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| Game title |
Version |
Latest Report |
Hits |
Message |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-18 |
1 |
MIPSCompileOp: Invalid instruction 9cc4e25e |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-18 |
1 |
MIPSCompileOp: Invalid instruction cfbd480a |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-18 |
1 |
MIPSCompileOp: Invalid instruction b7f95dbd |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-18 |
1 |
Branch in branch delay slot at 0937e670 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-18 |
1 |
MIPSCompileOp: Invalid instruction 6ceed106 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-18 |
1 |
MIPSCompileOp: Invalid instruction 73d7872c |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-18 |
1 |
MIPSCompileOp: Invalid instruction 75f9a41c |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-18 |
1 |
MIPSCompileOp: Invalid instruction b694119c |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-18 |
1 |
MIPSCompileOp: Invalid instruction 6bbede91 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.14.4 |
2023-01-18 |
3 |
80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header |
| Pursuit Force™: Extreme Justice |
v1.14.4-825-gf32d0c2d6 |
2023-05-27 |
13 |
Ignoring possible texturing from framebuffer at 04154000 +128x219 / 128x272 |
| Marvel™: Ultimate Alliance 2 |
v1.14.4 |
2023-01-18 |
1 |
MIPSCompileOp: Invalid instruction 0001d93c |
| Marvel™: Ultimate Alliance 2 |
v1.9.4 |
2025-04-26 |
18 |
MIPSCompileOp: Invalid instruction 00011494 |
| Marvel™: Ultimate Alliance 2 |
v1.14.4 |
2023-01-18 |
1 |
MIPSCompileOp: Invalid instruction 00011814 |
| eFootball Chelito 19 |
v1.9.4 |
2025-10-31 |
1,515 |
MIPSCompileOp: Invalid instruction 01010101 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-18 |
1 |
WriteToHardware: Invalid address 152a6674 near PC 0880dcc8 LR 0880dcc8 |
| RIDGE RACER 2 |
v1.14.4 |
2024-02-24 |
2 |
Ignoring possible texturing from framebuffer at 04195a40 +0x81 / 256x272 |
| RIDGE RACER® |
v1.14.4 |
2023-01-18 |
1 |
Ignoring possible texturing from framebuffer at 0418c640 +256x231 / 480x272 |
| Burnout™ Dominator |
v1.14.4 |
2023-03-17 |
4 |
Ignoring possible texturing from framebuffer at 04176000 +1280x183 / 512x272 |
| Pro Evolution Soccer 2014 |
v1.17.1-491-g9cdd97c13b |
2024-07-08 |
4 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| eFootball 2023 By Tutoriales Bendezu |
v1.9.4 |
2026-10-07 |
5,349 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| BRAVE STORY: NEW TRAVELER |
v1.14.4 |
2023-12-25 |
16 |
Ignoring possible texturing from framebuffer at 04132000 +128x136 / 256x272 |
| Need for Speed™ Shift |
v1.14.4 |
2023-01-18 |
1 |
Ignoring possible texturing from framebuffer at 04176000 +1792x209 / 512x272 |
| BOMBERMAN |
v1.14.4 |
2023-01-18 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(M6MJ2Jc, 2, 2, 09fff470, 30000000, 0) at 088d05d4 |
| Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-01-18 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bd2f34, 4, 00000000, 0) |
| eFootball PES 2021 T. Bendezu "C19" |
v1.18.1 |
2025-02-25 |
107 |
Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460 |
| Burnout™ Legends |
v1.14.4 |
2023-01-18 |
1 |
Ignoring possible texturing from framebuffer at 04174000 +0x75 / 64x272 |
| RIDGE RACER® |
v1.14.4 |
2023-04-01 |
2 |
Ignoring possible texturing from framebuffer at 0418c640 +768x106 / 256x272 |
| Gran Turismo® |
v1.14.4 |
2023-04-26 |
2 |
Ignoring possible texturing from framebuffer at 04154000 +1024x111 / 480x272 |
| Star Wars®: Battlefront II™ |
v1.14.4 |
2023-01-23 |
3 |
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 r8p1-00rel0 [Revision 96995].
01b04044:00050b30 HWX T N Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 3: c:0 t: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))
// 01b04044:00050b30 HWX T N Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 3: c:0 t:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || 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;
}
} |
| Star Wars®: Battlefront II™ |
v1.14.4 |
2023-01-23 |
3 |
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 r8p1-00rel0 [Revision 96995].
