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
RIDGE RACER v1.14.4 2023-01-26 1 Ignoring possible texturing from framebuffer at 04197ec0 +0x191 / 256x272
eFootball PES 2022 Danilo Gamer v1.14.4 2023-03-30 4 Replacement rowPitch=1024, but w=2000 (level=0)
eFootball Chelito 19 v1.14.4 2024-07-14 17 Replacement rowPitch=512, but w=5120 (level=0)
eFootball 2023 By Tutoriales Bendezu v1.14.4 2023-06-29 24 Replacement rowPitch=2048, but w=5120 (level=0)
Efootball 2023 Liga Mx by Hernandez v1.14.4 2023-01-26 2 Unknown GetPointerWrite 00000002 PC 08a02afc LR 08872c1c
eFootball PES 2022 Danilo Gamer v1.14.4 2023-04-23 3 Replacement rowPitch=1024, but w=2048 (level=0)
eFootball 2023 By Tutoriales Bendezu v1.14.4 2023-04-18 6 Replacement rowPitch=2048, but w=8192 (level=0)
PRO EVOLUTION SOCCER VANDAMME EDITION v1.14.4 2023-02-06 2 Replacement rowPitch=1024, but w=2224 (level=0)
Pursuit Force™: Extreme Justice v1.14.4 2023-01-26 1 Truncating vertex count from 70576 to 21845
PES FL 2022C v1.14.4 2023-04-27 19 Replacement rowPitch=512, but w=800 (level=0)
SBK®08 Superbike World Championship v1.14.4 2023-01-26 1 Truncating vertex count from 76395 to 21845
UFC® Undisputed™ 2010 v1.14.4 2023-05-15 10 Replacement rowPitch=256, but w=1024 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-26 1 WriteToHardware: Invalid address fc6f3466 near PC 089adbb4 LR 089adbb4
Midnight Club 3: DUB Edition v1.14.4 2023-01-26 1 Replacement rowPitch=256, but w=4096 (level=0)
MX vs ATV™ Reflex v1.14.4 2023-01-26 1 Ignoring possible texturing from framebuffer at 08ed8d00 +32x-7651 / 8x8
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-26 1 80420014=__sceSasCoreWithMix(08b65a00, 2f0415c0, 4096, 4096): invalid address
eFootball By TM ARTS v1.14.4 2023-03-12 4 Replacement rowPitch=128, but w=1160 (level=0)
eFootball PES 2023 By ESTEEM GAMING v1.14.4 2023-01-25 1 Replacement rowPitch=256, but w=1280 (level=0)
RIDGE RACER v1.14.4 2023-02-01 2 Ignoring possible texturing from framebuffer at 04195140 +0x212 / 256x272
RIDGE RACER v1.14.4 2023-01-25 1 Ignoring possible texturing from framebuffer at 04195140 +256x227 / 256x272
EFOOTBALL 2023 PSP FINAL UPDATE v1.14.4 2024-11-02 10 Replacement rowPitch=2048, but w=5120 (level=0)
WWE 2K20 PSP BY D ARCHITECT 01 v1.14.4 2023-01-25 1 Replacement rowPitch=128, but w=416 (level=0)
Efootball 2022 Komo Valeri... v1.14.4 2023-06-25 16 Replacement rowPitch=128, but w=512 (level=0)
MX vs ATV™ Reflex v1.14.4 2023-01-25 1 Ignoring possible texturing from framebuffer at 08ed7900 +32x-7491 / 8x8
Pro Evolution Soccer 2013 v1.14.4 2023-01-25 1 Replacement rowPitch=512, but w=2800 (level=0)
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.14.4 2023-01-25 1 00000000=sceUtilityScreenshotInitStart(09a8fe98)
God of War®: Ghost of Sparta v1.14.4 2023-01-25 11 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10466DATA/TEKKEN6.BIN, 09fd81d0, 00000002)
EA SPORTS FIFA2021 By PROMIT ROY v1.14.4 2023-01-25 1 Replacement rowPitch=512, but w=4320 (level=0)
WWE SmackDown! vs. RAW 2006. v1.14.4 2023-01-25 1 Replacement rowPitch=512, but w=2880 (level=0)
WWE All Stars v1.16.6 2026-06-06 4 80630006=sceAtracSetDataAndGetID(08b9a100, 00011860): invalid RIFF header
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-25 1 Replacement rowPitch=256, but w=2776 (level=0)
Driver 76 v1.14.4-490-g53f961acf 2023-08-26 7 Block transfer invalid: 00000000/0 -> 00000000/0, 1x1x2 (0,0)->(207,128)
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-25 1 Replacement rowPitch=512, but w=2800 (level=0)
METAL SLUG Anthology v1.14.4 2023-05-24 3 UNTESTED sceNetAdhocctlJoinEnterGameMode(TRIb53d, 08:63:3b:37:b5:3d, 20000000, 0) at 08829190
METAL SLUG Anthology v1.15.3 2023-05-24 3 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIb53d, 1, 2, 09fff8c0, 20000000, 0) at 0882910c
METAL SLUG Anthology v1.14.4 2023-01-25 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI436e, 1, 2, 09fff8c0, 20000000, 0) at 0882910c
