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| Game title |
Version |
Latest Report |
Hits |
Message |
| Juiced 2: Hot Import Nights |
v1.11.3 |
2023-06-13 |
1 |
Bottom-right corner of source of block transfer is at an invalid address: 0480ff06 |
| Juiced 2: Hot Import Nights |
v1.11.3 |
2023-06-13 |
1 |
Bottom-right corner of source of block transfer is at an invalid address: 0480ff16 |
| Juiced 2: Hot Import Nights |
v1.11.3 |
2023-06-13 |
1 |
Bottom-right corner of source of block transfer is at an invalid address: 0480ff24 |
| Juiced 2: Hot Import Nights |
v1.11.3 |
2023-06-13 |
1 |
Bottom-right corner of source of block transfer is at an invalid address: 0480ff32 |
| Juiced 2: Hot Import Nights |
v1.11.3 |
2023-06-13 |
1 |
Bottom-right corner of source of block transfer is at an invalid address: 0480ff40 |
| Juiced 2: Hot Import Nights |
v1.11.3 |
2023-06-13 |
1 |
Bottom-right corner of source of block transfer is at an invalid address: 0480ff4e |
| Juiced 2: Hot Import Nights |
v1.11.3 |
2023-06-13 |
1 |
Bottom-right corner of source of block transfer is at an invalid address: 0480ff5c |
| Juiced 2: Hot Import Nights |
v1.11.3 |
2023-06-13 |
1 |
Bottom-right corner of source of block transfer is at an invalid address: 0480ff6a |
| Juiced 2: Hot Import Nights |
v1.11.3 |
2023-06-13 |
1 |
Bottom-right corner of source of block transfer is at an invalid address: 0480ff78 |
| Juiced 2: Hot Import Nights |
v1.11.3 |
2023-06-13 |
1 |
Bottom-right corner of source of block transfer is at an invalid address: 0480ff86 |
| Juiced 2: Hot Import Nights |
v1.11.3 |
2023-06-13 |
1 |
Bottom-right corner of source of block transfer is at an invalid address: 0480ff94 |
| Juiced 2: Hot Import Nights |
v1.11.3 |
2023-06-13 |
1 |
Bottom-right corner of source of block transfer is at an invalid address: 0480ffa2 |
| Juiced 2: Hot Import Nights |
v1.11.3 |
2023-06-13 |
1 |
Bottom-right corner of source of block transfer is at an invalid address: 0480ffb0 |
| Juiced 2: Hot Import Nights |
v1.11.3 |
2023-06-13 |
1 |
Bottom-right corner of source of block transfer is at an invalid address: 0480ffbe |
| Juiced 2: Hot Import Nights |
v1.11.3 |
2023-06-13 |
7 |
Bottom-right corner of source of block transfer is at an invalid address: 0480ffae |
| Juiced 2: Hot Import Nights |
v1.11.3 |
2023-06-13 |
1 |
Bottom-right corner of source of block transfer is at an invalid address: 0480ffbc |
| Juiced 2: Hot Import Nights |
v1.11.3 |
2023-06-13 |
1 |
Bottom-right corner of source of block transfer is at an invalid address: 0480ffb6 |
| Juiced 2: Hot Import Nights |
v1.11.3 |
2023-06-13 |
1 |
Bottom-right corner of source of block transfer is at an invalid address: 0480fd04 |
| Juiced 2: Hot Import Nights |
v1.11.3 |
2023-06-13 |
1 |
Bottom-right corner of source of block transfer is at an invalid address: 0480fcfc |
| Juiced 2: Hot Import Nights |
v1.11.3 |
2023-06-13 |
1 |
Bottom-right corner of source of block transfer is at an invalid address: 0480fcf6 |
| Juiced 2: Hot Import Nights |
v1.11.3 |
2023-06-13 |
2 |
Bottom-right corner of source of block transfer is at an invalid address: 0480fc7c |
| Juiced 2: Hot Import Nights |
v1.11.3 |
2023-06-13 |
5 |
Bottom-right corner of source of block transfer is at an invalid address: 0480fc7e |
| Juiced 2: Hot Import Nights |
v1.11.3 |
2023-06-13 |
1 |
Bottom-right corner of source of block transfer is at an invalid address: 0480fc80 |
| Prince of Persia - Rival Swords |
v1.11.3 |
2023-06-13 |
1 |
Unknown GE command : 0d4ae2e5 |
| eFootball PES 2023 "SNE" |
v1.9.4 |
2024-07-15 |
26 |
80630006=sceAtracSetDataAndGetID(09a25200, 00002800): invalid RIFF header |
| Need For Speed™ Underground Rivals |
v1.11.3 |
2023-06-13 |
1 |
WriteToHardware: Invalid address 00002260 near PC 088343e0 LR 0883440c |
| SBK®09 Superbike World Championship |
v1.11.3 |
2023-06-13 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09415c50): duplicate handler |
| SBK®09 Superbike World Championship |
v1.16.6 |
2023-12-31 |
