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| 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 |