Recent logs - v1.14.4

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.14.4 2024-03-19 WriteToHardware: Invalid address 00000038 near PC 08ab7220 LR 08ab7220
eFootball Chelito 19 v1.14.4 2024-03-18 Unknown GetPointerWrite 00000000 PC 08824a58 LR 088113dc
God of War™: Ghost of Sparta v1.14.4 2024-03-18 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 r4p0-00rel0 [Revision 96995]. 07f34511:41000b39 HWX C T N LM Tex Bones:5 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 WScale 3 Cull #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 07f34511:41000b39 HWX C T N LM Tex Bones:5 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 WScale 3 Cull attribute mediump vec4 w1; attribute mediump float w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; 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 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_depthRange; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } 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, u_bone4); 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 = normalizeOr001(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); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * 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_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * 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 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_l
God of War™: Ghost of Sparta v1.14.4 2024-03-18 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 r4p0-00rel0 [Revision 96995]. 07f34004:40c00b39 HWX C T N LM Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 WScale 3 Cull #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 07f34004:40c00b39 HWX C T N LM Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:0 3: c:0 t:1 MatUp:3 WScale 3 Cull attribute mediump vec4 w1; 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 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 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 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_depthRange; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } 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; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; mediump vec3 worldnormal = normalizeOr001(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); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.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; float projZ = (pro
PERSONA2 罰 v1.14.4 2024-03-18 Replacement rowPitch=2048, but w=5120 (level=0)
PERSONA2 罰 v1.14.4 2024-03-18 Replacement rowPitch=1024, but w=5120 (level=0)
RIDGE RACER 2 v1.14.4 2024-03-18 Ignoring possible texturing from framebuffer at 04193b40 +512x237 / 256x272
eFootball Chelito 19 v1.14.4 2024-03-17 Unknown GetPointer 002a0000 PC 0884a918 LR 0884a938
eFootball Chelito 19 v1.14.4 2024-03-17 Unknown GetPointer 002c0000 PC 0884a918 LR 0884a938
仮面ライダー 超クライマックスヒーローズ v1.14.4 2024-03-17 Replacement rowPitch=64, but w=1000 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2024-03-17 Jump to invalid address: 03f21d48
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2024-03-17 MIPSCompileOp: Invalid instruction 7abe4773
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2024-03-17 Branch in branch delay slot at 08fa9844 with different target
eFootball Chelito 19 v1.14.4 2024-03-16 Unusual bezier/spline vtype: 1200c783, morph: 0, bones: 4
Def Jam® Fight For NY™: The Takeover v1.14.4 2024-03-15 sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 00000a38): duplicate handler
MediEvil Resurrection v1.14.4 2024-03-15 Unexpected mpeg first timestamp: 5d4503f09c9 / 6409437514185
MediEvil Resurrection v1.14.4 2024-03-15 Unexpected mpeg first timestamp: 27d7b3edc9c / 2737961884828
eFootball Chelito 19 v1.14.4 2024-03-15 Replacement rowPitch=2048, but w=6104 (level=0)
eFottball Hend Asean v1.14.4 2024-03-14 Replacement rowPitch=1024, but w=1920 (level=0)
eFottball Hend Asean v1.14.4 2024-03-14 Replacement rowPitch=2048, but w=3200 (level=0)
eFottball Hend Asean v1.14.4 2024-03-14 Replacement rowPitch=256, but w=4268 (level=0)
EFOOTBALL NEW PATCH SEASON 2024 v1.14.4 2024-03-13 Replacement rowPitch=512, but w=1920 (level=0)
SBK®09 Superbike World Championship v1.14.4 2024-03-13 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09684a90): duplicate handler
Killzone™: Liberation v1.14.4 2024-03-13 UNIMPL sceUtilityGameSharingInitStart(08f87ba4)
