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| Game title |
Version |
Latest Report |
Hits |
Message |
| eFootball Chelito 19 |
v1.19.1 |
2025-10-11 |
1,013 |
sceNetAdhocMatchingInit(32768) at 08a719b8 |
| みんなのテニス® ポータブル |
v1.14.4 |
2023-01-06 |
1 |
80630006=sceAtracSetData(3, 09abb580, 00010000): invalid RIFF header |
| みんなのテニス® ポータブル |
v1.14.4 |
2023-01-06 |
1 |
80630006=sceAtracSetData(2, 09b89880, 0000ffc0): invalid RIFF header |
| Need for Speed™ Shift |
v1.14.4 |
2023-01-06 |
1 |
Ignoring possible texturing from framebuffer at 04176000 +512x89 / 512x272 |
| Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-03-01 |
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 r8p0-01rel0 [Revision 96995].
01f10444:00090b30 HWX T N Tex TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 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))
// 01f10444:00090b30 HWX T N Tex TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 mediump vec3 u_lightatt2;
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_depthRange;
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;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(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);
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);
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 - 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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(normalize(normal), 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;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 |
| Forest Puzzle |
v1.18.1-469-g365f78a3ae |
2026-09-18 |
62 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| FIFA 2022 BY RA26 CHANNEL |
v1.14.4 |
2023-05-26 |
2 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-06-29 |
2 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ba4234, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-06-29 |
2 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ba4234, 4, 00000000, 0) |
| PUMPITUPZERO |
v1.14.4 |
2023-01-06 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (43b8514d), bad data |
| KINGDOM HEARTS Birth by Sleep FINAL MIX |
v1.14.4 |
2023-01-06 |
1 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| RIDGE RACER® |
v1.14.4 |
2023-01-06 |
1 |
Ignoring possible texturing from framebuffer at 04195140 +768x255 / 256x272 |
| WWE SmackDown vs. RAW 2010 |
v1.14.4 |
2023-01-06 |
1 |
Unknown GetPointerWrite 0e641e0b PC 089b1ddc LR 089b1e00 |
| Cars: Race-O-Rama |
v1.14.4 |
2023-04-18 |
2 |
Ignoring possible texturing from framebuffer at 09570940 +0x-3378 / 8x8 |
| KINGDOM HEARTS Birth by Sleep |
v1.14.4 |
2023-01-06 |
1 |
Ignoring possible texturing from framebuffer at 04154000 +128x222 / 256x272 |
| みんなのテニス® ポータブル |
v1.14.4 |
2023-01-06 |
1 |
80630006=sceAtracSetData(2, 09a3d2c0, 00010000): invalid RIFF header |
| みんなのテニス® ポータブル |
v1.14.4 |
2023-01-06 |
1 |
80630006=sceAtracSetData(2, 09b7e080, 0000ffc0): invalid RIFF header |
| みんなのテニス® ポータブル |
v1.14.4 |
2023-01-06 |
1 |
80630006=sceAtracSetData(2, 09964300, 0000ffc0): invalid RIFF header |
| みんなのテニス® ポータブル |
v1.14.4 |
2023-01-06 |
1 |
80630006=sceAtracSetData(2, 09b3d8c0, 0000ffc0): invalid RIFF header |
| みんなのテニス® ポータブル |
v1.14.4 |
2023-01-06 |
4 |
80630006=sceAtracSetData(2, 09b75700, 0000ffc0): invalid RIFF header |
| みんなのテニス® ポータブル |
v1.14.4 |
2023-01-06 |
2 |
80630006=sceAtracSetData(2, 09a95140, 0000ffc0): invalid RIFF header |
| 流行り神3 |
v1.18.1 |
2026-03-25 |
104 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| KINGDOM HEARTS Birth by Sleep |
v1.14.4 |
2023-01-06 |
1 |
Ignoring possible texturing from framebuffer at 04154000 +0x178 / 256x272 |
| DISSIDIA™ FINAL FANTASY® |
v1.14.4 |
2023-01-06 |
73 |
UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-01-06 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 094c3630): duplicate handler |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-01-06 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09387460): duplicate handler |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-01-06 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0909afb0): duplicate handler |
| Grand Theft Auto: Vice City Stories |
v1.17.1-491-g9cdd97c13b |
2026-03-20 |
34 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
| Summon Night 5™ |
v1.14.4-234-g5521bd62d |
2023-12-25 |
15 |
Ignoring possible texturing from framebuffer at 04174000 +0x128 / 256x256 |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-01-06 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0949e0c0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-01-06 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09056740): duplicate handler |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-06 |
1 |
80630006=sceAtracSetDataAndGetID(095b2ec0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-06 |
1 |
80630006=sceAtracSetDataAndGetID(095b1c80, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-06 |
