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| Game title |
Version |
Latest Report |
Hits |
Message |
| God of War: Chains of Olympus |
v1.14.4 |
2023-01-09 |
1 |
sceNetAdhocMatchingInit(32768) at 08a69b04 |
| RIDGE RACER 2 |
v1.14.4 |
2023-01-09 |
1 |
Ignoring possible texturing from framebuffer at 04195140 +256x153 / 256x272 |
| Dragon Ball Z Shin Budokai |
v1.17.1 |
2024-03-24 |
8 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| Burnout™ Legends |
v1.14.4 |
2023-04-05 |
10 |
Ignoring possible texturing from framebuffer at 04154000 +0x256 / 64x272 |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.14.4 |
2023-01-09 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (a6000c31), bad data |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.14.4 |
2023-01-09 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (4159dc3a), bad data |
| eFootball Chelito 19 |
v1.18.1 |
2025-06-14 |
137 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
| Patapon® 3 |
v1.20.4 |
2026-10-17 |
339 |
NpSignin Init Params: 00000000, 00000000, 00000000, 00000000 |
| Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-01-09 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e0e134, 4, 00000000, 0) |
| eFootball PES 2021 T. Bendezu "C19" |
v1.8.0 |
2023-11-08 |
21 |
WriteToHardware: Invalid address 00000004 near PC 08863d6c LR 08856c34 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-09 |
1 |
WriteToHardware: Invalid address 0e5af5e9 near PC 089adbb4 LR 089adbb4 |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-01-09 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +224x-16599 / 64x256 |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.14.4 |
2023-01-08 |
1 |
00000000=sceUtilityScreenshotInitStart(0988fd38) |
| グランナイツヒストリー |
v1.17.1 |
2024-10-27 |
21 |
00000000=sceUtilityScreenshotInitStart(08ded680) |
| グランナイツヒストリー |
v1.14.4 |
2023-01-08 |
1 |
00000000=sceUtilityScreenshotInitStart(08ded430) |
| STREET FIGHTER ALPHA3 MAX |
v1.17.1-669-gd298c6f6f5 |
2024-06-24 |
6 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
| MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.17.1 |
2024-10-03 |
7 |
sceKernelRegisterSubIntrHandler(30, 0, 0887669c, 00000000): duplicate handler |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.14.4 |
2023-01-08 |
4 |
MIPSCompileOp: Invalid instruction 7f7f7f7f |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.14.4 |
2023-01-08 |
4 |
MIPSCompileOp: Invalid instruction 42644164 |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.14.4 |
2023-01-08 |
2 |
MIPSCompileOp: Invalid instruction 42642e64 |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.14.4 |
2023-01-08 |
2 |
MIPSCompileOp: Invalid instruction 42642d64 |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.14.4 |
2023-01-08 |
1 |
MIPSCompileOp: Invalid instruction 00007f7f |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.14.4 |
2023-01-08 |
1 |
MIPSCompileOp: Invalid instruction 4030ef4f |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.14.4 |
2023-01-08 |
1 |
MIPSCompileOp: Invalid instruction 0000001e |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.14.4 |
2023-01-08 |
1 |
MIPSCompileOp: Invalid instruction 402f3bba |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.14.4 |
2023-01-08 |
1 |
MIPSCompileOp: Invalid instruction 0000007f |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.14.4 |
2023-01-08 |
2 |
MIPSCompileOp: Invalid instruction 42c80000 |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.14.4 |
2023-01-08 |
2 |
MIPSCompileOp: Invalid instruction 42480000 |
| Tony Hawk's Underground 2 Remix |
v1.14.4 |
2023-01-08 |
28 |
80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first |
| Burnout™ Dominator |
v1.14.4 |
2023-01-12 |
2 |
Ignoring possible texturing from framebuffer at 04176000 +896x213 / 512x272 |
| Jak and Daxter: The Lost Frontier™ |
v1.14.4 |
2023-03-16 |
6 |
Ignoring possible texturing from framebuffer at 04166000 +0x224 / 128x272 |
| eFootball Chelito 19 |
v1.18.1 |
2026-10-28 |
679 |
807f00fd=sceMp3Init(00000000): invalid sample rate v3 l3 rate 03 |
| RIDGE RACER |
v1.14.4 |
2023-01-08 |
1 |
Ignoring possible texturing from framebuffer at 04195140 +0x194 / 256x272 |
| MX vs ATV™ Reflex |
v1.14.4 |
2023-01-08 |
1 |
Ignoring possible texturing from framebuffer at 08ed7240 +32x-7437 / 8x8 |
| MX vs ATV™ Reflex |
v1.14.4 |
2023-01-08 |
1 |
Ignoring possible texturing from framebuffer at 08ed7200 +32x-7435 / 8x8 |
| Black Robinia |
v1.18.1 |
2025-05-29 |
26 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-01-08 |
1 |
