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
eFootball PES 2023 By Milad Safaei v1.14.4 2023-01-27 1 Replacement rowPitch=512, but w=1024 (level=0)
SOULCALIBUR: Broken Destiny v1.14.4 2023-01-27 1 DL PC = 00000000 WTF!!!!
Tomb Raider: Anniversary v1.14.4 2023-01-27 1 Truncating vertex count from 23997 to 21845
eFootball Chelito 19 v1.14.4 2024-09-14 15 Replacement rowPitch=512, but w=1400 (level=0)
RIDGE RACER v1.14.4 2023-01-27 1 Ignoring possible texturing from framebuffer at 0415b500 +0x97 / 256x272
RIDGE RACER v1.14.4 2023-02-11 4 Ignoring possible texturing from framebuffer at 0415b500 +256x92 / 256x272
Ben 10 Ultimate Alien: Cosmic Destruction v1.14.4 2023-01-27 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (adf5c7db), bad data
Ben 10 Ultimate Alien: Cosmic Destruction v1.14.4 2023-01-27 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (58adf5ad), bad data
Ben 10 Ultimate Alien: Cosmic Destruction v1.14.4 2023-01-27 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (f5adf5c7), bad data
Transformers v1.18.1 2025-04-30 5 sceNetAdhocMatchingInit(32768) at 08a36344
eFootball PES 2021 By GABRIEL v1.14.4 2023-05-01 4 Replacement rowPitch=256, but w=320 (level=0)
真・三國無双6 Special v1.14.4 2023-02-04 2 Replacement rowPitch=256, but w=732 (level=0)
PRO EVOLUTION SOCCER VANDAMME EDITION v1.14.4 2023-02-15 2 Replacement rowPitch=512, but w=3200 (level=0)
eFootball PES 2023 By ESTEEM GAMING v1.14.4 2023-01-27 1 Replacement rowPitch=512, but w=2880 (level=0)
eFootball PES 2023 By ESTEEM GAMING v1.14.4 2023-01-27 1 Replacement rowPitch=128, but w=2048 (level=0)
Ben 10 Ultimate Alien: Cosmic Destruction v1.14.4 2023-01-27 2 scePsmfPlayerSetPsmf*: incorrect PSMF magic (2abe58ad), bad data
Ben 10 Ultimate Alien: Cosmic Destruction v1.14.4 2023-01-27 2 scePsmfPlayerSetPsmf*: incorrect PSMF magic (db2abe58), bad data
eFootball Chelito 19 v1.14.4 2023-04-21 10 Replacement rowPitch=128, but w=256 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-27 1 Replacement rowPitch=512, but w=1536 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-11-29 4 Replacement rowPitch=256, but w=768 (level=0)
グランナイツヒストリー v1.18.1 2025-05-28 39 00000000=sceUtilityScreenshotInitStart(08de0a60)
TEKKEN 6 v1.14.4 2023-04-09 59 Error in shader compilation: info: ERROR: 0:16: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:16: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled. ERROR: 0:16: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'in uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:25: 'v_texcoord' : undeclared identifier ERROR: 0:25: 'xy' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:25: 'texture' : no matching overloaded function found (using implicit conversion) ERROR: 0:25: '=' : cannot convert from 'const float' to '4-component vector of float' ERROR: 0:27: 'fragColor0' : undeclared identifier ERROR: 0:27: 'assign' : cannot convert from '4-component vector of float' to 'float' reinterpret #version 300 es // Driver: Intel(R) HD Graphics for BayTrail - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp float; uniform sampler2D tex; uint packColor(vec4 val) { return uint(val.r * 31.99) | (uint(val.g * 63.99) << 5u) | (uint(val.b * 31.99) << 11u); } vec4 unpackColor(uint color) { vec4 outColor = vec4(float(color & 0x1FU), float((color >> 5u) & 0x1FU), float((color >> 10u) & 0x1FU), 0.0); outColor.rgb *= 1.0 / 31.0; outColor.a = float(color >> 15); return outColor; } in highp vec2 v_texcoord; // TEXCOORD0 uniform vec2 texSize; uniform float scaleFactor; out vec4 fragColor0; void main() { vec4 val = texture(tex, v_texcoord.xy); vec4 outColor = unpackColor(packColor(val)); fragColor0 = outColor; }
