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| 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 |