80630006=sceAtracSetDataAndGetID(0995ae00, 00014000): invalid RIFF header |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-08 |
1 |
MIPSCompileOp: Invalid instruction 00033d54 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-08 |
1 |
MIPSCompileOp: Invalid instruction 00033cbc |
| RIDGE RACER 2 |
v1.14.4 |
2023-01-08 |
1 |
Ignoring possible texturing from framebuffer at 0418c640 +128x129 / 256x272 |
| eFootball PES 2020 "C19" |
v1.14.4 |
2023-01-25 |
3 |
Error in shader compilation: info: ERROR: 0:47: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:47: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:47: 'assign' : l-value required (can't modify a const)
40000000:00000930 HWX T Tex Flat Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40000000:00000930 HWX T Tex Flat Cull
in vec3 position;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
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;
flat 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(0.0, 0.0, 1.0, 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;
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
| eFootball PES 2020 "C19" |
v1.14.4 |
2023-01-25 |
3 |
Error in shader compilation: info: ERROR: 0:48: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:48: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:48: 'assign' : l-value required (can't modify a const)
40000000:00000938 HWX C T Tex Flat Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 40000000:00000938 HWX C T Tex Flat Cull
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
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;
flat 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(0.0, 0.0, 1.0, 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;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
| eFootball PES 2020 "C19" |
v1.14.4 |
2023-01-25 |
3 |
Error in shader compilation: info: ERROR: 0:44: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:44: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:44: 'assign' : l-value required (can't modify a const)
00000000:00000128 HWX C Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000128 HWX C Cull
in vec3 position;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
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 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(0.0, 0.0, 1.0, 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;
v_color0 = color0;
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 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
| eFootball PES 2020 "C19" |
v1.14.4 |
2023-01-25 |
3 |
Error in shader compilation: info: ERROR: 0:48: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:48: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:48: 'assign' : l-value required (can't modify a const)
00000000:00000938 HWX C T Tex Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000938 HWX C T Tex Cull
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
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(0.0, 0.0, 1.0, 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;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[0] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
| eFootball PES 2020 "C19" |
v1.14.4 |
2023-01-25 |
3 |
Error in shader compilation: info: ERROR: 0:287: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:287: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:287: 'assign' : l-value required (can't modify a const)
01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
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 (ldot >= 0.0) {
ldo |
| WWE SmackDown vs. RAW 2011 |
v1.8.0 |
2025-01-15 |
62 |
80630007=sceAtracSetData(2, 08d4b180, 00006000): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2011 |
v1.4 |
2025-07-12 |
37 |
80630007=sceAtracSetData(2, 08d4b180, 00003a58): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2011 |
v1.6.3 |
2024-05-05 |
19 |
80630007=sceAtracSetData(2, 08d4b180, 00002c20): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2011 |
v1.14.4 |
2023-03-19 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 0001a348): atracID uses different codec type than data |
| Resistance: Retribution™ |
v1.14.4 |
2023-01-08 |
1 |
Unknown GetPointerWrite 28970588 PC 08ca31e0 LR 08cd6754 |
| EFOOTBALL 2023 PSP REALISTIC MOD |
v1.14.4 |
2023-01-08 |
1 |
UNIMPL sceMp4Create(mp4 167746248,callbacks 09ff9ab8,readBufferAddr 0954f118,readBufferSize 4096) |
| 刺客信条 血统 汉化版 PLAY汉化组 |
v1.14.4 |
2023-01-08 |
3 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:126: 'comp' : redefinition
ERROR: 0:127: 'type' : redefinition