eFootball Chelito 19 v1.14.4 2024-03-12 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:133: 'comp' : redefinition ERROR: 0:134: 'type' : redefinition ERROR: 0:182: 'comp' : redefinition ERROR: 0:183: 'type' : redefinition ERROR: 0:231: 'comp' : redefinition ERROR: 0:232: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 05000000:c0c00b30 HWX T N Tex Bones:4 Light: LightUberShader WScale 2 Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 05000000:c0c00b30 HWX T N Tex Bones:4 Light: LightUberShader WScale 2 Cull in mediump vec4 w1; in vec3 position; in mediump vec3 normal; in 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 uint u_lightControl; 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 lowp vec3 u_lightspecular0; 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 lowp vec3 u_lightspecular1; 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 vec3 u_lightspecular2; 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 vec3 u_lightspecular3; 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_depthRange; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } 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 = normalizeOr001(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); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u
eFootball Chelito 19 v1.14.4 2024-03-12 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:135: 'comp' : redefinition ERROR: 0:136: 'type' : redefinition ERROR: 0:184: 'comp' : redefinition ERROR: 0:185: 'type' : redefinition ERROR: 0:233: 'comp' : redefinition ERROR: 0:234: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 05000000:c1000b30 HWX T N Tex Bones:5 Light: LightUberShader WScale 2 Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 05000000:c1000b30 HWX T N Tex Bones:5 Light: LightUberShader WScale 2 Cull in mediump vec4 w1; in mediump float w2; in vec3 position; in mediump vec3 normal; in 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 mat4 u_bone4; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; 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 lowp vec3 u_lightspecular0; 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 lowp vec3 u_lightspecular1; 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 vec3 u_lightspecular2; 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 vec3 u_lightspecular3; 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_depthRange; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } 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, u_bone4); 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 = normalizeOr001(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); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.
eFootball Chelito 19 v1.14.4 2024-03-12 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:136: 'comp' : redefinition ERROR: 0:137: 'type' : redefinition ERROR: 0:185: 'comp' : redefinition ERROR: 0:186: 'type' : redefinition ERROR: 0:234: 'comp' : redefinition ERROR: 0:235: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 05000000:c1400b30 HWX T N Tex Bones:6 Light: LightUberShader WScale 2 Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 05000000:c1400b30 HWX T N Tex Bones:6 Light: LightUberShader WScale 2 Cull in mediump vec4 w1; in mediump vec2 w2; in vec3 position; in mediump vec3 normal; in 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 mat4 u_bone4; uniform mat4 u_bone5; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; 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 lowp vec3 u_lightspecular0; 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 lowp vec3 u_lightspecular1; 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 vec3 u_lightspecular2; 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 vec3 u_lightspecular3; 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_depthRange; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } 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); 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 = normalizeOr001(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); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2:
eFootball Chelito 19 v1.14.4 2024-03-12 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:137: 'comp' : redefinition ERROR: 0:138: 'type' : redefinition ERROR: 0:186: 'comp' : redefinition ERROR: 0:187: 'type' : redefinition ERROR: 0:235: 'comp' : redefinition ERROR: 0:236: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 05000000:c1c00b30 HWX T N Tex Bones:8 Light: LightUberShader WScale 2 Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 05000000:c1c00b30 HWX T N Tex Bones:8 Light: LightUberShader WScale 2 Cull in mediump vec4 w1, w2; in vec3 position; in mediump vec3 normal; in 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 mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; 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 lowp vec3 u_lightspecular0; 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 lowp vec3 u_lightspecular1; 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 vec3 u_lightspecular2; 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 vec3 u_lightspecular3; 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_depthRange; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } 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 * 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 = normalizeOr001(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); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0
