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
Crash™ Tag Team Racing v1.14.4 2023-02-04 1 80630006=sceAtracSetDataAndGetID(09786d00, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-04 7 80630006=sceAtracSetDataAndGetID(09772c80, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-04 2 80630006=sceAtracSetDataAndGetID(0995fe40, 00014000): invalid RIFF header
МЕГАМОЗГ v1.14.4 2023-02-04 1 Ignoring possible texturing from framebuffer at 041f6000 +0x35 / 64x64
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-04 1 MIPSCompileOp: Invalid instruction 6cfa1160
eFootball PES 2023 By ESTEEM GAMING v1.14.4 2023-05-04 7 Replacement rowPitch=256, but w=3200 (level=0)
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-06-05 4 Replacement rowPitch=128, but w=800 (level=0)
God of War®: Ghost of Sparta v1.14.4 2023-02-04 1 WriteToHardware: Invalid address 00000064 near PC 08a53190 LR 08a531b0
NUSANTARA v1.14.4 2023-02-04 1 Replacement rowPitch=256, but w=1600 (level=0)
Crash™ Tag Team Racing v1.18.1 2025-02-03 12 80630006=sceAtracSetDataAndGetID(09b304c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-04 1 80630006=sceAtracSetDataAndGetID(09324340, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-04 2 80630006=sceAtracSetDataAndGetID(092e8140, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-04 3 80630006=sceAtracSetDataAndGetID(092e8280, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-04 1 80630006=sceAtracSetDataAndGetID(093108c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-04 2 80630006=sceAtracSetDataAndGetID(092fc840, 00014000): invalid RIFF header
EFOOTBALL V. 1 BY PRFD v1.14.4 2023-04-26 3 Replacement rowPitch=256, but w=1024 (level=0)
eFootball PES 2020 "C19" v1.14.4 2023-02-04 1 Replacement rowPitch=512, but w=3200 (level=0)
eFootball Chelito 19 v1.14.4 2023-02-04 3 80630006=sceAtracSetDataAndGetID(09778780, 00014000): invalid RIFF header
eFootball Chelito 19 v1.14.4 2023-02-04 1 80630006=sceAtracSetDataAndGetID(09df4a40, 00014000): invalid RIFF header
eFootball Chelito 19 v1.14.4 2023-02-04 4 80630006=sceAtracSetDataAndGetID(09c14480, 00014000): invalid RIFF header
eFootball Chelito 19 v1.14.4 2023-02-04 1 80630006=sceAtracSetDataAndGetID(09be3a40, 00014000): invalid RIFF header
eFootball Chelito 19 v1.14.4 2023-02-04 3 80630006=sceAtracSetDataAndGetID(09bcf9c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-04 3 80630006=sceAtracSetDataAndGetID(0997bd00, 00014000): invalid RIFF header
Grand Theft Auto: Vice City Stories v1.14.4 2023-02-04 1 Replacement rowPitch=128, but w=5120 (level=0)
Crash™ Tag Team Racing v1.14.4 2023-02-04 12 80630006=sceAtracSetDataAndGetID(094e7bc0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-04 4 80630006=sceAtracSetDataAndGetID(094d3b40, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-04 2 80630006=sceAtracSetDataAndGetID(09bb2280, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-04 2 80630006=sceAtracSetDataAndGetID(09b961c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-04 2 80630006=sceAtracSetDataAndGetID(09d98140, 00014000): invalid RIFF header
eFootball 2023 By Tutoriales Bendezu v1.14.4 2023-05-12 3 Replacement rowPitch=512, but w=1260 (level=0)
机动战士高达AGE Cosmic Drive v1.14.4 2023-02-04 1 WriteToHardware: Invalid address 000000ae near PC 0896880c LR 0896898c
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-05-29 11 Replacement rowPitch=1024, but w=8192 (level=0)
Crash™ Tag Team Racing v1.14.4 2023-02-04 5 80630006=sceAtracSetDataAndGetID(09cc2840, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-04 1 80630006=sceAtracSetDataAndGetID(09ca6780, 00014000): invalid RIFF header
EFOOTBALL 2023 PSP FINAL UPDATE v1.14.4 2023-06-09 6 Replacement rowPitch=1024, but w=4096 (level=0)
Tomb Raider: Anniversary v1.14.4 2023-02-04 1 Truncating vertex count from 22026 to 21845
遊☆戯☆王 アーク□ファイブ タッグフォース スペシャル v1.14.4 2023-02-04 1 Replacement rowPitch=256, but w=1280 (level=0)
MotoGP™22 | By CahNdutz v1.14.4 2023-02-04 1 Replacement rowPitch=512, but w=8000 (level=0)