ERROR: 0:175: 'comp' : redefinition
ERROR: 0:176: 'type' : redefinition
ERROR: 0:224: 'comp' : redefinition
ERROR: 0:225: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b38 HWX C 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))
// 01000000:80000b38 HWX C T N 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 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));
} else {
lig |
| Jackass™: The Game |
v1.14.4 |
2023-01-08 |
91 |
scePsmfPlayerChangePlayMode(08dfe7cc, 0, 0): play speed not changed |
| eFootball Chelito 19 |
v1.17.1 |
2024-09-19 |
34 |
MIPSCompileOp: Invalid instruction 00010101 |
| Burnout™ Dominator |
v1.14.4 |
2023-05-21 |
2 |
Ignoring possible texturing from framebuffer at 04176000 +1920x193 / 512x272 |
| RIDGE RACER 2 |
v1.14.4 |
2024-07-13 |
4 |
Ignoring possible texturing from framebuffer at 041e4a80 +192x101 / 256x272 |
| PES 2019 VANDAMMEEDITION |
v1.14.4 |
2023-01-08 |
1 |
MIPSCompileOp: Invalid instruction b783b24a |
| Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-01-08 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c3d604, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-01-08 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c3d604, 4, 00000000, 0) |
| Ben 10 Alien Force™ |
v1.14.4 |
2023-01-08 |
1 |
80630011=sceAtracSetDataAndGetID(00000000, 00000000): buffer too small |
| 총성과 다이아몬드 |
v1.18.1 |
2025-05-20 |
7,406 |
00000000=sceGeEdramSetAddrTranslation(00000000) |
| 총성과 다이아몬드 |
v1.18.1 |
2025-07-16 |
125 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.14.4 |
2023-01-08 |
1 |
Unknown GE command : fbdcced2 |
| Heracles Chariot Racing |
v1.14.4 |
2023-09-30 |
12 |
Ignoring possible texturing from framebuffer at 04154000 +0x40 / 256x136 |
| eFootball By TM ARTS |
v1.14.4 |
2023-01-08 |
1 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: #version 320 es
precision mediump float;
precision highp int;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec4 u_time;
uniform vec2 u_texelDelta;
uniform vec2 u_pixelDelta;
in vec2 v_texcoord0;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
void main()
{
vec3 color = texture(sampler0, v_texcoord0).xyz;
float sat = 1.7999999523162841796875;
float brt = 1.2999999523162841796875;
float con = 0.800000011920928955078125;
float AvgLumR = 1.2999999523162841796875;
float AvgLumG = 1.10000002384185791015625;
float AvgLumB = 1.2999999523162841796875;
vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
vec3 conRGB = vec3(0.5);
vec3 brtColor = color * brt;
vec3 intensity = vec3(((brtColor.x * 0.2125000059604644775390625) + (brtColor.y * 0.7153999805450439453125)) + (brtColor.z * 0.07209999859333038330078125));
vec3 satColor = mix(intensity, brtColor, vec3(sat));
vec3 conColor = mix(conRGB, satColor, vec3(con));
vec3 mixColor = AvgLumin * conColor;
color = mixColor;
_RESERVED_IDENTIFIER_FIXUP_gl_FragColor = vec4(color.x, color.y, color.z, _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.w);
_RESERVED_IDENTIFIER_FIXUP_gl_FragColor.w = 1.0;
}
vs: #version 320 es
out vec2 v_texcoord0;
in vec2 a_texcoord0;
in vec4 a_position;
void main()
{
v_texcoord0 = a_texcoord0;
gl_Position = a_position;
}
|
| みんなのテニス® ポータブル |
v1.14.4 |
2023-01-08 |
1 |
80630006=sceAtracSetData(3, 09bb3ac0, 0000ffc0): invalid RIFF header |
| Dragon Ball Z Shin Budokai |
v1.14.4 |
2023-01-08 |
1 |
WriteToHardware: Invalid address 750ed7a0 near PC 08815e08 LR 08815ec4 |
| みんなのテニス® ポータブル |
v1.14.4 |
2023-01-08 |
1 |
80630006=sceAtracSetData(3, 09a43840, 0000ffc0): invalid RIFF header |
| みんなのテニス® ポータブル |
v1.14.4 |
2023-01-08 |
2 |
80630006=sceAtracSetData(2, 09c980c0, 0000ffc0): invalid RIFF header |
| METAL SLUG Anthology |
v1.14.4 |
2023-01-08 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI3e92, 1, 2, 09fff8c0, 20000000, 0) at 08829184 |
| METAL SLUG Anthology |
v1.14.4 |
2023-01-08 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI3579, b8:29:fd:41:35:79, 20000000, 0) at 088e45b8 |
| METAL SLUG Anthology |
v1.14.4 |
2023-03-01 |
4 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI3e92, 1, 2, 09ffe9d0, 20000000, 0) at 088e4450 |
| Gran Turismo® |
v1.14.4 |
2023-04-01 |
4 |
Ignoring possible texturing from framebuffer at 04154000 +3328x139 / 480x272 |
| EA SPORTS FIFA2021 By PROMIT ROY |
v1.14.4 |
2023-01-10 |
3 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
| Gran Turismo® |
v1.14.4 |
2023-01-08 |
1 |
Ignoring possible texturing from framebuffer at 04154000 +0x102 / 480x272 |
| WWE SmackDown! vs. RAW 2006. |
v1.14.4 |
2023-01-14 |
12 |
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].
