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
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.

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