eFootball Chelito 19 v1.14.4 2024-03-12 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:137: 'comp' : redefinition ERROR: 0:138: 'type' : redefinition ERROR: 0:186: 'comp' : redefinition ERROR: 0:187: 'type' : redefinition ERROR: 0:235: 'comp' : redefinition ERROR: 0:236: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 05000000:c1800b30 HWX T N Tex Bones:7 Light: LightUberShader WScale 2 Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 05000000:c1800b30 HWX T N Tex Bones:7 Light: LightUberShader WScale 2 Cull in mediump vec4 w1; in mediump vec3 w2; in vec3 position; in mediump vec3 normal; in 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 mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; 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 lowp vec3 u_lightspecular0; 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 lowp vec3 u_lightspecular1; 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 vec3 u_lightspecular2; 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 vec3 u_lightspecular3; 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_depthRange; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } 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); 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 = normalizeOr001(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); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distan
デジモンワールド リ:デジタイズ v1.14.4 2024-03-12 sceDmacMemcpy(dest=0909cda0, src=0909c800, size=1440): overlapping read
UFC® Undisputed™ 2010 v1.14.4 2024-03-12 Unknown GetPointer b93b70be PC 0889192c LR 08891990
デジモンワールド リ:デジタイズ v1.14.4 2024-03-12 sceDmacMemcpy(dest=090904d0, src=09090200, size=720): overlapping read
TEKKEN 6 v1.14.4 2024-03-12 Error in shader program link: info: Fragment info ------------- 0(16) : error C7011: implicit cast from "int" to "uint" fs: reinterpret #version 150 // Driver: GeForce 9200/PCI/SSE2/3DNOW! - GLSL 150 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uint packColor(vec2 val) { return uint(val.r * 255.99) | (uint(val.g * 255.99) << 8u); } vec4 unpackColor(uint color) { vec4 outColor = vec4(float(color & 0x1FU), float((color >> 5u) & 0x1FU), float((color >> 10u) & 0x1FU), 0.0); outColor.rgb *= 1.0 / 31.0; outColor.a = float(color >> 15); return outColor; } in highp vec2 v_texcoord; // TEXCOORD0 uniform vec2 texSize; uniform float scaleFactor; out vec4 fragColor0; void main() { vec4 val = texture(tex, v_texcoord.xy); float u = mod(floor(v_texcoord.x * texSize.x * 2.0), 2.0); vec4 outColor = unpackColor(u == 0.0 ? packColor(val.rg) : packColor(val.ba)); fragColor0 = outColor; } vs: draw2d_vs #version 150 // Driver: GeForce 9200/PCI/SSE2/3DNOW! - GLSL 150 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec2 a_position; in vec2 a_texcoord0; out highp vec2 v_texcoord; // TEXCOORD0 (0) void main() { v_texcoord = a_texcoord0; gl_Position = vec4(a_position, 0.0, 1.0); }
DYNASTY WARRIORS v1.14.4 2024-03-11 80630006=sceAtracSetData(0, 09469248, 0006bbc8): invalid RIFF header
Snoopy vs. The Red Baron v1.14.4 2024-03-11 80630006=sceAtracSetData(0, 09469248, 0006bbc8): invalid RIFF header
グランナイツヒストリー v1.14.4 2024-03-11 00000000=sceUtilityScreenshotInitStart(08dee3c0)
デジモンワールド リ:デジタイズ v1.14.4 2024-03-11 sceDmacMemcpy(dest=0908b878, src=0908b800, size=120): overlapping read
デジモンワールド リ:デジタイズ v1.14.4 2024-03-11 sceDmacMemcpy(dest=09086b78, src=09086380, size=2040): overlapping read
グランナイツヒストリー v1.14.4 2024-03-11 00000000=sceUtilityScreenshotInitStart(08de2280)
デジモンワールド リ:デジタイズ v1.14.4 2024-03-11 sceDmacMemcpy(dest=09086a10, src=09086380, size=1680): overlapping read
デジモンワールド リ:デジタイズ v1.14.4 2024-03-11 sceDmacMemcpy(dest=09091d98, src=09091780, size=1560): overlapping read
デジモンワールド リ:デジタイズ v1.14.4 2024-03-11 sceDmacMemcpy(dest=0909b198, src=0909ab80, size=1560): overlapping read
デジモンワールド リ:デジタイズ v1.14.4 2024-03-11 sceDmacMemcpy(dest=08fbd418, src=08fbce00, size=1560): overlapping read
Shadow of Destiny v1.14.4 2024-03-10 __KernelStopThread: thread 297 does not exist (ApctlThread deleted)
Syphon Filter®: Logan's Shadow v1.14.4 2024-03-09 Unexpected mpeg first timestamp: 8ba68bca8d8 / 9596714133720
eFottball Hend Asean v1.14.4 2024-03-08 Replacement rowPitch=2048, but w=8192 (level=0)
Crash™ Tag Team Racing v1.14.4 2024-03-08 __KernelStopThread: thread 422 does not exist (helper deleted)
Mortal Kombat: Unchained v1.14.4 2024-03-08 Failed decrypting the PRX (ret = -4, size = 3007768, psp_size = 3008112)!
