 v) { float z = v.z / v.w; z = z * u_depthRange.x + u_depthRange.y; z = floor(z); z = (z - u_depthRange.z) * u_depthRange.w; return vec4(v.x, v.y, z * v.w, v.w); } 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); viewPos.xyz += vec3(-10.000000, 0.000000, 10.000000)*viewPos.w; float rotAngle = 0.017453; viewPos.yz = vec2(viewPos.y*cos(rotAngle)+viewPos.z*sin(rotAngle), viewPos.z*cos(rotAngle)-viewPos.y*sin(rotAngle)); viewPos.xy *= 1.635492; vec4 outPos = depthRoundZVP(mul(u_proj, viewPos)); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; h_depth = outPos.z/outPos.w; }
NBA2K13 v1.11.2-917-g89e70c319 2026-04-10 Error in shader compilation: info: 0:16: S0027: Cannot modify an input variable 00000000:0000000a THR C #version 320 es // Mali-G51 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; in float h_depth; void main() { v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; h_depth = outPos.z/outPos.w; }
EA-Sports FC Lop-Play v1.11.2-917-g89e70c319 2026-05-17 Moving files by Android URI is not yet supported
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2026-04-06 Branch in Jump delay slot at 09fca7d4 in block starting at 09fca7c0
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2026-04-06 MIPSCompileOp: Invalid instruction 426d42ba
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2026-04-06 Branch in Jump delay slot at 09fc9a70 in block starting at 09fc9a40
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2026-04-06 MIPSCompileOp: Invalid instruction edfdf26a
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2026-04-06 MIPSCompileOp: Invalid instruction ed9df025
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2026-04-06 MIPSCompileOp: Invalid instruction ef7af032
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2026-04-06 MIPSCompileOp: Invalid instruction 040500d2
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2026-04-06 00000000=sceAtracLowLevelDecode(0, 09fce660, 09fce8c0[00000130], 2f00ff00, 09fce8c4[00001000]): invalid pointers
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2026-04-06 80420014=__sceSasCoreWithMix(08b65a00, 2f00ff00, 4096, 4096): invalid address
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2026-04-06 00000000=sceAtracLowLevelDecode(0, 09fce660, 09fce8c0[09ffe770], 2f00ff00, 09fce8c4[2f00ff00]): invalid pointers
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2026-04-06 WriteToHardware: Invalid address 2f00ff00 near PC 0883c798 LR 0883c798
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2026-04-05 80420014=__sceSasCoreWithMix(08b65a00, 6f085580, 4096, 4096): invalid address
PRIME JUNINO 20252025 v1.11.2-917-g89e70c319 2026-04-02 Unknown GetPointer 00000000 PC 0881c2c0 LR 0881c2d0
PRIME JUNINO 20252025 v1.11.3 2026-07-05 Savedata version requested on save: 3
eFootball JOELAND v1.9.4 2026-08-11 Savedata version requested: 3
NARUTO: Ultimate Ninja Heroes 2 v1.11.2-917-g89e70c319 2026-03-31 Moving files by Android URI is not yet supported
eFootball Lop - Play v1.20.3 2026-07-28 Branch in Jump delay slot at 08000038 in block starting at 08000034
eFootball Lop - Play v1.20.3 2026-07-28 Branch in RSZeroComp delay slot at 08000100 in block starting at 08000034
eFootball Lop - Play v1.20.3 2026-07-28 Branch in Jump delay slot at 08000034 in block starting at 08000034
eFootball Lop - Play v1.20.3 2026-07-28 Branch in Jump delay slot at 08000038 in block starting at 0800002c
eFootball Lop - Play v1.20.3 2026-07-28 Branch in RSZeroComp delay slot at 08000100 in block starting at 0800002c
eFootball SM - V. v1.9.4 2026-08-11 Savedata version requested on save: 3
