Recent logs - v1.14.4

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Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
eFootball PES 2021 By TM ARTS v1.14.4 2023-06-10 2 Replacement rowPitch=512, but w=2400 (level=0)
Prince of Persia - Revelations v1.14.4 2023-02-11 1 80630006=sceAtracSetDataAndGetID(09604cc0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-02-11 1 80630006=sceAtracSetDataAndGetID(095d80c0, 00000800): invalid RIFF header
PES 2022 AFRICA BY AHG TECH & LAA TECH v1.14.4 2023-05-17 4 Replacement rowPitch=512, but w=2880 (level=0)
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.14.4 2023-02-11 1 Replacement rowPitch=512, but w=2560 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-02-11 1 Replacement rowPitch=256, but w=1000 (level=0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-03-09 19 00000000=sceUtilityScreenshotInitStart(09ca9588)
eFootball PES AXVL Projects 2023 v1.14.4 2023-03-22 4 Replacement rowPitch=256, but w=1200 (level=0)
MONSTER HUNTER PORTABLE 3rd v1.14.4 2023-02-28 7 Replacement rowPitch=1024, but w=2200 (level=0)
WWE '13 v1.14.4 2023-02-11 1 80630007=sceAtracSetData(3, 08d4b180, 00009a98): atracID uses different codec type than data
EFOOTBALL 2023 PSP OFFICIAL v1.14.4 2023-06-15 11 Replacement rowPitch=512, but w=6360 (level=0)
eFootball PES 2023 by T4G v1.14.4 2023-02-11 1 Replacement rowPitch=512, but w=2800 (level=0)
WWE '13 v1.19.3 2025-09-14 19 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
WOLF PATCH 2019 v1.14.4 2023-02-11 1 Replacement rowPitch=512, but w=3200 (level=0)
OJR EDIÇÕES 2020 v1.14.4 2023-04-25 5 Replacement rowPitch=1024, but w=2048 (level=0)
PES FL 2022C v1.14.4 2023-04-30 4 Replacement rowPitch=256, but w=400 (level=0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-11 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bf42e4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-11 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bf42e4, 4, 00000000, 0)
eFootball 2023 By Tutoriales Bendezu v1.14.4 2023-04-26 4 Replacement rowPitch=128, but w=1164 (level=0)
AngryBirds v1.20.4-673-geeb9e09616 2026-10-10 9 Block transfer invalid: 00000000/0 -> 0413c200/0, 480x256x2 (0,0)->(0,0)
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-02-11 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(ad4fe4f, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
PES 2023 BY SPARTAN JR8 v1.14.4 2023-04-24 196 MIPSCompileOp: Invalid instruction 00000001
PES 2023 BY SPARTAN JR8 v1.14.4 2023-03-26 4 MIPSCompileOp: Invalid instruction 466a6000
eFootball Chelito 19 v1.9.4 2024-09-13 44 807f00fd=sceMp3Init(00000000): invalid sample rate v2 l3 rate 03
FIFA STREET 2 v1.14.4 2023-02-11 1 Truncating vertex count from 50919 to 21845
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-02-11 1 00000000=sceUtilityScreenshotInitStart(09cb0f28)
eFootball Libertadores 2022 v1.14.4 2023-02-11 1 Replacement rowPitch=512, but w=4000 (level=0)
eFootball ALDAIR KITMAKER v1.14.4 2023-03-12 2 Replacement rowPitch=128, but w=2048 (level=0)
SpongeBob SquarePants: The Yellow Avenger v1.14.4 2023-02-11 1 Ignoring possible texturing from framebuffer at 04146000 +0x43 / 64x64
METAL SLUG Anthology v1.14.4 2023-02-11 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (ffb2aba8), bad data
Efootball PES 2022 v1.14.4 2023-05-13 6 Replacement rowPitch=128, but w=512 (level=0)
eFootball PES 2022 Danilo Gamer v1.15.4 2023-05-28 5 Unknown GetPointerWrite 00000000 PC 08816094 LR 088160a8
eFootball PES 2021 T. Bendezu "C19" v1.15.4 2023-11-09 6 WriteToHardware: Invalid address 00000000 near PC 08824cf4 LR 08824d04
Silent Hill: Shattered Memories v1.14.4-585-g132e8eecc 2023-02-21 2 Ignoring possible texturing from framebuffer at 08bb4780 +64x-14910 / 64x256
EFOOTBALL 2022 ASIA BETA BY TKH_VINEX v1.14.4 2023-02-11 1 Replacement rowPitch=128, but w=960 (level=0)
Gran Turismo® v1.14.4 2023-04-14 3 Ignoring possible texturing from framebuffer at 04154000 +2304x148 / 480x272
God of War: Chains of Olympus v1.14.4 2023-02-11 1 WriteToHardware: Invalid address 000002c8 near PC 08814aac LR 089d8aa4
Spider-Man 3 v1.14.4 2023-02-11 1 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
