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| Game title |
Version |
Latest Report |
Hits |
Message |
| Midnight Club: L.A. Remix® |
v1.14.4 |
2023-01-23 |
1 |
Unknown GetPointerWrite c0f27da6 PC 08af73a4 LR 08af73b8 |
| AEW fight forever v1.0 |
v1.14.4 |
2023-03-04 |
2 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1-669-gd298c6f6f5 |
2026-02-16 |
45 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
| WWE SmackDown vs. RAW 2011 |
v1.15.3 |
2023-05-16 |
6 |
80630007=sceAtracSetData(2, 08d4b180, 0000bc60): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2011 |
v1.8.0 |
2025-07-16 |
17 |
80630007=sceAtracSetData(2, 08d4b180, 00010200): atracID uses different codec type than data |
| Marvel™ Ultimate Alliance |
v1.14.4 |
2023-01-24 |
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 r10p0-00rel0 [Revision 96995].
01f00444:00000b31 HWX T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 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))
// 01f00444:00000b31 HWX T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 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 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 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 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);
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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
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) || |
| eFootball PES 2022 Danilo Gamer |
v1.14.4 |
2023-04-02 |
4 |
Replacement rowPitch=128, but w=3532 (level=0) |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-01-23 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +48x-27871 / 64x256 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-23 |
1 |
WriteToHardware: Invalid address 42b3c093 near PC 088c6358 LR 088c6358 |
| EFOOTBALL 2023 PSP OFFICIAL |
v1.14.4 |
2023-01-23 |
1 |
Replacement rowPitch=128, but w=1024 (level=0) |
| FIFA STREET 2 |
v1.14.4 |
2023-03-21 |
5 |
Replacement rowPitch=1024, but w=3840 (level=0) |
| eFootball PES 2022 By ERYE CHANNEL |
v1.14.4 |
2023-07-25 |
4 |
Replacement rowPitch=512, but w=1024 (level=0) |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-01-23 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +64x-17834 / 64x256 |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-01-23 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +32x-14736 / 64x256 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-04-19 |
6 |
Replacement rowPitch=1024, but w=5120 (level=0) |
| eFootball By TM ARTS |
v1.14.4 |
2023-04-18 |
8 |
Replacement rowPitch=512, but w=7180 (level=0) |
| eFootball PES 2021 By GABRIEL |
v1.14.4 |
2024-08-17 |
10 |
Replacement rowPitch=512, but w=1024 (level=0) |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-01-23 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +224x-8123 / 64x256 |
| Prince of Persia - Revelations |
v1.14.4 |
2023-01-23 |
1 |
80630006=sceAtracSetDataAndGetID(09ae9780, 00000800): invalid RIFF header |
| WWE 2K21 PSP |
v1.14.4 |
2023-01-23 |
1 |
Replacement rowPitch=2048, but w=4096 (level=0) |
| Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2023-01-23 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 00000935): duplicate handler |
| DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.14.4 |
2023-01-23 |
23 |
Unusual bezier/spline vtype: 12004780, morph: 0, bones: 2 |
| DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.14.4 |
2023-01-23 |
12 |
Unusual bezier/spline vtype: 12008780, morph: 0, bones: 3 |
| Pursuit Force™: Extreme Justice |
v1.14.4 |
2023-06-09 |
7 |
Ignoring possible texturing from framebuffer at 04154000 +128x237 / 128x272 |
| Midnight Club: L.A. Remix® |
v1.14.4 |
2023-01-23 |
1 |
Block transfer invalid: 00000000/0 -> 00000000/0, 1x1x2 (0,64)->(0,0) |
| Midnight Club: L.A. Remix® |
v1.14.4 |
2023-01-23 |
1 |
Unknown GE command : 03e00008 |
| パワプロ サクセス・レジェンズ |
v1.18.1 |
2025-05-19 |
1,908 |
Unusual bezier/spline vtype: 12005383, morph: 0, bones: 2 |
| パワプロ サクセス・レジェンズ |
v1.18.1 |
2025-05-19 |
1,429 |
Unusual bezier/spline vtype: 12011383, morph: 0, bones: 5 |
| NARUTO: Ultimate Ninja Heroes 2 |
v1.14.4 |
2023-01-23 |
1 |
Replacement rowPitch=2048, but w=6200 (level=0) |
| RIDGE RACER® |
v1.14.4 |
2023-01-23 |
1 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| eFootball By TM ARTS |
v1.14.4 |
2024-03-13 |
3 |
