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| Game title |
Version |
Latest Report |
Hits |
Message |
| 聖闘士星矢Ω アルティメットコスモ |
v1.14.4 |
2023-02-09 |
1 |
Replacement rowPitch=512, but w=6512 (level=0) |
| Formula One 2005 Portable |
v1.14.4 |
2024-11-11 |
16 |
Ignoring possible texturing from framebuffer at 04154000 +0x128 / 128x272 |
| F1 2022 AVIGAMERS SP |
v1.14.4 |
2023-02-09 |
1 |
Replacement rowPitch=512, but w=7680 (level=0) |
| Bejeweled 2 |
v1.14.4 |
2023-02-09 |
4 |
MIPSCompileOp: Invalid instruction 00a8a8a8 |
| Bejeweled 2 |
v1.14.4 |
2023-02-09 |
14 |
Trying to compile instruction 00767676 that can't be interpreted |
| Bejeweled 2 |
v1.14.4 |
2023-02-09 |
5 |
MIPSCompileOp: Invalid instruction 00545454 |
| Bejeweled 2 |
v1.14.4 |
2023-02-09 |
24 |
MIPSCompileOp: Invalid instruction 00b9b9b9 |
| Bejeweled 2 |
v1.14.4 |
2023-02-09 |
43 |
MIPSCompileOp: Invalid instruction 00fcfcfc |
| Bejeweled 2 |
v1.14.4 |
2023-02-09 |
9 |
Trying to compile instruction 00323232 that can't be interpreted |
| Bejeweled 2 |
v1.20.4 |
2026-09-04 |
7 |
Branch in JumpReg delay slot at 04050244 in block starting at 04050234 |
| WWE'12 |
v1.14.4 |
2023-02-09 |
1 |
Replacement rowPitch=128, but w=984 (level=0) |
| Burnout™ Dominator |
v1.14.4 |
2023-02-09 |
1 |
Ignoring possible texturing from framebuffer at 04176000 +1280x159 / 512x272 |
| MONSTER HUNTER FREEDOM(TM) |
v1.14.4 |
2023-05-26 |
5 |
Replacement rowPitch=256, but w=1024 (level=0) |
| マクロストライアングルフロンティア |
v1.19 |
2025-06-09 |
24 |
sceNetAdhocMatchingInit(49152) at 089723d0 |
| EFOOTBALL 2023 PSP OFFICIAL |
v1.14.4 |
2023-08-20 |
93 |
807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0000 |
| Tom Clancy's Splinter Cell® Essentials |
v1.14.4 |
2023-02-08 |
1 |
MIPSCompileOp: Invalid instruction 00043301 |
| Tom Clancy's Splinter Cell® Essentials |
v1.14.4 |
2023-02-08 |
2 |
MIPSCompileOp: Invalid instruction 000c887c |
| Jak & Daxter™: The Lost Frontier |
v1.16.6 |
2024-01-24 |
2 |
Unknown GetPointerWrite 00000004 PC 09eefac8 LR 09dea32c |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-02-08 |
2 |
80630006=sceAtracSetDataAndGetID(095c61c0, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-02-08 |
4 |
80630006=sceAtracSetDataAndGetID(092e6e40, 00014000): invalid RIFF header |
| FIFA 07 |
v1.14.4 |
2023-03-29 |
2 |
Replacement rowPitch=256, but w=512 (level=0) |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-02-08 |
3 |
80630006=sceAtracSetDataAndGetID(09323080, 00014000): invalid RIFF header |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.4 |
2023-02-08 |
1 |
00000000=sceUtilityScreenshotInitStart(09cb2768) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-10-07 |
2 |
00000000=sceUtilityScreenshotInitStart(09cb2748) |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-02-08 |
2 |
80630006=sceAtracSetDataAndGetID(0930f000, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-02-08 |
17 |
80630006=sceAtracSetDataAndGetID(092faf80, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-02-08 |
1 |
80630006=sceAtracSetDataAndGetID(092e6f00, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-02-08 |
8 |
80630006=sceAtracSetDataAndGetID(092fb040, 00014000): invalid RIFF header |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.4 |
2023-02-08 |
1 |
00000000=sceUtilityScreenshotInitStart(09cb26a8) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-02-08 |
1 |
WriteToHardware: Invalid address 0dcabb24 near PC 0880ded0 LR 0880dee4 |
| DBS TTT Multiples Sagaz By LuisXD |
v1.17.1 |
2024-07-27 |
6 |
Branch in branch delay slot at 08a78944 with different target |
| Persona3 PORTABLE |
v1.14.4 |
2023-04-27 |
8 |
Replacement rowPitch=2048, but w=6144 (level=0) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-02-08 |
1 |
WriteToHardware: Invalid address 76acec24 near PC 0880dcc8 LR 0880dcc8 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-02-08 |
1 |