1 |
80630006=sceAtracSetDataAndGetID(095ae2c0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.9.4 |
2024-03-23 |
3 |
80630006=sceAtracSetDataAndGetID(09a3cf40, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-06 |
1 |
80630006=sceAtracSetDataAndGetID(095aacc0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-06 |
1 |
80630006=sceAtracSetDataAndGetID(0991da40, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-06 |
1 |
80630006=sceAtracSetDataAndGetID(09a8e900, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-06 |
1 |
80630006=sceAtracSetDataAndGetID(095fa2c0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-06 |
2 |
80630006=sceAtracSetDataAndGetID(0988e2c0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-06 |
1 |
80630006=sceAtracSetDataAndGetID(0960dec0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-06 |
1 |
80630006=sceAtracSetDataAndGetID(0911bf40, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-06 |
1 |
80630006=sceAtracSetDataAndGetID(098951c0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-06 |
1 |
80630006=sceAtracSetDataAndGetID(096c9000, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-06 |
1 |
80630006=sceAtracSetDataAndGetID(08f5ec40, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-06 |
2 |
80630006=sceAtracSetDataAndGetID(08fd7f40, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-06 |
1 |
80630006=sceAtracSetDataAndGetID(09b1d280, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-06 |
1 |
80630006=sceAtracSetDataAndGetID(09a71a80, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-06 |
1 |
80630006=sceAtracSetDataAndGetID(09803f40, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-06 |
1 |
80630006=sceAtracSetDataAndGetID(096c3640, 00000800): invalid RIFF header |
| グランナイツヒストリー |
v1.18.1 |
2025-04-25 |
5 |
00000000=sceUtilityScreenshotInitStart(08de92c0) |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-01-06 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091860e0): duplicate handler |
| Burnout™ Legends |
v1.14.4 |
2023-05-17 |
19 |
Ignoring possible texturing from framebuffer at 04174000 +0x185 / 64x272 |
| Grand Theft Auto: Vice City Stories |
v1.14.4 |
2023-01-06 |
22 |
80630006=sceAtracSetDataAndGetID(08c00dc0, 00010000): invalid RIFF header |
| Justice League: Heroes™ |
v1.14.4 |
2023-01-06 |
14 |
Failed to truncate file. |
| ClaDun x2 |
v1.18.1-116-g2402eea4b1 |
2026-05-19 |
176 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-03-14 |
3 |
Ignoring possible texturing from framebuffer at 08bb4780 +96x-24345 / 64x256 |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-06 |
1 |
80630006=sceAtracSetDataAndGetID(09a12740, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-06 |
1 |
80630006=sceAtracSetDataAndGetID(08fb9080, 00000800): invalid RIFF header |
| LEGO® Batman™: The Videogame |
v1.14.4 |
2023-01-06 |
14 |
MIPSCompileOp: Invalid instruction 432408c0 |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.16.1 |
2024-09-18 |
3 |
00000000=sceUtilityScreenshotInitStart(09caae88) |
| MX vs ATV™ Reflex |
v1.14.4 |
2023-04-18 |
2 |
Ignoring possible texturing from framebuffer at 08ed8080 +32x-11679 / 8x8 |
| ウルトラマン Fighting Evolution 0 |
v1.17.1 |
2024-04-16 |
13 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
| DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17.1 |
2025-07-18 |
6 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
| RIDGE RACER 2 |
v1.14.4 |
2023-03-07 |
2 |
Ignoring possible texturing from framebuffer at 0415b500 +768x158 / 256x272 |
| 妖精的尾巴:携带公會2 |
v1.18.1 |
2025-06-14 |
19 |
sceNetAdhocMatchingInit(32768) at 089be578 |
| Pursuit Force™: Extreme Justice |
v1.14.4-74-g5f10cabe5 |
2023-02-22 |
6 |
Ignoring possible texturing from framebuffer at 04154000 +128x237 / 128x272 |
| SBK®08 Superbike World Championship |
v1.16.6 |
2024-01-29 |
12 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 09119980): duplicate handler |
| SBK®08 Superbike World Championship |
v1.16.6 |
2024-01-29 |
14 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08f9cc00): duplicate handler |
| WWE'12 |
v1.14.4 |
2023-01-06 |
2 |
MIPSCompileOp: Invalid instruction 0180b254 |
| BURNOUT DOMINATOR |
v1.14.4 |
2024-09-30 |
13 |
Ignoring possible texturing from framebuffer at 04176000 +1536x77 / 512x272 |
| Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-01-06 |
1 |
MIPSCompileOp: Invalid instruction 00159bbc |
| SplinterCell |
v1.14.4 |
2023-01-06 |
2 |
MIPSCompileOp: Invalid instruction 004a537f |
| 喧嘩番長5~漢の法則~ |
v1.16.6-280-g6d063ce3e |
2024-11-17 |
796 |
Vertices without position found: (04000060) P: ? N: f (size: 16) |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.20.4 |
2026-11-13 |
133 |
Block transfer invalid: 00000000/0 -> 00000000/0, 1024x1024x2 (0,0)->(0,0) |
| RIDGE RACER® |
v1.14.4 |
2023-01-06 |
1 |
Ignoring possible texturing from framebuffer at 04193ac0 +256x149 / 480x272 |
| Cars: Race-O-Rama |