07f71000:41400b39 HWX C T N LM Tex Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 WScale 3 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))
// 07f71000:41400b39 HWX C T N LM Tex Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 WScale 3 Cull
attribute mediump vec4 w1;
attribute mediump vec2 w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = color0.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * 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_lightspecular3 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPo |
| White Knight Chronicles™: Origins |
v1.18.1 |
2025-12-02 |
6 |
00000000=sceUtilityScreenshotInitStart(09c93f2c) |
| ファンタシースターポータブル2インフィニティ |
v1.16.6 |
2025-03-16 |
6 |
A game install request is already running, not starting a new one |
| White Knight Chronicles™: Origins |
v1.18.1 |
2025-12-10 |
18 |
00000000=sceUtilityScreenshotInitStart(09c93fac) |
| BURNOUT DOMINATOR |
v1.14.4 |
2023-04-10 |
2 |
Ignoring possible texturing from framebuffer at 04176000 +1024x145 / 512x272 |
| Call of Duty : Roads to Victory™ |
v1.14.4 |
2023-01-08 |
34 |
80630011=sceAtracSetDataAndGetID(096291c0, 0000007c): no data chunk |
| Prince of Persia - Revelations |
v1.14.4 |
2023-03-06 |
3 |
80630006=sceAtracSetDataAndGetID(09696380, 00000800): invalid RIFF header |
| eFootball Asia 2023 |
v1.18.1-549-gcc040ab251 |
2026-09-17 |
867 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.4 |
2023-01-08 |
2 |
00000000=sceUtilityScreenshotInitStart(09ca92e8) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.4 |
2023-01-08 |
1 |
00000000=sceUtilityScreenshotInitStart(09ca92a8) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.4 |
2023-01-08 |
1 |
00000000=sceUtilityScreenshotInitStart(09ca9268) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.4 |
2023-01-08 |
1 |
00000000=sceUtilityScreenshotInitStart(09ca8e08) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-12-29 |
3 |
00000000=sceUtilityScreenshotInitStart(09ca8dc8) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.4 |
2023-01-08 |
1 |
00000000=sceUtilityScreenshotInitStart(09cab788) |
| Resistance: Retribution™ |
v1.20.4 |
2026-10-05 |
8 |
Block transfer invalid: 00000000/0 -> 00000000/0, 1x1x2 (0,0)->(0,0) |
| God of War®: Ghost of Sparta |
v1.18.1-103-g2d96304bad |
2024-11-12 |
2 |
WriteToHardware: Invalid address 000002a0 near PC 08817e88 LR 08818448 |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-01-08 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09192d90): duplicate handler |
| Peggle |
v1.14.4 |
2023-01-08 |
3 |
80630006=sceAtracSetDataAndGetID(08af2000, 0001f770): invalid RIFF header |
| Peggle |
v1.14.4 |
2023-01-08 |
12 |
80630006=sceAtracSetDataAndGetID(08af2000, 00020000): invalid RIFF header |
| Aliens vs. Predator™ - Requiem |
v1.14.4 |
2023-01-08 |
1 |
Rendering to framebuffer offset at 04161800 +64x0 (stride 1024) |
| BURNOUT DOMINATOR |
v1.14.4 |
2024-01-06 |
11 |
Ignoring possible texturing from framebuffer at 04176000 +512x89 / 512x272 |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.14.4 |
2023-01-08 |
1 |
MIPSCompileOp: Invalid instruction 00000155 |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.14.4 |
2023-04-28 |
2 |
MIPSCompileOp: Invalid instruction 41e80000 |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.14.4 |
2023-01-08 |
1 |
MIPSCompileOp: Invalid instruction 42340000 |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.14.4 |
2023-01-08 |
1 |
MIPSCompileOp: Invalid instruction 43bf0000 |