5 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092a8160): duplicate handler |
| SBK®09 Superbike World Championship |
v1.11.3 |
2023-06-13 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0936e990): duplicate handler |
| eFootball Chelito 19 |
v1.11.3 |
2023-06-13 |
1 |
MIPSCompileOp: Invalid instruction 47a857b2 |
| eFootball Chelito 19 |
v1.15.4 |
2024-10-05 |
2 |
Branch in RSZeroComp delay slot at 00010004 in block starting at 00010000 |
| Def Jam® Fight For NY™: The Takeover |
v1.11.3 |
2023-06-12 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(65c341c, 44:ec:fb:db:60:09, 20000000, 0) at 0897eeec |
| Def Jam® Fight For NY™: The Takeover |
v1.11.3 |
2023-06-12 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(65c341c, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| Def Jam® Fight For NY™: The Takeover |
v1.11.3 |
2023-06-12 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(58e422c, 84:66:fe:9a:b7:51, 20000000, 0) at 0897eeec |
| Def Jam® Fight For NY™: The Takeover |
v1.11.3 |
2023-06-12 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(58e422c, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| GTA: Liberty City Stories |
v1.11.3 |
2025-09-28 |
14 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147243972 |
| GTA: Liberty City Stories |
v1.11.3 |
2023-06-12 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148581032 |
| GTA: Liberty City Stories |
v1.12.3 |
2024-02-18 |
2 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 149356544 |
| GTA: Liberty City Stories |
v1.12.3 |
2024-02-18 |
2 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 149518448 |
| GTA: Liberty City Stories |
v1.12.3 |
2024-02-18 |
2 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 151465432 |
| EFOOTBALL 2023 BRI LIGA 1 & EROPA |
v1.11.3 |
2023-06-12 |
2 |
Savedata version requested on save: 3 |
| SBK®09 Superbike World Championship |
v1.11.3 |
2023-06-12 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 093dc690): duplicate handler |
| SBK®09 Superbike World Championship |
v1.11.3 |
2023-06-12 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 093d72f0): duplicate handler |
| EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.9.3-64-g0b17dd04e |
2025-03-27 |
300 |
807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0000 |
| EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.9.4 |
2025-12-11 |
1,157 |
sceMp3Init: invalid data: not layer 3 |
| EFOOTBALL 2023 PSP OFFICIAL |
v1.12.3 |
2023-09-10 |
5 |
80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header |
| FIFA 14 - Ru |
v1.11.3 |
2023-06-11 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 149422080 |
| FIFA 14 - Ru |
v1.11.3 |
2023-06-11 |
1 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 149557360 |
| FIFA 14 - Ru |
v1.11.3 |
2023-06-11 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 151506040 |
| FIFA 14 - Ru |
v1.11.3 |
2023-06-11 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143642516 |
| FIFA 14 - Ru |
v1.11.3 |
2023-06-11 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143634596 |
| FIFA 14 - Ru |
v1.11.3 |
2023-06-11 |
1 |
sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006 |
| Ali Ghazi .2023 |
v1.11.3 |
2023-11-17 |
2 |
80630006=sceAtracSetDataAndGetID(09a25200, 00001000): invalid RIFF header |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2025-06-10 |
4 |
sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 000003ec): duplicate handler |
| eFootball PES 2022 "SNE" |
v1.11.3 |
2023-06-10 |
1 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 166232480 |
| eFootball PES 2022 "SNE" |
v1.11.3 |
2023-06-10 |
1 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 158723776 |
| eFootball PES 2022 "SNE" |
v1.11.3 |
2023-06-10 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 16 |
| eFootball PES 2022 "SNE" |
v1.11.3 |
2023-06-10 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 29328 |
| God of War: Chains of Olympus |
v1.11.3 |
2025-04-28 |
5 |
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 r10p0-00dev0 [Revision 96995].