WriteToHardware: Invalid address c72a0154 near PC 0880dcc8 LR 0880dcc8 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.14.4 |
2023-12-27 |
35 |
Replacement rowPitch=256, but w=2048 (level=0) |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.14.4 |
2023-04-23 |
9 |
Replacement rowPitch=1024, but w=8192 (level=0) |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-02-08 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +480x-27782 / 64x256 |
| BLEACH ~HEAT・THE・SOUL 7~ |
v1.14.4 |
2023-02-08 |
1 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
| eFootball PES 2021 By GABRIEL |
v1.14.4 |
2023-05-04 |
4 |
Replacement rowPitch=512, but w=2320 (level=0) |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.14.4 |
2023-02-08 |
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 |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.14.4 |
2023-02-08 |
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 ( |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.14.4 |
2023-02-08 |
1 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:124: 'comp' : redefinition
ERROR: 0:125: 'type' : redefinition
ERROR: 0:173: 'comp' : redefinition
ERROR: 0:174: 'type' : redefinition
ERROR: 0:222: 'comp' : redefinition
ERROR: 0:223: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000930 HWX T 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))
// 01000000:80000930 HWX T Tex Light: LightUberShader Cull
in vec3 position;
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(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) {
|
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.14.4 |
2023-02-08 |
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 |
| WWE'12 |
v1.14.4 |
2023-02-08 |
1 |
Replacement rowPitch=256, but w=9360 (level=0) |
| eFOOTBALL PES 2020 SUPERDUPER "T. BENDEZU" |
v1.14.4 |
2023-02-08 |
1 |
Replacement rowPitch=64, but w=1024 (level=0) |
| eFootball PES 2021 DraycEM "C19" |
v1.14.4 |
2023-02-08 |
1 |
Replacement rowPitch=512, but w=4096 (level=0) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-02-08 |
1 |
WriteToHardware: Invalid address 1f562094 near PC 0880dcc8 LR 0880dcc8 |
| EXIT |
v1.14.4 |
2023-02-08 |
39 |
BREAK instruction hit |
| Mercury 2 for 1 Fun Pack |
v1.14.4 |
2023-02-08 |
36 |
BREAK instruction hit |
| eFootball PES 2020 "C19" |
v1.14.4 |
2023-02-08 |
1 |
MIPSCompileOp: Invalid instruction 00000581 |
| eFootball PES 2020 "C19" |
v1.14.4 |
2023-02-08 |
1 |
MIPSCompileOp: Invalid instruction 0000057f |
| eFootball PES 2020 "C19" |
v1.14.4 |
2023-02-08 |
1 |
MIPSCompileOp: Invalid instruction 0000057e |
| eFootball PES 2020 "C19" |
v1.14.4 |
2023-02-08 |
1 |
MIPSCompileOp: Invalid instruction 00000595 |
| eFootball PES 2020 "C19" |
v1.14.4 |
2023-02-08 |
1 |
MIPSCompileOp: Invalid instruction 000005bd |
| eFootball PES 2020 "C19" |
v1.14.4 |
2023-02-08 |
1 |
MIPSCompileOp: Invalid instruction 000005b9 |
| eFootball PES 2020 "C19" |
v1.14.4 |
2023-02-08 |
1 |
MIPSCompileOp: Invalid instruction 00000575 |
| eFootball PES 2020 "C19" |
v1.14.4 |
2023-02-08 |
1 |
MIPSCompileOp: Invalid instruction 00000585 |
| eFootball PES 2020 "C19" |
v1.14.4 |
2023-02-08 |
1 |
MIPSCompileOp: Invalid instruction 000005f8 |
| eFootball PES 2020 "C19" |
v1.14.4 |
2023-02-08 |
1 |
MIPSCompileOp: Invalid instruction 00000605 |
| eFootball PES 2020 "C19" |
v1.14.4 |
2023-02-08 |
1 |
MIPSCompileOp: Invalid instruction 000005c1 |
| eFootball PES 2021 By FAR Channel Indonesia |
v1.14.4 |
2023-02-08 |
1 |
Replacement rowPitch=128, but w=512 (level=0) |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-02-08 |
8 |
80630006=sceAtracSetDataAndGetID(09428040, 00014000): invalid RIFF header |
| eFootball PES 2021 DraycEM "C19" |
v1.14.4 |
2023-04-15 |
2 |
Replacement rowPitch=256, but w=2880 (level=0) |
| eFootball PES 2021 By GABRIEL |
v1.14.4 |
2023-12-12 |
4 |
Replacement rowPitch=512, but w=1800 (level=0) |
| PES 22 BY Haroun Z |
v1.14.4 |
2023-02-08 |
1 |
Replacement rowPitch=256, but w=4000 (level=0) |