Pro Evolution Soccer 2012 v1.11.2-917-g89e70c319 2026-03-28 Error in shader compilation: info: Compile failed. ERROR: 0:21: 'assign' : l-value required (can't modify a vertex in/attribute variable) ERROR: 0:22: 'assign' : l-value required (can't modify a vertex in/attribute variable) 2 compilation errors. No code generated. 00000000:0000001a THR C Tex #version 320 es // PowerVR Rogue GE8100 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; in vec3 h_normal; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); v_color0.rgb = vec3(0.0); gl_Position = outPos; h_depth = outPos.z/outPos.w; h_normal = vec3(-1.0); }
Pro Evolution Soccer 2012 v1.11.2-917-g89e70c319 2026-03-28 Error in shader compilation: info: Compile failed. ERROR: 0:21: 'assign' : l-value required (can't modify a vertex in/attribute variable) ERROR: 0:22: 'assign' : l-value required (can't modify a vertex in/attribute variable) 2 compilation errors. No code generated. 40000000:00000012 THR Tex Flat #version 320 es // PowerVR Rogue GE8100 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; in float h_depth; in vec3 h_normal; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); v_color0.rgb = vec3(0.0); gl_Position = outPos; h_depth = outPos.z/outPos.w; h_normal = vec3(-1.0); }
Pro Evolution Soccer 2012 v1.11.2-917-g89e70c319 2026-03-28 Error in shader compilation: info: Compile failed. ERROR: 0:18: 'assign' : l-value required (can't modify a vertex in/attribute variable) ERROR: 0:19: 'assign' : l-value required (can't modify a vertex in/attribute variable) 2 compilation errors. No code generated. 40000000:00000002 THR Flat #version 320 es // PowerVR Rogue GE8100 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; in float h_depth; in vec3 h_normal; void main() { v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); v_color0.rgb = vec3(0.0); gl_Position = outPos; h_depth = outPos.z/outPos.w; h_normal = vec3(-1.0); }
Pro Evolution Soccer 2012 v1.11.2-917-g89e70c319 2026-03-28 Error in shader compilation: info: Compile failed. ERROR: 0:18: 'assign' : l-value required (can't modify a vertex in/attribute variable) ERROR: 0:19: 'assign' : l-value required (can't modify a vertex in/attribute variable) 2 compilation errors. No code generated. 00000000:0000000a THR C #version 320 es // PowerVR Rogue GE8100 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; in float h_depth; in vec3 h_normal; void main() { v_color0 = color0; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); v_color0.rgb = vec3(0.0); gl_Position = outPos; h_depth = outPos.z/outPos.w; h_normal = vec3(-1.0); }
EFOOTBALL 26 PPSSPP BY SPARTAN v1.9.4 2026-08-10 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=0
F1 2025 SIO ESP ENG v1.11.2-917-g89e70c319 2026-03-24 Unsupported AND logic op: 2
F1 2025 SIO ESP ENG v1.11.2-917-g89e70c319 2026-03-24 Attempted invert for logic op: 8
Shinobido: Tales of the Ninja v1.11.2-917-g89e70c319 2026-03-24 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144918352
Shinobido: Tales of the Ninja v1.11.2-917-g89e70c319 2026-03-24 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144907468
Shinobido: Tales of the Ninja v1.11.2-917-g89e70c319 2026-03-24 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 153291632
Shinobido: Tales of the Ninja v1.11.2-917-g89e70c319 2026-03-24 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 144316544
Shinobido: Tales of the Ninja v1.11.2-917-g89e70c319 2026-03-24 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771664
Shinobido: Tales of the Ninja v1.11.2-917-g89e70c319 2026-03-24 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142702700
EA v1.11.3 2026-05-15 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08a1f464
eFootball RB - V. v1.9.4 2026-07-10 sceDmacMemcpy(dest=092ed040, src=086ce940, size=1251008): overlapping read
MONSTER HUNTER PORTABLE 3rd v1.11.2-917-g89e70c319 2026-03-10 sceKernelCreateThread(name=creature_boxfish): unsupported attributes 00000006
eFootball RB - V. v1.9.4 2026-07-07 sceMp3Init: invalid data: not MPEG v1
Dragon Ball Z: Tenkaichi Tag Team v1.11.2-917-g89e70c319 2026-03-06 Branch in JumpReg delay slot at 09773d68 in block starting at 09773d60