Replacement rowPitch=1024, but w=2800 (level=0) |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-01-23 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0909e3a0): duplicate handler |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-04-16 |
2 |
WriteToHardware: Invalid address 11f6f820 near PC 0880de08 LR 0880de08 |
| ウルトラマン Fighting Evolution 0 |
v1.14.4 |
2023-01-23 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0909a7a0): duplicate handler |
| ウルトラマン Fighting Evolution 0 |
v1.14.4 |
2023-01-23 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09099c10): duplicate handler |
| Pursuit Force |
v1.14.4 |
2023-11-13 |
4 |
Ignoring possible texturing from framebuffer at 04154000 +128x237 / 128x272 |
| eFootball Chelito 19 |
v1.14.4 |
2023-01-23 |
1 |
Replacement rowPitch=512, but w=3712 (level=0) |
| eFootball PES 2021 By TM ARTS |
v1.14.4 |
2023-01-23 |
1 |
UNIMPL sceKernelSelfStopUnloadModule(00000001, 00000000, 00000000): game may have crashed |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2024-11-29 |
3 |
Branch in branch delay slot at 08a5fdd4 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-23 |
1 |
MIPSCompileOp: Invalid instruction 40b4d440 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-23 |
2 |
MIPSCompileOp: Invalid instruction 62f415c0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-23 |
1 |
MIPSCompileOp: Invalid instruction 4b6e0f40 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-23 |
1 |
MIPSCompileOp: Invalid instruction 04ed82c0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-23 |
1 |
MIPSCompileOp: Invalid instruction b2ba7540 |
| eFootball PES 2021 Libertadores T. Bendezu |
v1.14.4 |
2023-08-14 |
3 |
Replacement rowPitch=256, but w=3864 (level=0) |
| eFootball PES 2021 Libertadores T. Bendezu |
v1.14.4 |
2023-01-23 |
1 |
Replacement rowPitch=512, but w=3180 (level=0) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-01-23 |
1 |
WriteToHardware: Invalid address deada36f near PC 08a61e10 LR 08a61db8 |
| EFOOTBALL 2023 PSP REALISTIC MOD |
v1.14.4 |
2023-05-04 |
3 |
Replacement rowPitch=512, but w=2880 (level=0) |
| Megamind |
v1.14.4 |
2023-01-23 |
1 |
Ignoring possible texturing from framebuffer at 0417a000 +0x46 / 64x64 |
| eFootball By TM ARTS |
v1.14.4 |
2023-08-10 |
5 |
Replacement rowPitch=128, but w=5120 (level=0) |
| RIDGE RACER 2 |
v1.14.4-615-g34e6dcb28 |
2024-01-23 |
4 |
Ignoring possible texturing from framebuffer at 041e3f80 +64x104 / 256x272 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.14.4 |
2023-05-03 |
73 |
Replacement rowPitch=256, but w=1024 (level=0) |
| EFOOTBALL 2023 PSP OFFICIAL |
v1.14.4 |
2023-01-23 |
1 |
Replacement rowPitch=512, but w=2200 (level=0) |
| 家庭教師ヒットマンREBORN! バトルアリーナ2 スピリットバースト |
v1.18.1 |
2025-05-14 |
104 |
00000000=sceUtilityScreenshotInitStart(08adf05c) |
| eFOOTBALL PES 2020 "C19" T. BENDEZU |
v1.14.4 |
2023-06-29 |
8 |
Replacement rowPitch=512, but w=4096 (level=0) |
| Madden NFL 06 |
v1.14.4 |
2023-01-23 |
12 |
sceMpegRingbufferPut(): invalid mpeg data |
| RIDGE RACER® |
v1.14.4 |
2023-01-23 |
1 |
Ignoring possible texturing from framebuffer at 0415b500 +512x229 / 480x272 |
| MotoGP™22 | By CahNdutz |
v1.14.4 |
2023-01-23 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091d7ce0): duplicate handler |
| MotoGP™22 | By CahNdutz |
v1.14.4 |
2023-01-23 |
3 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09149ae0): duplicate handler |
| Pursuit Force |
v1.14.4 |
2023-04-13 |
7 |
Ignoring possible texturing from framebuffer at 04154000 +64x141 / 128x272 |
| E FOOTBALL ASIA 2021 "By TRMD" |
v1.14.4 |
2023-05-04 |
5 |
Replacement rowPitch=128, but w=1024 (level=0) |
| МЕГАМОЗГ |
v1.14.4 |
2023-01-23 |
1 |
Ignoring possible texturing from framebuffer at 04116000 +0x41 / 64x64 |
| PRO EVOLUTION SOCCER VANDAMME EDITION |
v1.14.4 |
2023-01-23 |
1 |
Replacement rowPitch=256, but w=2048 (level=0) |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-01-23 |
2 |
Ignoring possible texturing from framebuffer at 08bb4780 +64x-24104 / 64x256 |
| DBZ BT3 TTT PROJECT BY AIDEN OSBOURNE |
v1.14.4 |
2023-02-18 |
3 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| WWE 2K20 PSP BY D ARCHITECT 01 |
v1.14.4 |
2023-01-23 |
1 |
Replacement rowPitch=512, but w=1000 (level=0) |
| Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-04-19 |
7 |
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].
