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
Dragon Ball Z: Tenkaichi Tag Team v1.11.3 2023-09-16 4 MIPSCompileOp: Invalid instruction 40e56039
Dragon Ball Z: Tenkaichi Tag Team v1.11.3 2023-09-16 1 MIPSCompileOp: Invalid instruction 7e797979
Dragon Ball Z: Tenkaichi Tag Team v1.11.3 2023-09-16 1 MIPSCompileOp: Invalid instruction 7e0b1174
Dragon Ball Z: Tenkaichi Tag Team v1.11.3 2023-09-16 1 MIPSCompileOp: Invalid instruction 797e7e7e
Dragon Ball Z: Tenkaichi Tag Team v1.11.3 2023-09-16 1 MIPSCompileOp: Invalid instruction 7e797974
PES Ultimate Patch 2021 v1.11.3 2023-09-16 1 Branch in RSZeroComp delay slot at 040e0ca4 in block starting at 040e0ca0
PES Ultimate Patch 2021 v1.11.3 2023-09-16 1 MIPSCompileOp: Invalid instruction 4a195b28
PES Ultimate Patch 2021 v1.11.3 2023-09-16 1 MIPSCompileOp: Invalid instruction 07cf0082
PES Ultimate Patch 2021 v1.11.3 2023-09-16 1 MIPSCompileOp: Invalid instruction 4ccc0000
PES Ultimate Patch 2021 v1.11.3 2023-09-16 1 MIPSCompileOp: Invalid instruction 07cf007e
PES Ultimate Patch 2021 v1.11.3 2023-09-16 1 MIPSCompileOp: Invalid instruction 07cf00b0
PES Ultimate Patch 2021 v1.11.3 2023-09-16 1 MIPSCompileOp: Invalid instruction 9e088554
PES Ultimate Patch 2021 v1.11.3 2023-09-16 1 MIPSCompileOp: Invalid instruction 07cf0036
PES Ultimate Patch 2021 v1.11.3 2023-09-16 1 MIPSCompileOp: Invalid instruction 000005bd
PES Ultimate Patch 2021 v1.11.3 2023-09-16 1 MIPSCompileOp: Invalid instruction 0000278e
PES Ultimate Patch 2021 v1.11.3 2023-09-16 1 MIPSCompileOp: Invalid instruction 000015fd
PES Ultimate Patch 2021 v1.11.3 2023-09-16 1 MIPSCompileOp: Invalid instruction 00001c3d
PES Ultimate Patch 2021 v1.11.3 2023-09-16 2 MIPSCompileOp: Invalid instruction 00001328
PES Ultimate Patch 2021 v1.11.3 2023-09-16 1 MIPSCompileOp: Invalid instruction 0000154e
PES Ultimate Patch 2021 v1.7.5 2024-08-17 3 MIPSCompileOp: Invalid instruction 00000005
PES Ultimate Patch 2021 v1.11.3 2023-09-16 1 MIPSCompileOp: Invalid instruction 000027f8
PES Ultimate Patch 2021 v1.11.3 2023-09-16 1 MIPSCompileOp: Invalid instruction 0000014e
PES Ultimate Patch 2021 v1.11.3 2023-09-16 1 MIPSCompileOp: Invalid instruction 000000fe
PES Ultimate Patch 2021 v1.11.3 2023-09-16 1 MIPSCompileOp: Invalid instruction 0000007b
Dragon Ball Z: Tenkaichi Tag Team v1.11.3 2023-09-16 1 WriteToHardware: Invalid address ac31a344 near PC 0880dcc8 LR 0880dcc8
Dragon Ball Z: Tenkaichi Tag Team v1.11.3 2023-09-16 1 WriteToHardware: Invalid address ac317804 near PC 0880dcc8 LR 0880dcc8
eFootball RH12 SEASON 6 v1.17.1 2024-10-18 30 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
God of War: Ragnarok v1.9.4 2026-10-05 31 Rendering to framebuffer offset: 04161800 +64x0
God of War: Ragnarok v1.11.3 2023-09-16 1 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p0-00dev0 [Revision 96995]. 01f34444:00000b3d HWX C T N LM Fog 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; }
God of War: Ragnarok v1.11.3 2023-09-16 1 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p0-00dev0 [Revision 96995]. 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; }
ナルティメットアクセル3 体験版 v1.11.3 2023-09-16 1 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771664
ナルティメットアクセル3 体験版 v1.11.3 2023-09-16 1 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142702700
Assassin's Creed: Bloodlines™ v1.11.3 2023-09-16 1 Module linking debug info: ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08228844, firstSym=082286c0, varData=00000000, extra=00000000 sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228854, firstSym=082286e0, varData=00000000, extra=00000000 semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228858, firstSym=082286e8, varData=00000000, extra=00000000
FIFA 22 - Es v1.11.3 2023-09-16 1 WriteToHardware: Invalid address 00000059 near PC 08b502e4 LR 08b502e4