EFOOTBALL 2023 PSP FINAL UPDATE v1.14.4 2023-06-26 37 Replacement rowPitch=128, but w=1600 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-04 1 Unknown GE command : 111f0030
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-04 1 Block transfer invalid: 02000000/e0 -> 00f21ee0/0, 32x973x4 (256,399)->(274,772)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-04 1 Unknown GE command : 1122cf32
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-04 1 Unknown GE command : edede11c
WORLD SOCCER Winning Eleven 2014 v1.15.4 2024-01-18 4 Unknown GetPointerWrite 00000000 PC 08828808 LR 08828810
MotoGP v1.14.4 2026-07-21 4 Replacement rowPitch=256, but w=5120 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.19.3 2025-09-07 26 Branch in branch delay slot at 088048cc with different target
Megamind v1.14.4 2023-02-04 1 Ignoring possible texturing from framebuffer at 04188000 +0x44 / 64x64
eFootball 2023 By Tutoriales Bendezu v1.14.4 2023-05-09 3 Replacement rowPitch=1024, but w=5760 (level=0)
UFC® Undisputed™ 2010 v1.14.4 2024-05-05 2 Replacement rowPitch=512, but w=2048 (level=0)
METAL GEAR SOLID PEACE WALKER v1.14.4 2023-02-04 1 WriteToHardware: Invalid address 150ade50 near PC 08000000 LR 08000000
eFootball Winning Eleven 2020 by SinSega v1.14.4 2023-02-04 1 Unknown GetPointerWrite 00000000 PC 08808468 LR 08808470
RIDGE RACER v1.14.4 2023-02-04 1 Ignoring possible texturing from framebuffer at 0416b780 +512x247 / 256x272
Silent Hill: Shattered Memories v1.14.4 2023-04-23 5 Ignoring possible texturing from framebuffer at 08bb4780 +48x-4105 / 64x256
eFootball Chelito 19 v1.14.4 2024-11-15 10 Replacement rowPitch=512, but w=4264 (level=0)
eFootball PES 2021 By TM ARTS v1.14.4 2023-04-06 3 Replacement rowPitch=2048, but w=5120 (level=0)
eFootball Chelito 19 v1.14.4 2024-07-20 8 Replacement rowPitch=1024, but w=4000 (level=0)
Pro Evolution Soccer 2013 v1.14.4 2023-02-04 1 Unknown GetPointerWrite eaaf94c7 PC 0888d570 LR 0888d580
M.A.C.H.™ v1.18.1-362-g01b4eb41be 2025-06-23 3 WriteToHardware: Invalid address 00000703 near PC 08000000 LR 08000000
Crash™ Tag Team Racing v1.14.4 2023-02-04 6 80630006=sceAtracSetDataAndGetID(0944d640, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-04 2 80630006=sceAtracSetDataAndGetID(094395c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-04 1 80630006=sceAtracSetDataAndGetID(099209c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-04 2 80630006=sceAtracSetDataAndGetID(09934fc0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-04 1 80630006=sceAtracSetDataAndGetID(0945df00, 00014000): invalid RIFF header
eFootball By TM ARTS v1.14.4 2023-04-12 3 Replacement rowPitch=512, but w=1600 (level=0)
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-03-27 2 sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 00000ed8): duplicate handler
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-02-04 1 Replacement rowPitch=128, but w=1160 (level=0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-04 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ddaa24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-04 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ddaa24, 4, 00000000, 0)
PES 2023 BY SPARTAN JR8 v1.14.4 2023-05-04 5 Replacement rowPitch=512, but w=1200 (level=0)
PES 2023 BY SPARTAN JR8 v1.14.4 2023-04-11 4 Replacement rowPitch=512, but w=2872 (level=0)
WWE'12 v1.14.4 2023-02-04 1 Replacement rowPitch=512, but w=880 (level=0)
SUPER HEROES TENKAICHI TAG TEAM V3 FINAL A.O v1.14.4 2023-02-04 2 Truncating vertex count from 25029 to 21845
LEGO® Batman™: The Videogame v1.14.4 2023-02-04 1 Unknown GE command : b619bf8d
WWE'12 v1.14.4 2023-02-04 1 Replacement rowPitch=128, but w=752 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-19 2 Ignoring possible texturing from framebuffer at 04158000 +0x140 / 480x272
初音ミク -Project DIVA- 2nd お買い得版 v1.14.4 2023-02-04 1 00000000=sceUtilityScreenshotInitStart(09365280)
EFOOTBALL 2023 BRI LIGA 1 & EROPA v1.14.4 2023-05-04 4 Replacement rowPitch=256, but w=960 (level=0)
SUPER HEROES TENKAICHI TAG TEAM V3 FINAL A.O v1.14.4 2023-02-09 3 565 depal unsupported: shift=5 mask=ff offset=0
