Recent logs - v1.14.4

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Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
Shadow of Memories v1.14.4 2023-04-23 11 Ignoring possible texturing from framebuffer at 041bc000 +0x64 / 256x128
Shadow of Memories v1.18.1 2025-09-20 41 00000400=sceGeEdramSetAddrTranslation(00000800)
Resistance: Retribution™ v1.14.4 2023-01-08 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 r8p0-00dev0 [Revision 96995]. 01710551:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01710551:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 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 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 mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform 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 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() { 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; 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 - 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); 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 * lightScale; } 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); 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 +
遊☆戯☆王 アーク□ファイブ タッグフォース スペシャル v1.14.4 2023-01-08 1 sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006
Crash™ Tag Team Racing v1.14.4 2023-01-08 8 80630006=sceAtracSetDataAndGetID(095e6400, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-01-08 3 80630006=sceAtracSetDataAndGetID(095ca340, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-01-08 4 80630006=sceAtracSetDataAndGetID(095aa3c0, 00014000): invalid RIFF header
MX vs ATV™ Reflex v1.14.4 2024-07-24 7 Ignoring possible texturing from framebuffer at 08ed8980 +32x-7623 / 8x8
家庭教師ヒットマンREBORN! 絆のタッグバトル v1.17.1 2024-11-28 65 80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first
家庭教師ヒットマンREBORN! 絆のタッグバトル v1.17.1 2024-11-28 65 80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first
RÅTTATOUILLE v1.17.1-334-g1786a4ddb 2025-03-20 5 sceNetAdhocMatchingInit(65536) at 08a647dc
METAL GEAR SOLID BD v1.18.1 2025-12-24 83 00000400=sceGeEdramSetAddrTranslation(00000200)
RIDGE RACER 2 v1.14.4 2024-04-13 3 Ignoring possible texturing from framebuffer at 041bce80 +96x252 / 256x272
Pursuit Force™: Extreme Justice v1.14.4-295-g6a029fcc9 2023-02-22 4 Ignoring possible texturing from framebuffer at 04154000 +64x175 / 128x272
SOULCALIBUR: Broken Destiny v1.14.4 2023-01-08 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULES01298DATA/soulcalibur-broken-destiny.19977/Soul_Calibur-Broken_Destiny-file3/ULUS10457SAVE02, 08cb4958, 00000002)
SOULCALIBUR: Broken Destiny v1.14.4 2023-01-08 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULES01298DATA/soulcalibur-broken-destiny.19977/Soul_Calibur-Broken_Destiny-file3, 08cb4958, 00000002)
SOULCALIBUR: Broken Destiny v1.14.4 2023-01-08 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULES01298DATA/soulcalibur-broken-destiny.19977, 08cb4958, 00000002)
RIDGE RACER v1.14.4 2023-01-08 1 Ignoring possible texturing from framebuffer at 041fe000 +0x62 / 64x64
WWE 2K21 PRICELESS ALACRITY V3.0.1 v1.9.4 2023-09-08 7 80630007=sceAtracSetData(2, 08d13140, 0001bb58): atracID uses different codec type than data
MX vs ATV™ Reflex v1.14.4 2023-04-26 2 Ignoring possible texturing from framebuffer at 08ed8ac0 +32x-2161 / 8x8
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-08 1 MIPSCompileOp: Invalid instruction cd211700
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-08 1 WriteToHardware: Invalid address 00001681 near PC 08a61fe0 LR 08a61d6c
Silent Hill: Shattered Memories v1.14.4 2023-03-02 4 Ignoring possible texturing from framebuffer at 08bb4780 +240x-10760 / 64x256
