Recent logs - v1.9.4

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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
eFootball 2025 By Komo Valeri v1.9.4 2026-02-02 144 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
MYFC 25 MYUNO4U v1.11.3 2024-11-06 1 Unknown GetPointer 00000000 PC 08863d6c LR 0884c9fc
eFootball 2024 v1.9.4 2025-11-17 6 Unknown GetPointer 00000000 PC 08a1b77c LR 08000030
EA-Sports FC PC-V v1.11.3 2026-03-02 3 Branch in Jump delay slot at 00010000 in block starting at 00010000
EA-Sports FC PC-V v1.11.3 2024-11-05 1 Jump to invalid address: 07451540
eFottball Hend Asean v1.18.1 2025-02-02 2 sceDmacMemcpy(dest=086ce8c0, src=040cc000, size=1251136): overlapping read
eFootball 2025 By Komo Valeri v1.11.3 2025-05-03 5 Unknown GetPointer 00000000 PC 08815f0c LR 08000020
SOCOM: Fireteam Bravo 3 v1.16.6 2025-05-22 5 Invalid address for syscall stub sceNp 665f656c
eFootball PC - V. v1.9.4 2026-10-31 505 sceDmacMemcpy(dest=092ed040, src=086ce900, size=1251072): overlapping read
Ben 10 Alien Force™ v1.11.3 2024-11-05 1 Unknown GetPointer 00000000 PC 08974f18 LR 08974ef8
Ys: The Oath in Felghana v1.11.3 2024-11-05 1 sceDmacMemcpy(dest=041a5100, src=08e01ed0, size=4096): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.18.1 2026-11-07 8 Failed decrypting the PRX (ret = -1, size = 2141905, psp_size = 2142256)!
eFootball 2025 By Komo Valeri v1.9.4 2026-05-11 182 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball 2025 By Komo Valeri v1.9.4 2026-10-27 1,033 Savedata version requested on save: 3
eFootball 2025 By Komo Valeri v1.9.4 2026-09-06 10,980 Savedata version requested: 3
WALL•E v1.11.3 2024-11-04 1 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167769136
WALL•E v1.11.3 2024-11-04 2 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=2, text=2
WALL•E v1.11.3 2024-11-04 3 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=1, text=1
EA FC 2024 BY RA-PATCH v1.9.4 2026-06-24 15 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball PES 2020 "C19" v1.11.3 2026-04-01 45 Savedata version requested on save: 3
SBK-07 v1.17.1 2025-01-20 2 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09341580): duplicate handler
eFootball Chelito 19 v1.11.3 2024-11-03 1 Branch in Jump delay slot at 09ca60a0 in block starting at 09ca60a0
Def Jam® Fight For NY™: The Takeover v1.11.3 2024-11-03 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(fbd48b1, 64:fc:60:f8:e2:66, 20000000, 0) at 0897ed90
eFootball Chelito 19 v1.17.1 2025-08-25 4 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09fff610, 4, 00000000, 0)
eFootball Chelito 19 v1.11.3 2024-11-03 1 ReadFromHardware: Invalid address fffcfbfb near PC fffcfbfb LR 08a3c194
FOOTBALLMANAGERHANDHELD2012 v1.11.3 2024-11-03 1 ReadFromHardware: Invalid address 24550e65 near PC 24550e65 LR 089b16a4
eFootball Chelito 19 v1.9.4 2026-09-23 31 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
Dragon Ball TAG VS v1.18.1-547-g5def50cca6 2025-03-23 152 WriteToHardware: Invalid address 0000007c near PC 08000000 LR 08000000
Dragon Ball TAG VS v1.9.4 2026-08-27 878 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Obscure: The Aftermath v1.11.3 2024-11-02 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]. 05b08044:40c00b34 HWX T N Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 3: c:0 t:2 WScale 2 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 mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; 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 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_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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875; 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 * u_matambientalpha + 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); 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 * u_matambientalpha.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 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); 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_cullRan
Obscure: The Aftermath v1.11.3 2024-11-02 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]. 05e08440:40c00b34 HWX T N Fog Tex Bones:4 Light: 1: c:0 t:1 2: c:0 t:1 3: c:0 t:2 WScale 2 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 mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; 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 vec4 u_uvscaleoffset; 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 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875; 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 * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; 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 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); 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_cullRan
