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
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

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