01f10044:00090b30 HWX T N Tex TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 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))
// 01f10044:00090b30 HWX T N Tex TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 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 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 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 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_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);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(normalize(normal), 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_cullRange |
| Lego Star Wars II: The Original Trilogy |
v1.15.4 |
2023-09-03 |
2 |
Unknown GetPointerWrite 00000000 PC 088595b8 LR 088595b8 |
| ACE COMBAT X |
v1.14.4 |
2023-02-04 |
2 |
Replacement rowPitch=1024, but w=4096 (level=0) |
| TEKKEN DARK RESURRECTION |
v1.15.4 |
2023-07-26 |
2 |
sceKernelCreateThread(name=god_g999_Base): unsupported attributes 00000006 |
| TEKKEN DARK RESURRECTION |
v1.14.4 |
2023-01-23 |
1 |
sceKernelCreateThread(name=god_g997_Save_test): unsupported attributes 00000006 |
| ACE COMBAT X |
v1.14.4 |
2023-01-23 |
1 |
Replacement rowPitch=512, but w=2048 (level=0) |
| eFootball PES 2021 By TM ARTS |
v1.14.4 |
2023-03-07 |
2 |
Replacement rowPitch=1024, but w=2848 (level=0) |
| PES 2014 |
v1.14.4 |
2023-01-23 |
1 |
Replacement rowPitch=512, but w=1200 (level=0) |
| PES 2014 |
v1.14.4 |
2023-01-23 |
1 |
Replacement rowPitch=512, but w=1000 (level=0) |
| EA SPORTS FIFA2021 By PROMIT ROY |
v1.14.4 |
2023-01-25 |
5 |
Unknown GetPointerWrite 00000000 PC 08808430 LR 08808448 |
| Shrek Smash n' Crash Racing |
v1.19.3 |
2025-08-31 |
55 |
sceNetAdhocMatchingInit(98304) at 08948d6c |
| Call of Duty : Roads to Victory™ |
v1.14.4 |
2023-01-23 |
1 |
WriteToHardware: Invalid address 00000154 near PC 08a3c308 LR 08bb3340 |
| EFOOTBALL V. 1 BY PRFD |
v1.14.4 |
2023-04-29 |
11 |
Replacement rowPitch=256, but w=1600 (level=0) |
| eFootball PES 2021 DraycEM "C19" |
v1.17.1 |
2024-06-27 |
5 |
Unknown GetPointerWrite 00000001 PC 08a02afc LR 0887138c |
| Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2023-01-23 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 000007c2): duplicate handler |
| eFOOTBALL PES 2020 "C19" T. BENDEZU |
v1.14.4 |
2023-01-23 |
1 |
Replacement rowPitch=256, but w=2896 (level=0) |
| Resistance: Retribution™ |
v1.14.4 |
2023-01-23 |
6 |
Unknown GetPointerWrite 26184078 PC 08ca31e0 LR 08cd6754 |
| 仮面ライダー 超クライマックスヒーローズ |
v1.14.4 |
2023-01-23 |
1 |
Replacement rowPitch=128, but w=1016 (level=0) |
| NASCAR® |
v1.14.4 |
2023-01-24 |
3 |
Truncating vertex count from 22650 to 21845 |
| eFootball Chelito 19 |
v1.14.4 |
2023-01-23 |
1 |
MIPSCompileOp: Invalid instruction 71f266c8 |
| eFootball Chelito 19 |
v1.14.4 |
2023-01-23 |
1 |
MIPSCompileOp: Invalid instruction 71f26684 |
| eFootball Chelito 19 |
v1.14.4 |
2023-01-23 |
1 |
MIPSCompileOp: Invalid instruction 717b34e0 |
| eFootball Chelito 19 |
v1.14.4 |
2023-01-23 |
1 |
MIPSCompileOp: Invalid instruction 71fbaff8 |
| eFootball Chelito 19 |
v1.14.4 |
2023-01-23 |
1 |
MIPSCompileOp: Invalid instruction 71fbafb4 |
| eFootball Chelito 19 |
v1.14.4 |
2023-01-23 |
1 |
MIPSCompileOp: Invalid instruction 71feee3c |
| eFootball Chelito 19 |
v1.14.4 |
2023-01-23 |
1 |
MIPSCompileOp: Invalid instruction 71feedf8 |
| Phineas and Ferb Across the 2nd Dimension |
v1.14.4 |
2023-03-11 |
2 |
Ignoring possible texturing from framebuffer at 04178000 +128x80 / 480x272 |
| eFootball 2023 By Tutoriales Bendezu |
v1.14.4 |
2023-06-25 |
20 |
Replacement rowPitch=1024, but w=2036 (level=0) |
| Shin Megami Tensei®: Persona® 2: Innocent Sin |
v1.14.4 |
2023-04-10 |
2 |
Replacement rowPitch=1024, but w=5120 (level=0) |
| Yu-Gi-Oh! GX Tag Force |
v1.14.4 |
2023-01-23 |
1 |
Unknown GetPointerWrite 90bcbeb0 PC 088337b0 LR 0882f994 |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-01-23 |
2 |
Ignoring possible texturing from framebuffer at 08bb4780 +384x-715 / 64x256 |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-01-25 |
2 |
Ignoring possible texturing from framebuffer at 08bb4780 +224x-25748 / 64x256 |
| Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2023-01-23 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 000010b0): duplicate handler |
| Marvel™: Ultimate Alliance 2 |
v1.14.4 |
2023-01-23 |
5 |
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].
01f04444:00000b31 HWX T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: 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))
// 01f04444:00000b31 HWX T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: 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 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 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);
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_color1 = splat3(0.0);
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. |