Obscure: The Aftermath v1.11.3 2024-11-02 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]. 05d08404:40c00b34 HWX T N Fog Tex Bones:4 Light: 0: c:0 t:1 2: c:0 t:1 3: c:0 t:2 WScale 2 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 mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; 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 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_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 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875; 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 * u_matambientalpha + 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); 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 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); 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_cullRan
Obscure: The Aftermath v1.11.3 2024-11-02 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]. 05700844:40c00b34 HWX T N Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:2 WScale 2 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 mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; 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 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875; 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 * u_matambientalpha + 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); 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 * u_matambientalpha.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 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); 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_cullRan
Pro Evolution Soccer 2011 v1.9.4 2026-11-04 482 Savedata version requested: 3
eFootball v1.9.4 2025-09-06 7 sceDmacMemcpy(dest=09054040, src=086ce940, size=1251008): overlapping read
EFOOTBALL NEW PATCH SEASON 2025.... v1.11.3 2025-06-25 50 Savedata version requested on save: 3
Shinobido: Tales of the Ninja v1.11.3 2024-11-02 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]. 01f74444:00000b3d 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:7 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; }
Dragon Ball Z: Tenkaichi Tag Team v1.11.3 2024-11-02 1 Decoding texture from VRAM mirror at 04690100 swizzle=1
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.11.3 2024-11-02 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]. 01f31550:00000b39 HWX C T N LM Tex Light: 0: c:0 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:0 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 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 lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; 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; 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); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_col
Def Jam® Fight For NY™: The Takeover v1.11.3 2024-11-02 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(51556c5, 1, 2, 09fbf960, 20000000, 0) at 0897eb28
Def Jam® Fight For NY™: The Takeover v1.11.3 2024-11-02 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(7677fd7, 1, 2, 09fbf960, 20000000, 0) at 0897eb28
eFootball Chelito 19 v1.9.4 2026-10-11 65 80630006=sceAtracSetDataAndGetID(09a25200, 00002800): invalid RIFF header
PATCH SPARTAN11 v1.9.4 2025-12-13 149 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
EA FC 2024 BY RA-PATCH v1.7.5 2025-04-27 6 sceDmacMemcpy(dest=040cc000, src=086ce940, size=1251008): overlapping read
EA FC 2024 BZKILLER-GAMING v1.11.3 2024-11-01 1 sceDmacMemcpy(dest=040cc000, src=086ce940, size=1251008): overlapping read
WWE'12 v1.11.3 2024-11-01 1 sceDmacMemcpy(dest=04130fc0, src=0962dfd0, size=65552): overlapping read
WWE'12 v1.11.3 2024-11-01 1 sceDmacMemcpy(dest=04131590, src=09619910, size=65552): overlapping read
eFootball Chelito 19 v1.8.0 2026-02-09 6 Jump to invalid address: 026c2d00
eFootball PES 2024 "SN3" v1.11.3 2024-11-01 4 sceSasSetSimpleADSR(08bb3a00, 0, 7000f, fff2fff2): Invalid ADSREnv2
Transformers v1.11.3 2024-11-01 1 Unknown GetPointer 00000000 PC 00000000 LR 00000000
Colin McRae Rally 2005 Plus v1.11.3 2024-11-01 1 Module linking debug info: ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=0822a644, firstSym=0822a4c0, varData=00000000, extra=00000000 sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=0822a654, firstSym=0822a4e0, varData=00000000, extra=00000000 semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=0822a658, firstSym=0822a4e8, varData=00000000, extra=00000000
PES MY 2024 v1.8.0 2025-05-10 50 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
TWINBEE PORTABLE v1.11.3 2024-11-01 1 sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006
eFootball By TM ARTS v1.11.3 2024-11-01 1 MIPSCompileOp: Invalid instruction 000006fd