01f14444:00050b38 HWX C T N Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 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))
// 01f14444:00050b38 HWX C T N Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull
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 mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (v |
| eFootball Chelito 19 |
v1.14.4 |
2023-01-17 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 0000ce00): atracID uses different codec type than data |
| eFootball Chelito 19 |
v1.14.4 |
2023-01-17 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00002130): atracID uses different codec type than data |
| eFootball Chelito 19 |
v1.14.4 |
2023-01-17 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 0000ba50): atracID uses different codec type than data |
| BURNOUT DOMINATOR |
v1.14.4-1151-g26bf40c49 |
2024-10-03 |
16 |
Ignoring possible texturing from framebuffer at 04176000 +640x163 / 512x272 |
| DRAGON BALL SUPER HERO By FNT WALKER |
v1.14.4 |
2023-01-17 |
1 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| Burnout™ Dominator |
v1.14.4 |
2023-01-17 |
1 |
Ignoring possible texturing from framebuffer at 04176000 +384x93 / 512x272 |
| NEXTGEN FOOTBALL |
v1.14.4 |
2023-01-19 |
6 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| God of War: Chains of Olympus |
v1.14.4 |
2023-01-17 |
1 |
WriteToHardware: Invalid address 00000000 near PC 089b0fcc LR 089b7194 |
| イレギュラーハンターX |
v1.18.1-353-gcc9a25cffa |
2026-01-09 |
123 |
00000000=sceGeEdramSetAddrTranslation(00000000) |
| God of War™: Ghost of Sparta |
v1.14.4 |
2023-01-17 |
1 |
MIPSCompileOp: Invalid instruction 00000641 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-17 |
1 |
WriteToHardware: Invalid address fc098d1c near PC 0880dcc8 LR 0880dcc8 |
| Jak & Daxter™: The Lost Frontier |
v1.14.4 |
2026-07-09 |
18 |
Ignoring possible texturing from framebuffer at 04154000 +0x144 / 256x272 |
| Jak & Daxter™: The Lost Frontier |
v1.18.1 |
2026-10-28 |
899 |
00000000=sceGeEdramSetAddrTranslation(00000000) |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.14.4 |
2023-01-17 |
1 |
MIPSCompileOp: Invalid instruction 010c3f3f |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.14.4 |
2023-01-17 |
2 |
MIPSCompileOp: Invalid instruction 00c3bdfd |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.14.4 |
2023-01-17 |
2 |
MIPSCompileOp: Invalid instruction cd000000 |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.14.4 |
2023-01-17 |
1 |
MIPSCompileOp: Invalid instruction cdaf7920 |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.14.4 |
2023-01-17 |
1 |
MIPSCompileOp: Invalid instruction 6e5dff20 |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.14.4 |
2023-01-17 |
1 |
MIPSCompileOp: Invalid instruction 6e5dcea0 |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.14.4 |
2023-01-17 |
1 |
WriteToHardware: Invalid address 00001ca1 near PC 08a5f93c LR 08a61e44 |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.14.4 |
2023-01-17 |
1 |
MIPSCompileOp: Invalid instruction d19b1ca0 |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.14.4 |
2023-01-17 |
1 |
MIPSCompileOp: Invalid instruction d191c2a0 |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.14.4 |
2023-01-17 |
1 |
MIPSCompileOp: Invalid instruction ce9c69a0 |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.14.4 |
2023-01-17 |
1 |
MIPSCompileOp: Invalid instruction 4ae91a20 |
| Burnout™ Legends |
v1.14.4-602-g5a39ad31b |
2023-02-15 |
3 |
Ignoring possible texturing from framebuffer at 04174000 +0x71 / 64x272 |
| Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-12-20 |
33 |
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 r10p0-00rel0 [Revision 96995].
01710444:00000338 HWX C N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 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))
// 01710444:00000338 HWX C N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = splat3(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_Position = outPos;
}
|
| eFootball PES 2023 By ESTEEM GAMING |
v1.14.4 |
2023-01-17 |
1 |
Unknown GetPointerWrite 00000000 PC 088287e0 LR 088287f0 |
| God of War: Chains of Olympus |
v1.14.4 |
2023-01-17 |
1 |
WriteToHardware: Invalid address 00003180 near PC 089b0568 LR 089b0528 |
| God of War: Chains of Olympus |
v1.14.4 |
2023-01-17 |
5 |
WriteToHardware: Invalid address 00000053 near PC 089b138c LR 089b1270 |
| God of War: Chains of Olympus |
v1.14.4 |
2023-01-17 |
4 |
WriteToHardware: Invalid address 00000000 near PC 089b0568 LR 089b0528 |
| RIDGE RACER |
v1.14.4 |
2023-01-17 |
1 |
Ignoring possible texturing from framebuffer at 0416b780 +128x127 / 480x272 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.9.4 |