RIDGE RACER v1.19.3-1053-g03ee74c03c 2026-10-02 33 sceNetAdhocMatchingInit(32768) at 0888b51c
Midnight Club 3: DUB Edition v1.17.1 2024-06-12 5 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
Midnight Club 3: DUB Edition v1.14.4 2023-01-08 1 Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272
God of War®: Ghost of Sparta v1.14.4 2023-01-08 1 WriteToHardware: Invalid address 00000029 near PC 08ad011c LR 08ad011c
Need for Speed™ Shift v1.14.4 2023-01-08 1 Ignoring possible texturing from framebuffer at 04176000 +1280x118 / 512x272
eFootball PES 2021 T. Bendezu "C19" v1.16.4 2024-02-24 208 Unknown GetPointerWrite 00000000 PC 08816154 LR 0881615c
MLB 07 The Show v1.18.1 2025-04-06 2 scePsmfPlayerSetPsmf*: incorrect PSMF magic (8e79fbd7), bad data
MLB 07 The Show v1.14.4 2023-01-08 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (000115d0), bad data
MLB 07 The Show v1.14.4 2023-01-08 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (3419d706), bad data
Patapon® 3 v1.14.4 2023-01-08 1 Jump to invalid address: 06876fc0 PC 09a1dc00 LR 08b038fc
Patapon® 3 v1.14.4 2023-01-08 1 Jump to invalid address: 06876fc0 PC 09a1dbfc LR 08b038fc
Patapon® 3 v1.14.4 2023-01-08 1 Jump to invalid address: 06876fc0 PC 09a1dbf8 LR 08b038fc
Patapon® 3 v1.14.4 2023-01-08 1 Jump to invalid address: 06876fc0 PC 09a1dbf4 LR 08b038fc
Patapon® 3 v1.14.4 2023-01-08 1 Jump to invalid address: 06876fc0 PC 09a1dbf0 LR 08b038fc
Patapon® 3 v1.14.4 2023-01-08 1 Unknown GetPointerWrite 0a00f023 PC 088113f0 LR 088113f8
WWE SmackDown vs. RAW 2011 v1.9.4 2025-07-16 189 80630007=sceAtracSetData(2, 08d4b180, 00004500): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.9.4 2025-07-15 94 80630007=sceAtracSetData(2, 08d4b180, 00004d00): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.18.1-362-g01b4eb41be 2025-07-12 63 80630007=sceAtracSetData(2, 08d4b180, 00003100): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.8.0 2025-01-12 62 80630007=sceAtracSetData(2, 08d4b180, 00004100): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.9.4 2026-11-05 420 80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.9.4 2025-07-16 640 80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.9.4 2025-07-15 54 80630007=sceAtracSetData(3, 08d4b180, 000034e0): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.18.1-362-g01b4eb41be 2025-07-12 15 80630007=sceAtracSetData(2, 08d4b180, 0000d260): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.14.4 2023-11-20 3 80630007=sceAtracSetData(2, 08d4b180, 00008a30): atracID uses different codec type than data
Crash® of the Titans v1.16.6 2023-12-13 3 Unknown GetPointerWrite 0001548c PC 08b87438 LR 08b0d348
KINGDOM HEARTS Birth by Sleep FINAL MIX v1.14.4 2023-02-09 3 Ignoring possible texturing from framebuffer at 04154000 +0x193 / 256x272
Need for Speed™ Shift v1.14.4 2023-01-08 1 Ignoring possible texturing from framebuffer at 04176000 +1920x221 / 512x272
Burnout™ Dominator v1.14.4 2023-01-08 1 Ignoring possible texturing from framebuffer at 04176000 +0x217 / 512x272
Burnout™ Dominator v1.14.4 2023-05-08 10 Ignoring possible texturing from framebuffer at 04176000 +1280x80 / 512x272
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-08 1 MIPSCompileOp: Invalid instruction d2ec4e10
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 9 Branch in branch delay slot at 0883b30c with different target
KINGDOM HEARTS Birth by Sleep FINAL MIX v1.14.4 2023-06-29 11 Ignoring possible texturing from framebuffer at 04174000 +0x160 / 480x272
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-22 5 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 PES 2021 T. Bendezu "C19" v1.14.4 2023-01-22 5 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