01f34444:00000f3d HWX C T N LM Fog RevN Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 Cull
#version 100
// Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
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 = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalize(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);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
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 * color0.rgb) * max(ldot, 0.0);
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 * color0.rgb) * max(ldot, 0.0);
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_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
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;
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;
|
| Pro Evolution Soccer 2013 |
v1.11.3 |
2023-06-10 |
1 |
MIPSCompileOp: Invalid instruction b1061003 |
| Pro Evolution Soccer 2013 |
v1.11.3 |
2023-06-10 |
1 |
MIPSCompileOp: Invalid instruction 71017701 |
| Pro Evolution Soccer 2013 |
v1.11.3 |
2023-06-10 |
1 |
MIPSCompileOp: Invalid instruction 77077501 |
| Pro Evolution Soccer 2013 |
v1.11.3 |
2023-06-10 |
1 |
MIPSCompileOp: Invalid instruction 72f2f106 |
| Pro Evolution Soccer 2013 |
v1.11.3 |
2023-06-10 |
1 |
MIPSCompileOp: Invalid instruction 44f4c600 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.11.3 |
2023-06-10 |
18 |
sceSasSetVoice: invalid loop mode 222 |
| GTA: Sindacco Chronicles |
v1.9.4 |
2026-11-02 |
1,130 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| eFootball By TM ARTS |
v1.11.3 |
2023-08-28 |
82 |
Savedata version requested on save: 3 |
| Silent Hill® Origins |
v1.11.3 |
2023-06-09 |
1 |
Unknown GE command : fe5f3d7b |
| PES 2014 |
v1.15.4 |
2023-09-14 |
2 |
MIPSCompileOp: Invalid instruction 6ca81f59 |
| eFootball By TM ARTS |
v1.11.3 |
2023-06-09 |
1 |
Savedata version requested on save: 3 |
| EFOOTBALL 23 FINAL |
v1.8.0 |
2023-08-02 |
257 |
Savedata version requested on save: 3 |
| ウルトラマン Fighting Evolution 0 |
v1.11.3 |
2023-06-09 |
1 |
Unable to download render target data from 04088000 |
| ウルトラマン Fighting Evolution 0 |
v1.11.3 |
2023-06-09 |
1 |
Unable to download render target data from 04000000 |
| MLB 11 The Show™ |
v1.18.1 |
2025-07-10 |
12 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (7d42ae7b), bad data |
| MLB 11 The Show™ |
v1.18.1 |
2025-06-03 |
5 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (db357d94), bad data |
| MLB 11 The Show™ |
v1.18.1 |
2026-01-10 |
5 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (e769999c), bad data |
| eFootball By TM ARTS |
v1.9.4 |
2026-07-01 |
835 |
Atrac data chunk extends beyond riff chunk |
| Def Jam® Fight For NY™: The Takeover |
v1.11.3 |
2023-06-08 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(59d05fd, 44:ec:fb:db:60:09, 20000000, 0) at 0897eeec |
| Def Jam® Fight For NY™: The Takeover |
v1.11.3 |
2023-06-08 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(59d05fd, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| Def Jam® Fight For NY™: The Takeover |
v1.11.3 |
2023-06-08 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(6eccc41, 84:66:fe:9a:b7:51, 20000000, 0) at 0897eeec |
| Def Jam® Fight For NY™: The Takeover |
v1.11.3 |
2023-06-08 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(6eccc41, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| Efootball [email protected] |
v1.17.1 |
2024-06-16 |
16 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3 |
2023-06-08 |
1 |
WriteToHardware: Invalid address ffc64a98 near PC 0880dcc8 LR 0880dcc8 |
| WWE 2K20 PSP BY D ARCHITECT 01 |
v1.11.3 |
2023-06-08 |
2 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143964328 |
| PES 2013 |
v1.11.3 |
2023-06-08 |
1 |
Corrupt shader cache: Both IS_THROUGH and USE_HW_TRANSFORM set. |
| PES 2013 |
v1.11.3 |
2023-06-08 |
1 |
Error in shader program link: info: L0007 Fragment shader uses a varying v_fogdepth that has not been declared in the vertex shader.
fs: 00000000:00200002 Tex Fog TFuncMod
#version 320 es
#extension GL_ARM_shader_framebuffer_fetch : require
// Mali-G52 MC2 - 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;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:0000001a THR C Tex
#version 320 es
// Mali-G52 MC2 - 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;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| PES 2013 |
v1.11.3 |
2023-06-08 |
2 |
Error in shader program link: info: L0007 Fragment shader uses a varying v_fogdepth that has not been declared in the vertex shader.
fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 >
#version 320 es
#extension GL_ARM_shader_framebuffer_fetch : require
// Mali-G52 MC2 - 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 sampler2D testtex;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
vs: 00000000:0000001a THR C Tex
#version 320 es
// Mali-G52 MC2 - 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;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| PES 2013 |
v1.11.3 |
2023-06-08 |
2 |
Error in shader program link: info: L0008 The fragment floating-point variable v_color0 does not match the vertex variable v_color0.
The qualifier does not match.
fs: 00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 >
#version 320 es
#extension GL_ARM_shader_framebuffer_fetch : require
// Mali-G52 MC2 - 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 sampler2D testtex;
flat in lowp vec4 v_color0;
in mediump vec3 v_texcoord;
out 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;
fragColor0 = v;
}
vs: 00000000:0000093c HWX C T Fog Tex Cull
#version 320 es
// Mali-G52 MC2 - 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 vec2 u_fogcoef;
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;
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);
vec4 outPos = mul(u_proj, viewPos);
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;
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;
}
|
| PES 2013 |
v1.11.3 |
2023-06-08 |
2 |
Error in shader program link: info: L0008 The fragment floating-point variable v_color0 does not match the vertex variable v_color0.
