Recent logs - v1.11.3

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Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

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

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