TEKKEN 6 v1.14.4 2023-05-04 6 Replacement rowPitch=128, but w=320 (level=0)
Daxter v1.14.4 2023-01-27 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9c1d0, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.14.4 2023-01-27 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b3b2b4, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.14.4 2023-01-27 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b3b2b4, 4, 00000000, 0)
ガンダムアサルトサヴァイブ v1.14.4 2023-01-27 1 Replacement rowPitch=128, but w=512 (level=0)
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.14.4 2025-10-15 37 Replacement rowPitch=256, but w=1024 (level=0)
EFOOTBALL V. 1 BY PRFD v1.14.4 2023-01-27 1 Replacement rowPitch=128, but w=2048 (level=0)
Crash® of the Titans v1.16.6 2024-01-12 4 Unknown GetPointerWrite 0000f9b0 PC 08b8770c LR 08b0d61c
侍道ポータブル v1.14.4 2023-01-27 1 sceKernelSetCompiledSdkVersion600_602 unknown SDK: 5000010
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-27 1 WriteToHardware: Invalid address 120b63a0 near PC 0880de08 LR 0880de08
EFOOTBALL V. 1 BY PRFD v1.14.4 2023-04-30 5 Replacement rowPitch=256, but w=800 (level=0)
Grand Theft Auto®: Chinatown Wars™ v1.14.4 2023-01-27 1 Replacement rowPitch=256, but w=2048 (level=0)
Grand Theft Auto®: Chinatown Wars™ v1.14.4 2023-01-27 1 Replacement rowPitch=1024, but w=4096 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-09-12 3 Branch in branch delay slot at 0883b77c with different target
eFootball 2023 Beta By T. Bendezu v1.14.4 2023-01-27 1 Replacement rowPitch=256, but w=1024 (level=0)
Mortal Kombat: Unchained v1.14.4 2023-01-27 1 Replacement rowPitch=1024, but w=1472 (level=0)
ガンダムアサルトサヴァイブ v1.14.4 2023-01-27 2 Replacement rowPitch=1024, but w=4096 (level=0)
eFootball PES 2022 By ERYE CHANNEL v1.14.4 2023-01-27 1 Replacement rowPitch=1024, but w=4096 (level=0)
ガンダムアサルトサヴァイブ v1.14.4 2023-04-29 4 Replacement rowPitch=512, but w=2048 (level=0)
ガンダムアサルトサヴァイブ v1.14.4 2023-01-27 1 Replacement rowPitch=64, but w=256 (level=0)
SBK®09 Superbike World Championship v1.9.4 2026-05-27 3 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 094391a0): duplicate handler
Kenka Bancho: Badass Rumble v1.18.1 2024-12-22 40 00000000=sceUtilityScreenshotInitStart(093c2360)
PES 2019 BY CHELITO 19 v1.14.4 2023-02-07 2 Replacement rowPitch=512, but w=3400 (level=0)
寂静岭:破碎的记忆 v1.14.4 2023-01-27 1 Ignoring possible texturing from framebuffer at 08bb4680 +96x-23680 / 64x256
SUPER HEROES TENKAICHI TAG TEAM V3 FINAL A.O v1.14.4 2023-10-20 52 sceNetAdhocMatchingInit(32768) at 08812da4
寂静岭:破碎的记忆 v1.14.4 2023-01-27 1 Ignoring possible texturing from framebuffer at 08bb4680 +32x-7076 / 64x256
グランナイツヒストリー v1.16.6 2024-03-09 3 00000000=sceUtilityScreenshotInitStart(08de3350)
グランナイツヒストリー v1.14.4 2023-01-27 1 00000000=sceUtilityScreenshotInitStart(08de9760)
グランナイツヒストリー v1.14.4 2023-01-27 2 00000000=sceUtilityScreenshotInitStart(08c28220)
GODS EATER BURST v1.14.4 2023-06-03 9 Replacement rowPitch=256, but w=1024 (level=0)
Crash™ Tag Team Racing v1.14.4 2023-01-27 14 80630006=sceAtracSetDataAndGetID(09a73a00, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-01-27 2 80630006=sceAtracSetDataAndGetID(09a73ac0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-01-27 2 80630006=sceAtracSetDataAndGetID(09c6f800, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-01-27 2 80630006=sceAtracSetDataAndGetID(09c53740, 00014000): invalid RIFF header