eFootball By TM ARTS v1.11.3 2024-11-01 1 MIPSCompileOp: Invalid instruction 9fffffff
eFootball By TM ARTS v1.11.3 2024-11-01 1 MIPSCompileOp: Invalid instruction 06fcbbbc
eFootball PC - V. v1.9.4 2026-11-01 226 sceDmacMemcpy(dest=04154000, src=0948f1f0, size=557056): overlapping read
eFooTBall Play Cesar Patch v1.11.3 2024-10-31 1 Unknown GetPointer 00000000 PC 08220f54 LR 08220f4c
eFootball PC - V. v1.11.3 2026-06-07 8 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145634952
eFootball PC - V. v1.11.3 2026-06-07 7 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145543488
eFootball PC - V. v1.13.2 2026-06-19 23 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 34520
eFootball PC - V. v1.11.3 2026-06-07 15 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143963980
Field Commander™ v1.11.3 2024-10-31 1 Branch in JumpReg delay slot at 04000040 in block starting at 04000034
eFootball Chelito 19 v1.9.4 2026-09-28 52 Unknown GetPointer 00000000 PC 08a02a0c LR 0881615c
E FOOTBALL ASIA 2021 "By TRMD" v1.17.1 2025-08-26 2 sceDmacMemcpy(dest=092ed040, src=086ce8c0, size=1251136): overlapping read
eFootball Chelito 19 v1.11.3 2024-10-31 1 Unknown GetPointer 29865c61 PC 0881c2d8 LR 0881c2e8
eFootball Euro y Copa America By T. Bendezu v1.11.3 2025-01-11 4 Unknown GetPointer 00000000 PC 08a478b4 LR 08a44350
eFootball v1.7.4 2025-06-18 6 80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): invalid RIFF header
eFootball Chelito 19 v1.9.4 2026-09-14 95 Branch in RSZeroComp delay slot at 08000100 in block starting at 08000020
eFootball Chelito 19 v1.20.4 2026-09-14 54 Branch in Jump delay slot at 08000038 in block starting at 08000020
eFootball Chelito 19 v1.20.4 2026-09-14 53 Branch in Jump delay slot at 08000034 in block starting at 08000020
eFootball Chelito 19 v1.20.4 2026-09-14 61 Branch in Jump delay slot at 08000030 in block starting at 08000020
eFootball Chelito 19 v1.20.4 2026-09-14 65 Branch in Jump delay slot at 0800002c in block starting at 08000020
eFootball Chelito 19 v1.20.4 2026-09-14 64 Branch in Jump delay slot at 08000028 in block starting at 08000020
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.11.3 2024-10-30 1 sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read
eFootball 2024 v1.18.1 2025-05-05 21 ReadFromHardware: Invalid address 00000000 near PC 08a06380 LR 08a3fbb0
eFootball Chelito 19 v1.18.1 2026-05-18 3 ReadFromHardware: Invalid address 00000008 near PC 0887cbb4 LR 0887c664
eFootball By TM ARTS v1.17.1 2024-11-01 3 MIPSCompileOp: Invalid instruction 0004ffff
EA FC 2024 BY RA-PATCH v1.15.3 2025-04-05 2 Unknown GetPointer 2985b054 PC 0881c2d8 LR 0881c2e8
eFootball PC - V. v1.9.4 2026-06-12 23 Jump to invalid address: 0bb9c870
eFootball Chelito 19 v1.9.4 2026-10-16 525 MIPSCompileOp: Invalid instruction 00000001
eFootball TM ALL BLACK v1.11.3 2024-10-30 2 Unknown GetPointer 00000000 PC 0881c2d8 LR 0881c2e8
eFootball Play-C v1.11.3 2026-05-20 4 Unknown GetPointer 00000000 PC 08863d6c LR 08849a58
Yu-Gi-Oh! GX Tag Force 3 v1.11.3 2024-10-29 1 ReadFromHardware: Invalid address ffffffff near PC ffffffff LR ffffffff
MONSTER HUNTER PORTABLE 3rd v1.11.3 2024-10-28 1 Unknown GetPointer 5707a84c PC 088107f4 LR 0880b120
eFootball PES 2021 By GABRIEL v1.9.4 2026-06-12 28 sceDmacMemcpy(dest=09054040, src=086ce940, size=1251008): overlapping read
eFootball TM ALL BLACK v1.11.3 2024-10-30 11 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball TM ALL BLACK v1.11.3 2024-10-30 6 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header
eFootball TM ALL BLACK v1.11.3 2024-10-30 2 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball eCanizo v1.9.4 2026-09-25 338 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball TM ALL BLACK v1.11.3 2024-10-30 149 Savedata version requested on save: 3
eFootball TM ALL BLACK v1.18.1 2025-01-20 106 Savedata version requested: 3
eFootball Chelito 19 v1.9.4 2026-11-01 122 sceDmacMemcpy(dest=040cc000, src=09517200, size=557056): overlapping read
RIDE 4 v1.11.3 2024-10-28 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09085d40): duplicate handler
RIDE 4 v1.18.1 2024-12-23 4 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09085f00): duplicate handler
RIDE 4 v1.12.2 2025-03-14 8 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
RIDE 4 v1.12.2 2025-03-14 8 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
eFootball PES 2024 "SN3" v1.11.3 2024-11-26 2 Unknown GetPointer 00000000 PC 0881ac80 LR 0881ac80
eFootball Chelito 19 v1.11.3 2024-10-28 1 Unknown GetPointer 2c5673c2 PC 0884d5b0 LR 0884d7d4
eFootball PES 2024 "SN3" v1.11.3 2024-10-28 1 Error in shader program link: info: Link failed because of missing fragment shader. fs: thin3d vs: thin3d #version 310 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; }

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