Burnout™ Dominator v1.14.4 2023-03-26 4 Ignoring possible texturing from framebuffer at 04176000 +640x234 / 512x272
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-22 5 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
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-01-07 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(966ea7b, ec:e5:e1:66:e1:fe, 20000000, 0) at 0897ed90
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-01-07 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(53d0d2b, 1, 2, 09fbf960, 20000000, 0) at 0897eb28
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-01-07 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(530118a, ec:e5:e1:66:e1:fe, 20000000, 0) at 0897ed90
MX vs ATV™ Reflex v1.14.4 2023-04-25 11 Ignoring possible texturing from framebuffer at 08ed9780 +32x-7735 / 8x8
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-01-07 1 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
FIFA 07 v1.14.4 2023-01-07 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:125: 'comp' : redefinition ERROR: 0:126: 'type' : redefinition ERROR: 0:174: 'comp' : redefinition ERROR: 0:175: 'type' : redefinition ERROR: 0:223: 'comp' : redefinition ERROR: 0:224: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80120b30 HWX T N Tex UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 Cull #version 300 es // Driver: Adreno (TM) 330 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80120b30 HWX T N Tex UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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 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_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 * diffuseCol
FIFA 07 v1.14.4 2023-01-07 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:125: 'comp' : redefinition ERROR: 0:126: 'type' : redefinition ERROR: 0:174: 'comp' : redefinition ERROR: 0:175: 'type' : redefinition ERROR: 0:223: 'comp' : redefinition ERROR: 0:224: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 330 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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 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_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 (
FIFA 07 v1.14.4 2023-01-07 1 Error in shader compilation: info: Fragment shader compilation failed. Internal compiler error: unexpected operator 001c1a96:05800022 Tex TexAlpha 2x WriteMask ReplaceBlend_6A:10_B:6_Eq:2 StenToAlpha Sten0 TFuncMod #version 300 es // Driver: Adreno (TM) 330 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 001c1a96:05800022 Tex TexAlpha 2x WriteMask ReplaceBlend_6A:10_B:6_Eq:2 StenToAlpha Sten0 TFuncMod precision highp int; uniform sampler2D tex; uniform sampler2D fbotex; uniform vec3 u_blendFixA; uniform uint u_colorWriteMask; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; uint packUnorm4x8R(vec4 v) { highp vec4 f = clamp(v, 0.0, 1.0); uvec4 u = uvec4(255.0 * f); return u.x | (u.y << 0x8u) | (u.z << 0x10u) | (u.w << 0x18u); } vec4 unpackUnorm4x8R(highp uint x) { highp uvec4 u = uvec4(x & 0xFFu, (x >> 0x8u) & 0xFFu, (x >> 0x10u) & 0xFFu, (x >> 0x18u) & 0xFFu); highp vec4 f = vec4(u); return f * (1.0 / 255.0); } void main() { lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); v.rgb = destColor.rgb * v.aaa * 2.0 - v.rgb * u_blendFixA; fragColor0 = vec4(v.rgb, 0.0); highp uint v32 = packUnorm4x8R(fragColor0); highp uint d32 = packUnorm4x8R(destColor); v32 = (v32 & u_colorWriteMask) | (d32 & ~u_colorWriteMask); fragColor0 = unpackUnorm4x8R(v32); }