eFootball PES AXVL Projects 2023 v1.14.4 2023-02-23 3 Replacement rowPitch=512, but w=1200 (level=0)
Crash™ Tag Team Racing v1.14.4 2023-01-27 1 80630006=sceAtracSetDataAndGetID(09db2bc0, 00014000): invalid RIFF header
OJR EDIÇÕES 2020 v1.14.4 2023-01-27 1 Replacement rowPitch=512, but w=912 (level=0)
Resistance: Retribution™ v1.14.4 2023-01-27 1 Unknown GetPointerWrite 25171f38 PC 08ca31e0 LR 08cd6754
初音ミク -Project DIVA- extend v1.14.4 2023-01-27 1 00000000=sceUtilityScreenshotInitStart(092e5210)
Burnout Legends v1.14.4 2024-09-05 35 Ignoring possible texturing from framebuffer at 04174000 +0x238 / 64x272
Riviera The Promised Land v1.18.1 2026-01-06 347 00000400=sceGeEdramSetAddrTranslation(00000200)
初音ミク -Project DIVA- extend v1.14.4 2023-01-27 1 00000000=sceUtilityScreenshotInitStart(08ff2de8)
WWE SmackDown vs. RAW 2008 v1.20.4 2026-10-30 276 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-27 1 WriteToHardware: Invalid address 11f6f780 near PC 0880de08 LR 0880de08
PES 2023 BY SPARTAN JR8 v1.14.4 2023-01-27 1 MIPSCompileOp: Invalid instruction 71727334
PES 2023 BY SPARTAN JR8 v1.14.4 2023-01-27 1 Unknown GetPointerWrite 00000000 PC 08a02a0c LR 08a1e5b0
eFootball PES 2023 By ESTEEM GAMING v1.14.4 2023-01-27 1 Replacement rowPitch=256, but w=2000 (level=0)
eFootball By TM ARTS v1.14.4 2023-02-01 3 Replacement rowPitch=512, but w=1036 (level=0)
eFootball PES 2020 "C19" v1.14.4 2023-04-02 2 Replacement rowPitch=256, but w=400 (level=0)
METAL SLUG Anthology v1.15.4 2024-02-25 2 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI47a0, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4
F1 2009 v1.14.4 2023-04-14 2 Replacement rowPitch=1024, but w=4096 (level=0)
God of War™: Ghost of Sparta v1.14.4 2023-01-30 3 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:128: 'comp' : redefinition ERROR: 0:129: 'type' : redefinition ERROR: 0:177: 'comp' : redefinition ERROR: 0:178: 'type' : redefinition ERROR: 0:226: 'comp' : redefinition ERROR: 0:227: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80010b39 HWX C T N LM Tex TexProjPos UVMtx 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)) // 01000000:80010b39 HWX C T N LM Tex TexProjPos UVMtx Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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_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_lightang
God of War™: Ghost of Sparta v1.14.4 2023-01-30 3 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:127: 'comp' : redefinition ERROR: 0:128: 'type' : redefinition ERROR: 0:176: 'comp' : redefinition ERROR: 0:177: 'type' : redefinition ERROR: 0:225: 'comp' : redefinition ERROR: 0:226: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000f39 HWX C T N LM RevN 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)) // 01000000:80000f39 HWX C T N LM RevN Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out 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_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_
God of War™: Ghost of Sparta v1.14.4 2023-01-30 4 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 {