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.17.1 2024-03-23 5 00000000=sceUtilityScreenshotInitStart(09a747a8)
eFootball 2023 By Tutoriales Bendezu v1.14.4 2023-06-06 29 Replacement rowPitch=512, but w=4000 (level=0)
Silent Hill: Shattered Memories v1.14.4 2023-01-25 1 Truncating vertex count from 27738 to 21845
初音ミク -Project DIVA- extend v1.14.4 2023-01-25 1 Unknown GetPointerWrite 00000018 PC 08ae4bf4 LR 08ae4c28
Silent Hill: Shattered Memories v1.14.4 2023-01-25 2 Ignoring possible texturing from framebuffer at 08bb4780 +112x-14989 / 64x256
WWE'12 v1.14.4 2023-01-25 1 ��i(��@�an����,�He`p�{= � 1
eFootball PES 2020 "C19" v1.14.4 2023-04-29 3 Replacement rowPitch=512, but w=2800 (level=0)
God of War®:降誕の刻印 v1.14.4 2023-01-25 18 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed
Need for Speed™ Shift v1.14.4 2023-05-05 5 Ignoring possible texturing from framebuffer at 04176000 +1920x208 / 512x272
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-25 1 WriteToHardware: Invalid address 00000194 near PC 08aae944 LR 08aae930
FIFA22 JOAQUINDLS C19 & Nibeck Tv v1.14.4 2023-01-25 1 Replacement rowPitch=512, but w=3932 (level=0)
WWE SVR 2011MOD BY OUSSAMA BEN DZ v1.14.4 2023-01-25 1 80630007=sceAtracSetData(3, 08d4b180, 00005c40): atracID uses different codec type than data
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-25 1 WriteToHardware: Invalid address 1e030cc0 near PC 0880dcc8 LR 0880dcc8
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-25 1 Truncating vertex count from 26004 to 21845
Silent Hill: Shattered Memories v1.14.4 2023-01-26 2 Ignoring possible texturing from framebuffer at 08bb4780 +128x-19803 / 64x256
FINAL FANTASY 零式 体験版[ゼロシキ] v1.14.4 2026-08-08 3 Ignoring possible texturing from framebuffer at 04156000 +0x128 / 256x272
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-25 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 23880
Jak & Daxter®: The Lost Frontier™ v1.14.4 2023-01-25 1 Ignoring possible texturing from framebuffer at 04154000 +0x144 / 256x272
Jak & Daxter®: The Lost Frontier™ v1.14.4 2023-01-25 1 00000000=sceGeEdramSetAddrTranslation(00000000)
Jak & Daxter®: The Lost Frontier™ v1.14.4 2023-01-25 1 00000400=sceGeEdramSetAddrTranslation(00000000)
eFootball 2023 By Tutoriales Bendezu v1.14.4 2023-06-22 32 Replacement rowPitch=512, but w=1400 (level=0)
Driver® '76 v1.16.5 2023-11-23 9 Imm vertex used fog
Driver® '76 v1.16.5 2023-11-26 7 Imm vertex used secondary color
Driver® '76 v1.14.4 2023-04-03 2 Block transfer invalid: 00000000/0 -> 00000000/0, 1x1x2 (0,960)->(0,896)
LocoRoco v1.14.4 2023-01-25 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (f880e57c), bad data
eFootball 2023 By Tutoriales Bendezu v1.14.4 2023-04-25 5 Replacement rowPitch=512, but w=2864 (level=0)
WWE SVR 2011MOD BY OUSSAMA BEN DZ v1.14.4 2023-01-26 2 80630007=sceAtracSetData(2, 08d13140, 00005c40): atracID uses different codec type than data
WWE SVR 2011MOD BY OUSSAMA BEN DZ v1.14.4 2023-01-25 1 80630007=sceAtracSetData(2, 08d4b180, 00005380): atracID uses different codec type than data
WWE SVR 2011MOD BY OUSSAMA BEN DZ v1.14.4 2023-01-25 1 80630007=sceAtracSetData(2, 08d4b180, 00005f88): atracID uses different codec type than data
Rocky Balboa v1.17.1 2024-09-29 2 sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006
PES FL 2022C v1.14.4 2023-04-02 4 Replacement rowPitch=512, but w=2864 (level=0)
戦国無双3 Z Special v1.14.4 2023-01-25 2 Vertices without position found: (011e002f) P: ? N: s8 C: ? T: f Morph: 8 (size: 64)
戦国無双3 Z Special v1.6.3-312-g31646d6c8 2024-01-27 2 Unknown GE command : fc6d90c4
EA SPORTS™ FIGHT NIGHT Round 3 v1.14.4 2023-01-25 1 Unknown GE command : b7385000
Grand Theft Auto: Vice City Stories v1.14.4 2023-01-25 1 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. 01000000:80120b31 HWX T N LM Tex UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80120b31 HWX T N LM Tex UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 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 lowp vec3 v_color1; 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 =