FIFA 22 - Es v1.11.3 2023-09-16 1 WriteToHardware: Invalid address 00000053 near PC 08b502e4 LR 08b502e4
CODED ARMS v1.11.3 2023-09-16 1 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 1431655765
CODED ARMS v1.11.3 2023-09-16 1 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146805524
SOCOM: U.S. Navy SEALs Fireteam Bravo 2 v1.11.3 2023-09-16 4 __KernelStopThread: thread 412 does not exist
SOCOM: U.S. Navy SEALs Fireteam Bravo 2 v1.11.3 2023-09-16 2 __KernelStopThread: thread 392 does not exist
SBK-07 v1.11.3 2023-09-16 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09394610): duplicate handler
God of War®: Ghost of Sparta v1.18.1 2026-09-04 5 MIPSCompileOp: Invalid instruction 000102a8
eFootball 2024 Beta By Tutoriales Bendezu v1.8.0 2026-06-16 16 WriteToHardware: Invalid address 00000020 near PC 08869e04 LR 08869e10
TEKKEN 6 v1.11.3 2023-09-15 1 800200d2=scePsmfPlayerSetPsmfCB(090ec564, disc0:/PSP_GAME/USRDIR/movie/title.pmf): too many streams in PSMF video, bogus data
eFootball Chelito 19 v1.9.4 2026-10-04 715 sceMp3Init: invalid data: not MPEG v1
Assassin's Creed: Bloodlines™ v1.11.3 2023-09-15 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c1d3d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2023-09-15 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c1d3d4, 4, 00000000, 0)
PES 2014 v1.11.3 2023-09-15 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 27748
PES LEGENDS BETA VERSION BY OFFICIAL GAMEPLAY PATCH v1.7.5 2025-07-10 73 Savedata version requested on save: 3
SBK®08 Superbike World Championship v1.11.3 2023-09-15 3 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 095f4000): duplicate handler
絶対迷宮グリム 七つの鍵と楽園の乙女 v1.11.3 2023-09-14 1 MIPSCompileOp: Invalid instruction 00000101
絶対迷宮グリム 七つの鍵と楽園の乙女 v1.11.3 2023-09-14 2 MIPSCompileOp: Invalid instruction 00000001
絶対迷宮グリム 七つの鍵と楽園の乙女 v1.11.3 2023-09-14 1 MIPSCompileOp: Invalid instruction 63736964
eFootball Chelito 19 v1.11.3 2026-08-29 3 Error in shader program link: info: Link Error: Fragment shader is missing. fs: thin3d vs: thin3d #version 320 es #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec3 Position; attribute vec4 Color0; attribute vec2 TexCoord0; varying vec4 oColor0; varying vec2 oTexCoord0; uniform mat4 WorldViewProj; void main() { gl_Position = WorldViewProj * vec4(Position, 1.0); oColor0 = Color0; oTexCoord0 = TexCoord0; }
Medal of Honor Heroes™ v1.11.3 2023-09-14 1 sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006
eFootball Chelito 19 v1.9.4 2026-10-04 1,059 807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0000
Burnout Legends v1.11.3 2023-09-13 1 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148581032
eFootball By TM ARTS v1.11.3 2023-09-13 1 Error in shader compilation: info: Compile failed. ERROR: 0:1:0 '' is an invalid character. ERROR: Unexpected end of source found WARNING: 0:1:0 '' is an invalid character. 1 compilation warnings. 2 compilation errors. No code generated. 00000000:0000093c HWX C T Fog Tex Cull 
eFootball PES 2022 By ERYE CHANNEL v1.11.3 2023-09-13 2 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -65536
eFootball PES 2022 By ERYE CHANNEL v1.11.3 2023-09-13 1 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771616
eFootball Chelito 19 v1.17.1 2025-05-18 97 80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header
SBK®08 Superbike World Championship v1.11.3 2023-09-13 1 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 09045070): duplicate handler
eFootball 2024 Beta By Tutoriales Bendezu v1.17.1 2024-08-18 3 80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data
eFootball 2024 Beta By Tutoriales Bendezu v1.17.1 2024-08-18 27 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
一騎当千 XROSS IMPACT v1.11.3 2023-09-12 1 Failed decrypting the PRX (ret = -4, size = 2976788, psp_size = 2977136)!