God of War™: Ghost of Sparta v1.14.4 2023-01-30 4 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:127: 'comp' : redefinition ERROR: 0:128: 'type' : redefinition ERROR: 0:176: 'comp' : redefinition ERROR: 0:177: 'type' : redefinition ERROR: 0:225: 'comp' : redefinition ERROR: 0:226: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80120b39 HWX C 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)) // 01000000:80120b39 HWX C 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; 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(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCo
God of War™: Ghost of Sparta v1.14.4 2023-01-30 4 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:127: 'comp' : redefinition ERROR: 0:128: 'type' : redefinition ERROR: 0:176: 'comp' : redefinition ERROR: 0:177: 'type' : redefinition ERROR: 0:225: 'comp' : redefinition ERROR: 0:226: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b39 HWX C 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)) // 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out 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_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
eFootball PES 2023 By ESTEEM GAMING v1.14.4 2023-06-03 9 Replacement rowPitch=1024, but w=4096 (level=0)
無双OROCHI2 Special v1.14.4 2023-03-16 3 Replacement rowPitch=256, but w=1024 (level=0)
eFootball PES 2021 By GABRIEL v1.14.4 2023-09-08 15 Replacement rowPitch=1024, but w=2096 (level=0)
遙かなる時空の中で4 愛蔵版 v1.14.4 2023-01-27 1 Using texture with dynamic CLUT: texfmt=4, clutfmt=3
遙かなる時空の中で4 愛蔵版 v1.18.1-12-g1124be79f8 2026-04-17 62 00000400=sceGeEdramSetAddrTranslation(00000800)
eFootball PES 2020 "C19" v1.14.4 2023-12-10 14 Replacement rowPitch=128, but w=280 (level=0)
PES 2021 LIGA BETPLAY COLOMBIA KALETH MICKEY,YUNIER PB,MASTIV VELASQUEZ v1.14.4 2023-01-27 1 Branch in JumpReg delay slot at 08b0e910 in block starting at 08b0a970
PES 2021 LIGA BETPLAY COLOMBIA KALETH MICKEY,YUNIER PB,MASTIV VELASQUEZ v1.14.4 2023-01-27 7 MIPSCompileOp: Invalid instruction 00000001
Burnout™ Dominator v1.14.4-291-g763cb8ea2 2023-02-09 2 Ignoring possible texturing from framebuffer at 04176000 +128x183 / 512x272
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-27 2 800200d2=scePsmfPlayerSetPsmf(09422928, disc0:/PSP_GAME/USRDIR/video/ubilogo.pmf): too many streams in PSMF video, bogus data
eFootball Chelito 19 v1.14.4 2023-04-21 12 Replacement rowPitch=512, but w=2000 (level=0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-05-31 6 00000000=sceUtilityScreenshotInitStart(09caa088)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-12-03 4 00000000=sceUtilityScreenshotInitStart(09caa028)
Dragon Ball Z: Tenkaichi Tag Team v1.20.4 2026-09-09 7 Branch in branch delay slot at 441e014c with different target
eFootball PES 2021 By GABRIEL v1.14.4 2023-01-27 1 Replacement rowPitch=1024, but w=3008 (level=0)
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-26 20 Unusual bezier/spline vtype: 12004780, morph: 0, bones: 2
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-26 10 Unusual bezier/spline vtype: 12008780, morph: 0, bones: 3
eFootball PES PPSSPP A3 2023 MOD FIFA v1.14.4 2023-01-26 1 Replacement rowPitch=256, but w=2320 (level=0)
eFootball PES 2020 C19 & Nibeck Tv v1.14.4 2023-03-10 2 Replacement rowPitch=512, but w=2880 (level=0)
Silent Hill: Shattered Memories v1.14.4 2023-01-26 1 Ignoring possible texturing from framebuffer at 08bb4780 +480x-11272 / 64x256
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.14.4 2023-01-26 1 80630007=sceAtracSetData(3, 08d4b180, 0000eba4): atracID uses different codec type than data
WWE 2K21 PSP v1.14.4 2023-01-26 1 Replacement rowPitch=128, but w=800 (level=0)

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