Resistance: Retribution™ v1.14.4 2023-01-07 1 Unknown GetPointerWrite 191fbb78 PC 08cd674c LR 08cd6754
Burnout™ Dominator v1.14.4 2023-01-26 2 Ignoring possible texturing from framebuffer at 04176000 +0x64 / 512x272
WWE SmackDown vs. RAW 2011 v1.8.0 2025-07-15 83 80630007=sceAtracSetData(2, 08d4b180, 00004000): atracID uses different codec type than data
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-07 51 MIPSCompileOp: Invalid instruction 000065ce
Grand Theft Auto: Vice City Stories v1.14.4 2023-01-07 6 MIPSCompileOp: Invalid instruction 000065ce
WWE SmackDown vs. RAW 2011 v1.18.1 2025-01-09 12 80630007=sceAtracSetData(2, 08d13140, 00002c20): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.15.4 2023-07-26 12 80630007=sceAtracSetData(2, 08d4b180, 0000eb88): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.16.6 2026-11-05 24 80630007=sceAtracSetData(2, 08d4b180, 000062d0): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.18.1-362-g01b4eb41be 2025-07-12 38 80630007=sceAtracSetData(2, 08d4b180, 000032b0): atracID uses different codec type than data
Burnout™ Legends v1.14.4 2023-04-04 3 Ignoring possible texturing from framebuffer at 04174000 +0x238 / 64x272
Silent Hill: Shattered Memories v1.14.4 2023-01-07 2 Ignoring possible texturing from framebuffer at 08bb4780 +96x-11688 / 64x256
SplinterCell v1.14.4 2023-01-07 1 MIPSCompileOp: Invalid instruction 435480cb
RIDGE RACER v1.14.4-100-g4cc473160 2023-03-12 3 Ignoring possible texturing from framebuffer at 04195140 +0x212 / 480x272
Prince of Persia - Revelations v1.18.1 2025-07-08 27 Unknown GetPointerWrite 00000000 PC 08c02848 LR 08c0286c
Burnout™ Legends v1.14.4-690-g2dc3a6b05 2026-03-12 20 Ignoring possible texturing from framebuffer at 04174000 +0x228 / 64x272
PES 2013 v1.14.4 2023-01-07 2 80630011=sceAtracSetDataAndGetID(00000000, 00000000): buffer too small
Burnout™ Dominator v1.14.4 2023-05-05 12 Ignoring possible texturing from framebuffer at 04176000 +640x163 / 512x272
Mega Man Maverick Hunter X v1.18.1-649-g06b10f54cc 2026-07-19 164 00000000=sceGeEdramSetAddrTranslation(00000000)
PES 2014 v1.14.4 2023-01-07 1 Unknown GetPointerWrite 9858b4e5 PC 08000000 LR 08000000
Silent Hill: Shattered Memories v1.14.4 2023-01-07 1 Ignoring possible texturing from framebuffer at 08bb4780 +480x-25752 / 64x256
WWE SmackDown vs. RAW 2011 v1.8.0 2023-08-26 779 80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first
WWE SmackDown vs. RAW 2011 v1.8.0 2023-08-26 775 80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first
Burnout™ Dominator v1.14.4 2023-04-08 3 Ignoring possible texturing from framebuffer at 04176000 +896x92 / 512x272
eFootball PES 2021 T. Bendezu "C19" v1.17.1 2024-05-26 3 Trying to relocate non-loaded section (null)
Grand Theft Auto: Liberty City Stories v1.14.4 2023-01-07 2 Jump in likely branch delay slot with link at 09408a00
Grand Theft Auto: Liberty City Stories v1.14.4 2023-01-07 4 MIPSCompileOp: Invalid instruction 00000815
Silent Hill: Shattered Memories v1.14.4 2023-01-07 2 Ignoring possible texturing from framebuffer at 08bb4780 +32x-23572 / 64x256
ナルティメットアクセル3 v1.14.4 2023-01-07 3 00000000=sceUtilityScreenshotInitStart(09a65308)
LEGO® Batman™: The Videogame v1.17.1 2024-12-30 248 80630006=?(?): unknown codec type in set context
Pro Evolution Soccer 2013 v1.14.4 2023-01-07 1 MIPSCompileOp: Invalid instruction 000015c5
Pro Evolution Soccer 2013 v1.14.4 2023-01-07 1 MIPSCompileOp: Invalid instruction 000002f9
Pro Evolution Soccer 2013 v1.14.4 2023-01-07 1 MIPSCompileOp: Invalid instruction 000000f7
Pro Evolution Soccer 2013 v1.14.4 2023-01-07 1 MIPSCompileOp: Invalid instruction 000000e8

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