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| 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) |