2024-09-16 |
24 |
sceMp3Init: invalid data: not MPEG v1 |
| PES 2019 VANDAMMEEDITION |
v1.14.4 |
2023-01-17 |
1 |
Unknown GetPointerWrite 00000000 PC 0881615c LR 08816164 |
| Tenchu: Shadow Assassins |
v1.14.4 |
2023-01-17 |
2 |
Jump to invalid address: 05100540 PC 0943d3b8 LR 08a0eac8 |
| Tenchu: Shadow Assassins |
v1.14.4 |
2023-01-17 |
2 |
MIPSCompileOp: Invalid instruction 406aaaab |
| Tenchu: Shadow Assassins |
v1.14.4 |
2023-01-17 |
1 |
Jump to invalid address: 0305f9c0 PC 0943d3a0 LR 08a0eac8 |
| Burnout™ Dominator |
v1.14.4 |
2023-01-17 |
1 |
Ignoring possible texturing from framebuffer at 04176000 +384x185 / 512x272 |
| Toy Story 3 |
v1.14.4 |
2023-01-17 |
1 |
WriteToHardware: Invalid address bf024b64 near PC 08b65094 LR 08b63f14 |
| Burnout™ Dominator |
v1.14.4 |
2023-01-17 |
1 |
Ignoring possible texturing from framebuffer at 04176000 +896x181 / 512x272 |
| Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2023-01-17 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(b2f9c27, fc:0f:7e:16:a0:ba, 20000000, 0) at 0897ed90 |
| Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2023-01-17 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(b2f9c27, 1, 2, 09fbf960, 20000000, 0) at 0897eb28 |
| Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2023-01-17 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(8c5466a, e4:63:57:05:ae:4a, 20000000, 0) at 0897ed90 |
| Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2023-01-17 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(8c5466a, 1, 2, 09fbf960, 20000000, 0) at 0897eb28 |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.14.4 |
2023-01-17 |
1 |
WriteToHardware: Invalid address 0000007c near PC 0885b494 LR 0885b494 |
| WWE SmackDown vs. RAW 2011 |
v1.9.4 |
2026-11-05 |
132 |
80630007=sceAtracSetData(3, 08d4b180, 00019800): atracID uses different codec type than data |
| The Godfather® |
v1.14.4 |
2023-01-17 |
1 |
80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first |
| Hammerin' Hero |
v1.14.4 |
2023-01-21 |
2 |
sceNetAdhocMatchingInit(32768) at 089c8d98 |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.18 |
2024-11-08 |
7 |
00000000=sceUtilityScreenshotInitStart(09a80d18) |
| BLAZBLUE Portable |
v1.15.4 |
2023-08-02 |
13 |
sceFontGetFontInfo(0, 9ffdb58): bad font |
| Daxter |
v1.14.4 |
2023-01-17 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9c710, 4, 00000000, 0) |
| World Rally Championship |
v1.14.4 |
2023-01-17 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08e98b40): duplicate handler |
| RIDGE RACERS |
v1.14.4 |
2023-01-17 |
1 |
Ignoring possible texturing from framebuffer at 04195140 +768x248 / 480x272 |
| MotoGP™22 | By CahNdutz |
v1.17.1 |
2024-02-28 |
4 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08e98b40): duplicate handler |
| MotoGP™22 | By CahNdutz |
v1.17.1 |
2024-02-28 |
3 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08e98b90): duplicate handler |
| SBK-07 |
v1.14.4 |
2023-01-17 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08fae4c0): duplicate handler |
| Daxter |
v1.14.4 |
2023-01-17 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e760d0, 4, 00000000, 0) |
| Toy Story 3 |
v1.14.4 |
2023-01-17 |
1 |
WriteToHardware: Invalid address 3e1d8f3c near PC 08000000 LR 08000000 |
| Prince of Persia - Revelations |
v1.14.4 |
2023-04-04 |
4 |
80630006=sceAtracSetDataAndGetID(09757400, 00000800): invalid RIFF header |
| LittleBigPlanet™ |
v1.14.4 |
2023-01-17 |
1 |
WriteToHardware: Invalid address 15064e70 near PC 08acf5c4 LR 08acf5c4 |
| 刺客信条 血统 汉化版 PLAY汉化组 |
v1.14.4 |
2023-01-17 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b68e14, 4, 00000000, 0) |
| 刺客信条 血统 汉化版 PLAY汉化组 |
v1.14.4 |
2023-01-17 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b68e14, 4, 00000000, 0) |
| Ben 10 Alien Force: Vilgax Attacks |
v1.14.4 |
2023-01-17 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (3f383064), bad data |
| RENGOKU II: The Stairway to H.E.A.V.E.N. |
v1.14.4 |
2023-01-17 |
1 |
80630006=sceAtracSetData(1, 093838c0, 00042000): invalid RIFF header |
| 麻雀覇王ポータブル 段級バトルSpecial |
v1.17.1 |
2024-04-10 |
25 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
| 麻雀覇王ポータブル 雀荘バトル |
v1.18.1 |
2025-04-10 |
34 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.14.4 |
2023-01-17 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (40473922), bad data |
| Puzzle Quest: Challenge of the Warlords |
v1.16.6 |
2023-12-07 |
14 |
Unknown GetPointerWrite 00000000 PC 08989a68 LR 08989af0 |
| FIFA STREET 2 |
v1.14.4 |
2023-01-17 |
1 |
MIPSCompileOp: Invalid instruction 00020001 |
| Prince of Persia: The Forgotten Sands™ |
v1.14.4 |
2023-01-17 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 0947e18c, 4, 00000000, 0) |