NEED FOR SPEED™ Carbon OTC Remastered v1.9.4 2025-04-30 37 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142957872
EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON v1.11.3 2023-09-12 1 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147002140
EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON v1.11.3 2023-09-12 1 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146993220
EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON v1.11.3 2023-09-12 1 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 166232480
EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON v1.11.3 2023-09-12 1 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 158723776
WWE 2K22 v1.9.4 2026-10-25 24 Rendering to framebuffer offset: 040cc000 +65x0
Dragon Ball Z: Tenkaichi Tag Team v1.11.3 2023-09-11 1 MIPSCompileOp: Invalid instruction 05050000
Dragon Ball Z: Tenkaichi Tag Team v1.11.3 2023-09-11 1 MIPSCompileOp: Invalid instruction 00780015
WWE SmackDown vs. RAW 2011 v1.8.0 2025-09-08 5 80630007=sceAtracSetData(2, 08d4b180, 00005268): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.8.0 2024-01-27 3 80630007=sceAtracSetData(2, 08d4b180, 00007108): atracID uses different codec type than data
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.17.1 2024-09-15 4 WriteToHardware: Invalid address 00000004 near PC 08863d64 LR 08856d18
TENNIS: WORLD TOUR LBMODS v1.11.3 2023-09-11 2 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -65536
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.9.4 2024-07-27 22 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 000f
FIFA 14 v1.11.3 2023-09-10 2 FBO using existing buffer as depthbuffer, 04020000/04000000 and 04000000/00000000
FIFA 14 v1.11.3 2023-09-10 1 Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0
eFootball Chelito 19 v1.9.4 2026-10-04 196 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l0 rate 000f
eFootball Chelito 19 v1.9.4 2026-10-04 4,799 sceMp3Init: invalid data: not layer 3
Call of Duty : Roads to Victory™ v1.11.3 2024-08-15 2 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]. 01f10044:00050b3c HWX C T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 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 mediump mat4 u_texmtx; 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; 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 * u_matdiffuse) * 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); 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; }
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-05-09 10 80630007=sceAtracSetData(2, 08d4b180, 00005380): atracID uses different codec type than data
SBK-07 v1.11.3 2023-09-10 2 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08fa9ae0): duplicate handler
SBK-07 v1.11.3 2023-09-10 2 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09328560): duplicate handler
SBK-07 v1.11.3 2023-09-10 5 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08e94ff0): duplicate handler
SBK-07 v1.11.3 2023-09-10 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0962e5f0): duplicate handler
eFootball 2024 Beta By Tutoriales Bendezu v1.18.1 2025-08-19 10 MIPSCompileOp: Invalid instruction 0000ffff
実況パワフルプロ野球2013 v1.16.6 2024-01-23 4 Failed to truncate file.
PES 2014 v1.11.3 2023-09-09 1 80630006=sceAtracSetDataAndGetID(09a25200, 00002000): unsupported sample rate: 268479556
PES 2014 v1.11.3 2023-09-09 1 80630011=sceAtracSetDataAndGetID(09a25200, 00002000): too small for WAVE chunk at -2080368160
PRO EVOLUTION SOCCER VANDAMME EDITION v1.18.1 2024-12-09 8 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header
eFootball Chelito 19 v1.9.3 2026-05-06 124 WriteToHardware: Invalid address 00000004 near PC 08863d6c LR 08856c34
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2023-09-09 1 00000000=sceUtilityScreenshotInitStart(09d39ea8)
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-05-21 23 80630007=sceAtracSetData(2, 08d4b180, 0000e1b0): atracID uses different codec type than data
eFootball Chelito 19 v1.9.4 2026-11-08 333,258 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball Chelito 19 v1.9.4 2026-11-08 562,610 Savedata version requested on save: 3
eFootball 2024 Beta By Tutoriales Bendezu v1.13.2 2024-08-07 3 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167508176
eFootball 2024 Beta By Tutoriales Bendezu v1.11.3 2024-01-24 2 sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006
eFootball 2024 Beta By Tutoriales Bendezu v1.11.3 2023-09-09 1 sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006

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