Grand Theft Auto: Vice City Stories v1.14.4 2023-01-25 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:123: 'comp' : redefinition ERROR: 0:124: 'type' : redefinition ERROR: 0:172: 'comp' : redefinition ERROR: 0:173: 'type' : redefinition ERROR: 0:221: 'comp' : redefinition ERROR: 0:222: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b21 HWX T N LM Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b21 HWX T N LM Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 lowp vec3 v_color1; 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) { ldot = dot(normalize(toLight + v
Grand Theft Auto: Vice City Stories v1.14.4 2023-01-25 1 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. 01000000:80000b31 HWX T N LM Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b31 HWX T N LM 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 lowp vec3 v_color1; 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);
Grand Theft Auto: Vice City Stories v1.14.4 2023-01-25 1 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. 01000000:80000939 HWX C T LM Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000939 HWX C T LM Tex Light: LightUberShader 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 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 lowp vec3 v_color1; 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_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 {
EFOOTBALL 2023 PSP OFFICIAL v1.14.4 2023-03-17 3 Replacement rowPitch=128, but w=3072 (level=0)
JOGRESS V3 v1.14.4 2023-01-25 1 MIPSCompileOp: Invalid instruction 00003ffc
DBALL TTT Super Impact V4 v1.18.1 2025-11-10 25 00000400=sceGeEdramSetAddrTranslation(00000800)
eFootball PES 2023 by T4G v1.14.4 2023-01-26 2 Replacement rowPitch=512, but w=3072 (level=0)
JOGRESS V3 v1.14.4 2023-01-25 1 MIPSCompileOp: Invalid instruction 0002bff9
JOGRESS V3 v1.14.4 2023-01-25 1 MIPSCompileOp: Invalid instruction 000cfff7
JOGRESS V3 v1.14.4 2023-01-25 3 MIPSCompileOp: Invalid instruction eeeeeed0
JOGRESS V3 v1.14.4 2023-01-25 4 MIPSCompileOp: Invalid instruction 00000cff
JOGRESS V3 v1.14.4 2023-01-25 1 MIPSCompileOp: Invalid instruction 00001dff
JOGRESS V3 v1.14.4 2023-01-25 2 MIPSCompileOp: Invalid instruction 0000019e
MONSTER HUNTER PORTABLE 3rd v1.14.4 2023-01-25 1 Unknown GE command : 03f84fb0
MONSTER HUNTER PORTABLE 3rd v1.15.4 2025-10-10 6 Unusual bezier/spline vtype: 12004b22, morph: 0, bones: 2
WWE 2K22 EN ESPAÑOL BY ANT v1.14.4 2023-01-25 1 80630007=sceAtracSetData(2, 08d4b180, 00009adc): atracID uses different codec type than data
WWE 2K22 EN ESPAÑOL BY ANT v1.14.4 2023-01-25 1 80630007=sceAtracSetData(2, 08d4b180, 00006730): atracID uses different codec type than data
WWE 2K22 EN ESPAÑOL BY ANT v1.14.4 2023-01-25 2 80630007=sceAtracSetData(2, 08d4b180, 00006d54): atracID uses different codec type than data
WWE 2K22 EN ESPAÑOL BY ANT v1.14.4 2023-01-25 1 80630007=sceAtracSetData(2, 08d4b180, 0000bf94): atracID uses different codec type than data
WWE 2K22 EN ESPAÑOL BY ANT v1.14.4 2023-01-25 2 80630007=sceAtracSetData(2, 08d13140, 00005c40): atracID uses different codec type than data
MX vs ATV™ Reflex v1.14.4 2023-01-29 2 Ignoring possible texturing from framebuffer at 08ed8000 +32x-7547 / 8x8
戦国無双3 Z Special v1.15.4 2023-07-07 4 Imm vertex used fog
戦国無双3 Z Special v1.14.4 2023-01-25 2 Block transfer invalid: 6f43fff0/100 -> 00000000/0, 52x897x2 (1023,447)->(52,640)
戦国無双3 Z Special v1.14.4 2023-01-25 1 Unknown GE command : b67f0000
Mortal Kombat: Unchained v1.17.1 2025-01-01 23 00000400=sceGeEdramSetAddrTranslation(00000400)
EFOOTBALL 2023 PSP OFFICIAL v1.14.4 2023-04-28 4 Replacement rowPitch=1024, but w=1520 (level=0)
PES 2014 v1.14.4 2023-03-26 4 Replacement rowPitch=256, but w=512 (level=0)
OJR EDIÇÕES 2020 v1.14.4 2023-04-15 5 Replacement rowPitch=1024, but w=1920 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-25 1 WriteToHardware: Invalid address 9b3a81bc near PC 0880dcc8 LR 0880dcc8

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