Spider-Man 3 v1.14.4 2023-02-11 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. 01000000:80000b31 HWX 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)) // 01000000:80000b31 HWX T N LM 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 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_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);
Spider-Man 3 v1.14.4 2023-02-11 1 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
PRO EVOLUTION SOCCER VANDAMME EDITION v1.14.4 2023-02-11 1 Replacement rowPitch=2048, but w=4096 (level=0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-02-11 1 00000000=sceUtilityScreenshotInitStart(09cae608)
Street Supremacy v1.17.1-334-g1786a4ddb 2025-07-24 9 sceMpegRingbufferPut(): invalid mpeg data
PES 2022 PPSSPP NEE UPDATE BY HAFISG9 SUBSCRIBE v1.14.4 2023-02-11 1 Replacement rowPitch=512, but w=3200 (level=0)
Tomb Raider : Legend v1.14.4 2023-02-11 2 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p0-01rel0 [Revision 96995]. 03f18444:41800b38 HWX C T N Tex Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:2 MatUp:1 WScale 1 Cull #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 03f18444:41800b38 HWX C T N Tex Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:2 MatUp:1 WScale 1 Cull attribute mediump vec4 w1; attribute mediump vec3 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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 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; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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 = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max
Tomb Raider : Legend v1.14.4 2023-02-11 2 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p0-01rel0 [Revision 96995]. 03f14444:41800b38 HWX C T N Tex Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 1 Cull #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 03f14444:41800b38 HWX C T N Tex Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 1 Cull attribute mediump vec4 w1; attribute mediump vec3 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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 = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLi
Patapon 3 Overhaul Public Demo v1.14.4 2023-02-22 2 Replacement rowPitch=2048, but w=8192 (level=0)
Gran Turismo® v1.14.4 2023-02-11 2 Ignoring possible texturing from framebuffer at 04154000 +3584x151 / 480x272
BLEACH~ソウル・カーニバル2~ v1.18.1 2024-11-23 6 sceNetAdhocMatchingInit(32768) at 0882940c
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-11 1 WriteToHardware: Invalid address fffff66b near PC 09fcba40 LR 0883e380
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-11 2 MIPSCompileOp: Invalid instruction 07a507a5
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-11 1 Jump to invalid address: 035c235c PC 09fcba98 LR 0883e380
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-11 1 Jump to invalid address: 023c223c PC 09fcba94 LR 0883e380
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-11 1 MIPSCompileOp: Invalid instruction efb5efb5
eFootball Chelito 19 v1.14.4 2023-03-20 3 Replacement rowPitch=512, but w=2048 (level=0)
WWE SmackDown! vs. RAW 2006. v1.14.4 2026-06-16 82 BREAK instruction hit
PRO EVOLUTION SOCCER VANDAMME EDITION v1.14.4 2023-02-11 1 Replacement rowPitch=2048, but w=7600 (level=0)
eFootball PES 2022 Danilo Gamer v1.14.4 2023-02-27 2 Replacement rowPitch=256, but w=4000 (level=0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-02-11 1 00000000=sceUtilityScreenshotInitStart(09cafb68)
KINGDOM HEARTS Birth by Sleep FINAL MIX v1.14.4 2023-02-11 1 Ignoring possible texturing from framebuffer at 04174000 +0x127 / 480x272
Spider-Man 3 v1.14.4 2023-02-11 1 Branch in RSZeroComp delay slot at 04100ec0 in block starting at 04100ec0
SpongeBob SquarePants: The Yellow Avenger v1.14.4 2023-02-11 1 Ignoring possible texturing from framebuffer at 04168000 +0x208 / 256x256
MotoGP v1.14.4 2023-02-21 2 Replacement rowPitch=32, but w=5120 (level=0)
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.14.4 2023-02-11 1 WriteToHardware: Invalid address 00000038 near PC 08993d84 LR 08993d58
MONSTER HUNTER PORTABLE 3rd v1.14.4 2023-02-11 1 Unknown GE command : fee38e00
