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
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

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