| eFootball PES 2021 DraycEM "C19" |
v1.14.4 |
2023-04-24 |
2 |
Replacement rowPitch=2048, but w=4096 (level=0) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-02-08 |
1 |
MIPSCompileOp: Invalid instruction 00ea2768 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-02-08 |
1 |
MIPSCompileOp: Invalid instruction ccea2768 |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-08 |
1 |
Replacement rowPitch=2048, but w=10240 (level=0) |
| PES 2014 |
v1.14.4 |
2023-02-08 |
1 |
Unknown GetPointerWrite 00000000 PC 0895948c LR 0895949c |
| PES 17 HAROUN Z |
v1.19.3 |
2026-07-23 |
12 |
sceNetAdhocMatchingInit(32768) at 08a719c8 |
| EFOOTBALL 2023 PSP OFFICIAL |
v1.14.4 |
2023-04-08 |
3 |
Replacement rowPitch=1024, but w=5120 (level=0) |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-03-21 |
3 |
Replacement rowPitch=512, but w=6360 (level=0) |
| Burnout Legends |
v1.14.4 |
2023-02-11 |
2 |
Ignoring possible texturing from framebuffer at 04174000 +0x172 / 64x272 |
| Prince of Persia - Revelations |
v1.14.4 |
2023-02-08 |
1 |
80630006=sceAtracSetDataAndGetID(098b0640, 00000800): invalid RIFF header |
| eFootball PPSSPP Winter Season R-HAPIZ 12 |
v1.14.4 |
2023-03-18 |
2 |
Replacement rowPitch=512, but w=1000 (level=0) |
| eFootball PPSSPP Winter Season R-HAPIZ 12 |
v1.14.4 |
2023-04-25 |
2 |
Replacement rowPitch=2048, but w=4096 (level=0) |
| eFootball PPSSPP Winter Season R-HAPIZ 12 |
v1.14.4 |
2023-02-08 |
1 |
Replacement rowPitch=2048, but w=7680 (level=0) |
| Prince of Persia - Revelations |
v1.14.4 |
2023-02-08 |
1 |
Unknown GetPointerWrite 00000000 PC 08b3944c LR 08b39454 |
| Prince of Persia - Revelations |
v1.14.4 |
2023-02-08 |
1 |
WriteToHardware: Invalid address 00000040 near PC 08b391f4 LR 08b391fc |
| Prince of Persia - Revelations |
v1.14.4 |
2023-02-08 |
1 |
WriteToHardware: Invalid address 0000000a near PC 08b58f28 LR 08b58f28 |
| Prince of Persia - Revelations |
v1.14.4 |
2023-02-08 |
1 |
WriteToHardware: Invalid address 00000000 near PC 08bbdc08 LR 08bbdc08 |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.17.1 |
2026-03-28 |
15 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
| COD:VANGUARD™ |
v1.14.4 |
2023-02-08 |
2 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
| WWE'12 |
v1.14.4 |
2023-03-22 |
2 |
Replacement rowPitch=1024, but w=2560 (level=0) |
| eFootball PES 2023 By ESTEEM GAMING |
v1.14.4 |
2023-02-08 |
1 |
MIPSCompileOp: Invalid instruction 000000c1 |
| eFootball PES 2023 By ESTEEM GAMING |
v1.14.4 |
2023-02-08 |
1 |
MIPSCompileOp: Invalid instruction 00000368 |
| eFootball PES 2023 By ESTEEM GAMING |
v1.14.4 |
2023-02-08 |
1 |
MIPSCompileOp: Invalid instruction 00006e68 |
| 初音ミク -Project DIVA- 2nd お買い得版 |
v1.14.4 |
2023-02-08 |
2 |
00000000=sceUtilityScreenshotInitStart(092b2800) |
| 初音ミク -Project DIVA- 2nd お買い得版 |
v1.14.4 |
2023-02-08 |
1 |
00000000=sceUtilityScreenshotInitStart(0934b780) |
| 仮面ライダー 超クライマックスヒーローズ |
v1.14.4 |
2023-02-08 |
1 |
Replacement rowPitch=512, but w=1512 (level=0) |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-08 |
1 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
| God of War: Chains of Olympus |
v1.14.4 |
2023-02-08 |
1 |
Imm vertex used secondary color |
| God of War: Chains of Olympus |
v1.14.4 |
2023-02-08 |
1 |
Imm vertex used fog |
| God of War: Chains of Olympus |
v1.14.4 |
2023-02-08 |
1 |
Unknown GE command : feee62b1 |
| eFootball By TM ARTS |
v1.14.4 |
2023-04-07 |
4 |
Replacement rowPitch=512, but w=1000 (level=0) |
| DRAGONBALL: EVOLUTION |
v1.14.4 |
2023-02-08 |
1 |
Block transfer invalid: 00000000/0 -> 00000000/0, 1x1x4 (289,976)->(0,0) |
| eFootball By TM ARTS |
v1.14.4 |
2023-03-01 |
2 |
Replacement rowPitch=128, but w=2048 (level=0) |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.14.4 |
2023-08-29 |
30 |
Replacement rowPitch=512, but w=2048 (level=0) |
| ぷよぷよ! |
v1.17.1 |
2024-10-04 |
6 |
sceNetAdhocMatchingInit(131072) at 089c3e7c |