God of War®: Ghost of Sparta v1.14.4 2023-03-09 5 80630006=sceAtracSetDataAndGetID(08a87000, 00020000): invalid RIFF header
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-04-14 2 Replacement rowPitch=512, but w=2000 (level=0)
Ghost Rider v1.14.4 2023-02-11 1 WriteToHardware: Invalid address 00000dd0 near PC 089819e8 LR 08981a34
eFootball Chelito 19 v1.14.4 2023-04-14 3 Replacement rowPitch=2048, but w=5760 (level=0)
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-04-19 4 Replacement rowPitch=512, but w=5120 (level=0)
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-02-11 1 Replacement rowPitch=512, but w=3072 (level=0)
eFootball By TM ARTS v1.14.4 2023-03-18 3 Replacement rowPitch=2048, but w=8640 (level=0)
OJR EDIÇÕES 2020 v1.14.4 2023-04-27 4 Replacement rowPitch=256, but w=1056 (level=0)
KINGDOM HEARTS Birth by Sleep v1.14.4 2023-03-02 2 Ignoring possible texturing from framebuffer at 04174000 +1024x164 / 480x272
Prince of Persia® Rival Swords v1.14.4 2023-02-11 1 Block transfer invalid: 00000000/0 -> 00b6aca0/0, 997x954x2 (1,0)->(1,0)
Prince of Persia® Rival Swords v1.14.4 2023-02-11 1 Unknown GE command : b6d7e7e7
Prince of Persia® Rival Swords v1.14.4 2023-02-11 1 Unknown GE command : fcfbfcfb
Ghost Rider v1.18.1 2025-03-10 3 MIPSCompileOp: Invalid instruction 746c6165
WWE'12 v1.14.4 2023-03-24 3 Replacement rowPitch=256, but w=512 (level=0)
Syphon Filter®: Logan's Shadow v1.14.4 2023-02-11 1 Unknown GetPointerWrite 0bd08938 PC 08c147d0 LR 08c483e0
PES 2014 v1.14.4 2023-02-11 1 Replacement rowPitch=256, but w=480 (level=0)
FRONTIER GATE Boost+ v1.14.4 2023-02-11 1 Block transfer invalid: 0a0b86e0/8 -> 04007040/20, 16x12x4 (6,0)->(0,0)
Syphon Filter®: Logan's Shadow v1.14.4 2023-02-11 1 Unknown GetPointerWrite 0df451e8 PC 08c1681c LR 08c483e0
Transformers: The Game v1.14.4 2023-02-11 1 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p0-00dev0 [Revision 96995]. 01f74444:00050938 HWX C T Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f74444:00050938 HWX C T Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 Cull attribute vec3 position; attribute vec2 texcoord; attribute 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 vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; 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; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying 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 = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = color0.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPo
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-11 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09dafb04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-11 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09dafb04, 4, 00000000, 0)
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.14.4 2023-12-28 9 Replacement rowPitch=128, but w=1024 (level=0)
Spider-Man 3 v1.14.4 2023-02-11 1 WriteToHardware: Invalid address 0000000a near PC 0881d2b4 LR 0881d2a0
Spider-Man 3 v1.14.4 2023-02-11 1 Jump to invalid address: 035573e0 PC 0946a994 LR 08a14fbc
Spider-Man 3 v1.14.4 2023-02-11 1 Jump to invalid address: 051aa460 PC 0946a98c LR 08a14fbc
Spider-Man 3 v1.14.4 2023-02-11 1 Jump to invalid address: 051aa650 PC 0946a93c LR 08a14fbc
Spider-Man 3 v1.14.4 2023-02-11 1 Jump to invalid address: 051aa420 PC 0946a930 LR 08a14fbc
Spider-Man 3 v1.14.4 2023-02-11 1 Jump to invalid address: 03559920 PC 0946a920 LR 08a14fbc
Spider-Man 3 v1.14.4 2023-02-11 1 Jump to invalid address: 051aa6b0 PC 0946a918 LR 08a14fbc
Spider-Man 3 v1.14.4 2023-02-11 1 Jump to invalid address: 03557140 PC 0946a908 LR 08a14fbc
Spider-Man 3 v1.14.4 2023-02-11 1 Jump to invalid address: 051e07f0 PC 0946a8fc LR 08a14fbc
Spider-Man 3 v1.14.4 2023-02-11 1 Jump to invalid address: 051aa740 PC 0946a8f8 LR 08a14fbc
Spider-Man 3 v1.14.4 2023-02-11 1 Jump to invalid address: 051aa480 PC 0946a8f4 LR 08a14fbc
Spider-Man 3 v1.14.4 2023-02-11 1 Jump to invalid address: 04f1a160 PC 0946a8dc LR 08a14fbc
Spider-Man 3 v1.14.4 2023-02-11 1 Jump to invalid address: 063fd480 PC 0946a8d8 LR 08a14fbc

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