無双OROCHI2 Special v1.14.4 2024-03-07 sceDmacMemcpy(dest=0933a570, src=09bed300, size=5152): overlapping read
KINGDOM HEARTS Birth by Sleep v1.14.4 2024-03-07 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
eFootball Chelito 19 v1.14.4 2024-03-06 Replacement rowPitch=512, but w=4000 (level=0)
SBK®09 Superbike World Championship v1.14.4 2024-03-06 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0915f7e0): duplicate handler
eFootball PES 2023 By ESTEEM GAMING v1.14.4 2024-03-16 Replacement rowPitch=512, but w=1800 (level=0)
SBK®09 Superbike World Championship v1.14.4 2024-03-05 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091208e0): duplicate handler
Need for Speed™ Shift v1.14.4 2024-03-05 Ignoring possible texturing from framebuffer at 04176000 +256x150 / 512x272
Tomb Raider: Anniversary™ v1.14.4 2024-03-05 sceDmacMemcpy(dest=041ab000, src=0951c420, size=5120): overlapping read
SBK®09 Superbike World Championship v1.14.4 2024-03-05 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096142b0): duplicate handler
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.14.4 2024-03-04 __KernelStopThread: thread 309 does not exist (helper deleted)
No Gravity - The Plague Of Mind v1.14.4 2024-03-04 Ignoring possible texturing from framebuffer at 04174000 +0x240 / 128x272
NARUTO SHIPPUDEN: Ultimate Ninja Heroes 3 v1.14.4 2024-03-04 00000000=sceUtilityScreenshotInitStart(09a815e8)
Tomb Raider: Anniversary™ v1.14.4 2024-03-04 sceDmacMemcpy(dest=041afc00, src=0994e2c0, size=9216): overlapping read
eFootball PES 2021 DraycEM "C19" v1.14.4 2024-03-04 Replacement rowPitch=128, but w=2400 (level=0)
eFootball Chelito 19 v1.14.4 2024-03-03 Unknown GetPointer 000084ab PC 0881c0fc LR 0881c10c
EFOOTBALL NEW PATCH SEASON 2024 v1.14.4 2024-03-03 Replacement rowPitch=512, but w=6360 (level=0)
Killzone™: Liberation v1.14.4 2024-03-02 sceDmacMemcpy(dest=0418cc00, src=092ae080, size=1280): overlapping read
クロヒョウ 龍が如く新章 v1.14.4 2024-03-02 sceDmacMemcpy(dest=04156400, src=09aeff50, size=4092): overlapping read
Tomb Raider: Anniversary™ v1.14.4 2024-03-02 sceDmacMemcpy(dest=041c7400, src=09c55e60, size=5120): overlapping read
FREE RUNNING v1.14.4 2024-03-02 __KernelStopThread: thread 308 does not exist (helper deleted)
eFootball 2024 Beta By Tutoriales Bendezu v1.14.4 2024-03-02 Replacement rowPitch=256, but w=1160 (level=0)
eFootball 2024 Beta By Tutoriales Bendezu v1.14.4 2024-03-04 Replacement rowPitch=512, but w=1260 (level=0)
eFootball v1.14.4 2024-03-01 Replacement rowPitch=128, but w=280 (level=0)
Killzone™: Liberation v1.14.4 2024-03-01 sceDmacMemcpy(dest=04151900, src=0984e330, size=19296): overlapping read
Killzone™: Liberation v1.14.4 2024-03-01 sceDmacMemcpy(dest=04111b00, src=099fd350, size=224): overlapping read
