Recent logs - v1.19.1

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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 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

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