The qualifier does not match.
fs: 00004000:00000002 Tex Flat TFuncMod
#version 320 es
#extension GL_ARM_shader_framebuffer_fetch : require
// Mali-G52 MC2 - 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;
flat in lowp vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
fragColor0 = v;
}
vs: 00000000:0000093c HWX C T Fog Tex Cull
#version 320 es
// Mali-G52 MC2 - 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 vec2 u_fogcoef;
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;
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);
vec4 outPos = mul(u_proj, viewPos);
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;
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;
}
|
| PES 2013 |
v1.11.3 |
2023-06-08 |
4 |
Error in shader program link: info: L0008 The fragment floating-point variable v_color0 does not match the vertex variable v_color0.
The qualifier does not match.
fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 >
#version 320 es
#extension GL_ARM_shader_framebuffer_fetch : require
// Mali-G52 MC2 - 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 sampler2D testtex;
in lowp vec4 v_color0;
in mediump vec3 v_texcoord;
out 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;
fragColor0 = v;
}
vs: 40000000:00000012 THR Tex Flat
#version 320 es
// Mali-G52 MC2 - 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;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| PES 2013 |
v1.11.3 |
2023-06-08 |
3 |
Error in shader program link: info: L0008 The fragment floating-point variable v_color0 does not match the vertex variable v_color0.
The qualifier does not match.
fs: 00000000:0001d002 Tex TFuncMod AlphaTest0 >
#version 320 es
#extension GL_ARM_shader_framebuffer_fetch : require
// Mali-G52 MC2 - 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 sampler2D testtex;
in lowp vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
vs: 40000000:00000012 THR Tex Flat
#version 320 es
// Mali-G52 MC2 - 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;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| PES 2013 |
v1.11.3 |
2023-06-08 |
4 |
Error in shader program link: info: L0008 The fragment floating-point variable v_color0 does not match the vertex variable v_color0.
The qualifier does not match.
fs: 00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 >
#version 320 es
#extension GL_ARM_shader_framebuffer_fetch : require
// Mali-G52 MC2 - 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 sampler2D testtex;
flat in lowp vec4 v_color0;
in mediump vec3 v_texcoord;
out 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;
fragColor0 = v;
}
vs: 00000000:0000001a THR C Tex
#version 320 es
// Mali-G52 MC2 - 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;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| PES 2013 |
v1.11.3 |
2023-06-08 |
3 |
Error in shader compilation: info: 0:64: L0002: Undeclared variable 'u_proj'
0:124: L0002: Undeclared variable 'outPos'
0:125: L0002: Undeclared variable 'u_cullRangeMin'
0:130: L0002: Undeclared variable 'outPos'
ffffffff:ffffffff THR HWX C T N LM Fog RevN Tex UVUnk Bones:8 Light: 0: c:3 t:3 1: c:3 t:3 2: c:3 t:3 3: c:3 t:3 MatUp:7 WScale 3 Flat Bezier Spline TessC TessT TessN TessRevN Cull
#version 320 es
// Mali-G52 MC2 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
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 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 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 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 vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
flat out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(-normal, 0.0), skinMatrix).xyz;
mediump vec3 worldnormal = normalize(mul(vec4(skinnednormal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
|
| PES 2013 |
v1.11.3 |
2023-06-08 |
4 |
Error in shader program link: info: L0007 Fragment shader uses a varying v_texcoord that has not been declared in the vertex shader.
L0007 Fragment shader uses a varying v_fogdepth that has not been declared in the vertex shader.
fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod
#version 320 es
#extension GL_ARM_shader_framebuffer_fetch : require
// Mali-G52 MC2 - 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;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:0000000a THR C
#version 320 es
// Mali-G52 MC2 - 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;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.15.4 |
2023-08-03 |
2 |
MIPSCompileOp: Invalid instruction b7ca7310 |
| eFootball Chelito 19 |
v1.15.4 |
2023-08-19 |
50 |
sceMpegRingbufferPut(): invalid mpeg data |
| Super Dragon Ball Heroes Universe Mission Tenkaichi |
v1.11.3 |
2023-06-07 |
1 |
MIPSCompileOp: Invalid instruction ee11b040 |
| Super Dragon Ball Heroes Universe Mission Tenkaichi |
v1.11.3 |
2023-06-07 |
1 |
MIPSCompileOp: Invalid instruction ece38f40 |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-06-25 |
212 |
80630007=sceAtracSetData(3, 08d4b180, 00018700): atracID uses different codec type than data |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-09-20 |
80 |
80630007=sceAtracSetData(2, 08d4b180, 00001f00): atracID uses different codec type than data |