v1.14.4 |
2023-01-06 |
1 |
Ignoring possible texturing from framebuffer at 0956d1c0 +0x-3379 / 8x8 |
| Grand Theft Auto: Liberty City Stories |
v1.17.1 |
2024-07-30 |
4 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
| RIDGE RACER |
v1.14.4 |
2023-01-06 |
1 |
Ignoring possible texturing from framebuffer at 04195140 +512x232 / 256x272 |
| RIDGE RACER 2 |
v1.14.4 |
2023-01-06 |
1 |
Ignoring possible texturing from framebuffer at 04197ec0 +512x110 / 256x272 |
| PSP Kiosk #4 |
v1.18.1 |
2025-03-28 |
5 |
sceNetAdhocMatchingInit(131072) at 0880656c |
| PSP Kiosk #4 |
v1.17.1-4-gf65c84f4c |
2024-06-25 |
23 |
00000000=sceGeEdramSetAddrTranslation(00000000) |
| PSP Kiosk #4 |
v1.17.1-4-gf65c84f4c |
2024-06-25 |
4 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17.1 |
2025-04-09 |
21 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| KINGDOM HEARTS Birth by Sleep FINAL MIX |
v1.14.4 |
2023-05-15 |
18 |
Ignoring possible texturing from framebuffer at 04174000 +0x45 / 480x272 |
| SplinterCell |
v1.14.4 |
2023-01-06 |
2 |
MIPSCompileOp: Invalid instruction 006211e9 |
| Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-01-06 |
2 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:123: 'comp' : redefinition
ERROR: 0:124: 'type' : redefinition
ERROR: 0:172: 'comp' : redefinition
ERROR: 0:173: 'type' : redefinition
ERROR: 0:221: 'comp' : redefinition
ERROR: 0:222: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b21 HWX T N LM Light: LightUberShader 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))
// 01000000:80000b21 HWX T N LM Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
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 lowp vec3 v_color1;
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() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(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);
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_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + v |
| Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-01-06 |
3 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:127: 'comp' : redefinition
ERROR: 0:128: 'type' : redefinition
ERROR: 0:176: 'comp' : redefinition
ERROR: 0:177: 'type' : redefinition
ERROR: 0:225: 'comp' : redefinition
ERROR: 0:226: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b39 HWX C T N LM Tex Light: LightUberShader 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))
// 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
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 lowp vec3 v_color1;
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() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(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);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y |
| Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-01-06 |
3 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:124: 'comp' : redefinition
ERROR: 0:125: 'type' : redefinition
ERROR: 0:173: 'comp' : redefinition
ERROR: 0:174: 'type' : redefinition
ERROR: 0:222: 'comp' : redefinition
ERROR: 0:223: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b29 HWX C T N LM Light: LightUberShader 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))
// 01000000:80000b29 HWX C T N LM Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
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 lowp vec3 v_color1;
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() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(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);
vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
|
| VALHALLAKNIGHTS2BS |
v1.18.1 |
2025-06-07 |
10 |
sceNetAdhocMatchingInit(131072) at 08939008 |
| DRAGON BALL Z SHIN BUDOKAI 2 |
v1.14.4 |
2023-01-06 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 0895c654, 00000000): duplicate handler |
| DRAGON BALL Z SHIN BUDOKAI 2 |
v1.14.4 |
2023-01-06 |
1 |
Ignoring possible texturing from framebuffer at 04176000 +0x191 / 512x272 |
| FINAL FANTASY III |
v1.17.1 |
2026-05-19 |
39 |
sceMpegRingbufferPut(): invalid mpeg data |
| RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-01-06 |
1 |
Unknown GE command : 037e7e7e |
| RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-01-06 |
1 |
Unknown GetPointerWrite 192069c8 PC 08ca31e0 LR 08cd6754 |
| MLB 11 The Show™ |
v1.14.4 |
2023-01-06 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (00000191), bad data |
| Pro Evolution Soccer 2014 |
v1.14.4 |
2023-01-09 |
9 |
807f00fd=sceMp3Init(00000000): invalid bitrate v1 l1 rate 0001 |
| RIDGE RACER 2 |
v1.14.4 |
2023-01-05 |
1 |
Ignoring possible texturing from framebuffer at 04195140 +1536x175 / 256x272 |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-01-05 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090107f0): duplicate handler |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-05 |
1 |
MIPSCompileOp: Invalid instruction 70fba684 |