Killzone™: Liberation v1.14.4 2024-03-01 UNIMPL sceUtilityGameSharingInitStart(08f99d74)
Killzone™: Liberation v1.14.4 2024-03-01 UNIMPL sceUtilityGameSharingInitStart(08f91c84)
Ben 10 Ultimate Alien: Cosmic Destruction v1.14.4 2024-03-01 scePsmfPlayerSetPsmf*: incorrect PSMF magic (7fac8495), bad data
SBK-07 v1.14.4 2024-03-01 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 091aaa70): duplicate handler
MONSTER HUNTER FREEDOM UNITE™ v1.14.4 2024-02-29 sceDmacMemcpy(dest=0414e000, src=0950c230, size=261840): overlapping read
UFC® Undisputed™ 2010 v1.14.4 2024-02-29 Unknown GetPointer 3709628b PC 0889192c LR 08891990
Daxter v1.14.4 2024-02-29 Unexpected mpeg first timestamp: 670170948ab / 7078492588203
WWE SmackDown vs. RAW 2010 v1.14.4 2024-02-28 80630007=sceAtracSetData(3, 08bd5640, 00010000): atracID uses different codec type than data
eFootball PES 2023 "SNE" v1.14.4 2024-02-28 MIPSCompileOp: Invalid instruction 000042f7
eFootball PES 2021 By GABRIEL v1.14.4 2024-02-28 Unknown GetPointer 0000ffff PC 0884a908 LR 0884a928
eFootball PES PPSSPP Mazdy Official v1.14.4 2024-02-28 Replacement rowPitch=256, but w=1984 (level=0)
eFootball PES PPSSPP Mazdy Official v1.14.4 2024-02-28 Replacement rowPitch=128, but w=1024 (level=0)
eFootball PES PPSSPP Mazdy Official v1.14.4 2024-02-28 Replacement rowPitch=128, but w=6360 (level=0)
eFootball PES PPSSPP Mazdy Official v1.14.4 2024-02-28 Replacement rowPitch=512, but w=4096 (level=0)
eFootball PES PPSSPP Mazdy Official v1.14.4 2024-02-28 Replacement rowPitch=512, but w=4000 (level=0)
eFootball PES PPSSPP Mazdy Official v1.14.4 2024-02-28 Replacement rowPitch=512, but w=7200 (level=0)
eFootball PES PPSSPP Mazdy Official v1.14.4 2024-02-28 Replacement rowPitch=1024, but w=2036 (level=0)
eFootball PES PPSSPP Mazdy Official v1.14.4 2024-02-28 Replacement rowPitch=256, but w=5120 (level=0)
eFootball PES PPSSPP Mazdy Official v1.14.4 2024-02-28 Replacement rowPitch=1024, but w=1200 (level=0)
eFootball PES PPSSPP Mazdy Official v1.14.4 2024-02-28 Replacement rowPitch=1024, but w=9600 (level=0)
eFootball PES PPSSPP Mazdy Official v1.14.4 2024-02-28 Replacement rowPitch=256, but w=8192 (level=0)
eFootball PES PPSSPP Mazdy Official v1.14.4 2024-02-28 Replacement rowPitch=2048, but w=4096 (level=0)
eFootball PES PPSSPP Mazdy Official v1.14.4 2024-02-28 Replacement rowPitch=512, but w=4968 (level=0)
eFootball Chelito 19 v1.14.4 2024-02-27 Unknown GetPointer 00a8886f PC 0884d7b4 LR 0884d7d4
Def Jam® Fight For NY™: The Takeover v1.14.4 2024-02-27 sceDmacMemcpy(dest=09a4e540, src=08400000, size=641344): overlapping read
eFootball PES PPSSPP Mazdy Official v1.14.4 2024-02-27 Replacement rowPitch=512, but w=6360 (level=0)
eFootball PES PPSSPP Mazdy Official v1.14.4 2024-02-27 Replacement rowPitch=256, but w=512 (level=0)