eFootball PES 2023 By ESTEEM GAMING v1.14.4 2023-05-13 4 Replacement rowPitch=256, but w=3736 (level=0)
NUSANTARA v1.14.4 2023-02-04 1 Replacement rowPitch=512, but w=3072 (level=0)
PES 2014 v1.14.4 2023-02-04 1 WriteToHardware: Invalid address 00000024 near PC 08863d7c LR 089f58b8
Twisted Metal: Head-On v1.14.4 2023-02-04 1 sceKernelCreateThread(name=creature_vajra): unsupported attributes 00000006
Pro Evolution Soccer 2018 - PES Libertadores v4.1 - DAEMHVJPB v1.14.4 2023-02-04 1 Replacement rowPitch=1024, but w=1600 (level=0)
Silent Hill: Shattered Memories v1.14.4 2023-02-04 3 Ignoring possible texturing from framebuffer at 08bb4780 +0x-24086 / 64x256
eFootball PES 2020 C19 & Nibeck Tv v1.14.4 2024-05-17 2 Replacement rowPitch=128, but w=2944 (level=0)
eFootball PES 2022 Danilo Gamer v1.14.4 2024-01-21 7 Replacement rowPitch=256, but w=800 (level=0)
Sega Genesis Collection™ v1.14.4 2023-02-04 1 80630006=sceAtracSetHalfwayBufferAndGetID(089e1f00, 00004000, 00010000): invalid RIFF header
eFootball PES 2023 by T4G v1.14.4 2023-02-03 1 Replacement rowPitch=256, but w=3072 (level=0)
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.14.4 2025-10-15 25 Replacement rowPitch=512, but w=1024 (level=0)
ナルティメットアクセル3 v1.14.4 2023-02-03 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:125: 'comp' : redefinition ERROR: 0:126: 'type' : redefinition ERROR: 0:174: 'comp' : redefinition ERROR: 0:175: 'type' : redefinition ERROR: 0:223: 'comp' : redefinition ERROR: 0:224: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b30 HWX T N 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)) // 01000000:80000b30 HWX T N 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 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); if (comp == 0x1u) { if (
ナルティメットアクセル3 v1.14.4 2023-02-03 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:121: 'comp' : redefinition ERROR: 0:122: 'type' : redefinition ERROR: 0:170: 'comp' : redefinition ERROR: 0:171: 'type' : redefinition ERROR: 0:219: 'comp' : redefinition ERROR: 0:220: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000120 HWX 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)) // 01000000:80000120 HWX Light: LightUberShader Cull in vec3 position; 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 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_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 + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspe
ナルティメットアクセル3 v1.14.4 2023-02-03 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. 01000000:80000b38 HWX C T N 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)) // 01000000:80000b38 HWX C T N 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 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)); } else { lig
ナルティメットアクセル3 v1.14.4 2023-02-03 1 Error in shader compilation: info: Fragment shader compilation failed. 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: 1 compilation errors. No code generated. reinterpret #version 300 es // Driver: Adreno (TM) 305 - 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(vec2 val) { return uint(val.r * 255.99) | (uint(val.g * 255.99) << 8u); } 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); float u = mod(floor(v_texcoord.x * texSize.x * 2.0), 2.0); vec4 outColor = unpackColor(u == 0.0 ? packColor(val.rg) : packColor(val.ba)); fragColor0 = outColor; }
eFootball 2023 By Tutoriales Bendezu v1.14.4 2023-04-23 5 Replacement rowPitch=1024, but w=18088 (level=0)
DRAGON BALL Z SHIN BUDOKAI 2 v1.14.4 2023-02-03 79 MIPSCompileOp: Invalid instruction 00f5fbfe
DRAGON BALL Z SHIN BUDOKAI 2 v1.14.4 2023-02-03 1 MIPSCompileOp: Invalid instruction 00897969
DRAGON BALL Z SHIN BUDOKAI 2 v1.14.4 2023-02-03 1 MIPSCompileOp: Invalid instruction 003d1d05
DRAGON BALL Z SHIN BUDOKAI 2 v1.14.4 2023-02-03 1 MIPSCompileOp: Invalid instruction 001d5fa8
DRAGON BALL Z SHIN BUDOKAI 2 v1.14.4 2023-02-03 1 Branch in branch delay slot at 0403773b with different target
DRAGON BALL Z SHIN BUDOKAI 2 v1.14.4 2023-02-03 1 Branch in branch delay slot at 04037737 with different target

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