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
Burnout Legends v1.14.4 2023-04-23 4 Ignoring possible texturing from framebuffer at 04174000 +0x219 / 64x272
Tom Clancy's Ghost Recon® Predator v1.14.4 2023-02-14 1 WriteToHardware: Invalid address 00000260 near PC 0885bfa0 LR 0885bfb8
SBK®09 Superbike World Championship v1.14.4 2023-02-14 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0901b340): duplicate handler
eFootball PES 2023 By ESTEEM GAMING v1.14.4 2023-06-05 2 Replacement rowPitch=256, but w=2400 (level=0)
Kenka Bancho: Badass Rumble v1.14.4 2023-02-14 1 00000000=sceUtilityScreenshotInitStart(09420c30)
FIFA22 JOAQUINDLS C19 & Nibeck Tv v1.14.4 2023-02-14 1 Replacement rowPitch=256, but w=1600 (level=0)
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-03-23 2 Replacement rowPitch=256, but w=8192 (level=0)
SBK® Superbike World Championship v1.14.4 2023-02-16 2 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 092acdf0): duplicate handler
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-14 1 Replacement rowPitch=256, but w=512 (level=0)
FIFA 22 By Tutoriales Bendezu v1.14.4 2023-04-07 4 Replacement rowPitch=128, but w=1024 (level=0)
Midnight Club 3: Dub Edition v1.14.4 2023-02-14 1 Replacement rowPitch=256, but w=4320 (level=0)
Spider-Man 3 v1.14.4 2023-02-14 1 WriteToHardware: Invalid address 00000d40 near PC 08a2abf4 LR 08a2abe8
TEKKEN 6 v1.14.4 2023-12-11 6 Replacement rowPitch=1024, but w=2752 (level=0)
Mortal Kombat: Unchained v1.14.4 2023-02-14 1 Unknown GetPointerWrite 36e80084 PC 088df7c4 LR 088df7dc
KINGDOM HEARTS Birth by Sleep v1.14.4 2024-03-07 5 Ignoring possible texturing from framebuffer at 04174000 +1408x151 / 480x272
TEKKEN 6 v1.14.4 2024-01-24 3 Replacement rowPitch=256, but w=1200 (level=0)
ドラゴンボール タッグバーサス v1.14.4 2023-02-14 1 WriteToHardware: Invalid address ffff9569 near PC 088048b4 LR 0880dee4
Gun™ Showdown v1.14.4 2025-08-15 2 80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first
MotoGP v1.14.4 2023-03-31 3 Replacement rowPitch=2048, but w=5120 (level=0)
Resistance: Retribution™ v1.14.4 2023-02-14 1 Unknown GetPointerWrite 13253998 PC 08ca31e0 LR 08cd6754
Grand Theft Auto: Chinatown Wars v1.14.4 2023-02-14 1 sceNetAdhocMatchingInit(204800) at 08a16e80
eFootball PPSSPP Winter Season R-HAPIZ 12 v1.14.4 2023-02-14 1 Replacement rowPitch=512, but w=3000 (level=0)
WWE 2K22 V1.50 BY GAMER MODDER. v1.16.6 2023-10-16 27 80630007=sceAtracSetData(3, 08d4b180, 0000fe00): atracID uses different codec type than data
SOUL EATER BATTLE RESONANCE v1.14.4 2023-02-14 1 80630007=sceAtracSetData(2, 08be96c0, 00001300): atracID uses different codec type than data
SOUL EATER BATTLE RESONANCE v1.14.4 2023-02-14 1 80630007=sceAtracSetData(2, 08be96c0, 00001200): atracID uses different codec type than data
SOUL EATER BATTLE RESONANCE v1.14.4 2023-02-14 1 80630007=sceAtracSetData(2, 08be96c0, 00001100): atracID uses different codec type than data
SOUL EATER BATTLE RESONANCE v1.14.4 2023-02-14 1 80630007=sceAtracSetData(2, 08be96c0, 00003100): atracID uses different codec type than data
SOUL EATER BATTLE RESONANCE v1.14.4 2023-02-14 1 80630007=sceAtracSetData(2, 08be96c0, 00001700): atracID uses different codec type than data
SOUL EATER BATTLE RESONANCE v1.14.4 2023-02-14 1 80630007=sceAtracSetData(2, 08be96c0, 00004d00): atracID uses different codec type than data
SOUL EATER BATTLE RESONANCE v1.14.4 2023-02-14 1 80630007=sceAtracSetData(2, 08be96c0, 00005000): atracID uses different codec type than data
SOUL EATER BATTLE RESONANCE v1.14.4 2023-02-14 1 80630007=sceAtracSetData(2, 08be96c0, 00005b00): atracID uses different codec type than data
SOUL EATER BATTLE RESONANCE v1.14.4 2023-02-14 2 80630007=sceAtracSetData(2, 08be96c0, 00010000): atracID uses different codec type than data
SOUL EATER BATTLE RESONANCE v1.14.4 2023-02-14 6 80630007=sceAtracSetData(2, 08be96c0, 0000fe00): atracID uses different codec type than data
SOUL EATER BATTLE RESONANCE v1.14.4 2023-02-14 7 80630007=sceAtracSetData(2, 08be96c0, 0000d800): atracID uses different codec type than data
SOUL EATER BATTLE RESONANCE v1.14.4 2023-02-14 1 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
SOUL EATER BATTLE RESONANCE v1.14.4 2023-02-14 6 80630007=sceAtracSetData(2, 08bb1680, 00038000): atracID uses different codec type than data
eFootball PES 2022 By ERYE CHANNEL v1.14.4 2023-08-03 3 Replacement rowPitch=1024, but w=4000 (level=0)
Ben 10 Ultimate Alien Cosmic Destruction v1.14.4 2023-02-14 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (b295c254), bad data
Ben 10 Ultimate Alien Cosmic Destruction v1.14.4 2023-02-14 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (011001e0), bad data
Ben 10 Ultimate Alien Cosmic Destruction v1.14.4 2023-02-14 1 MIPSCompileOp: Invalid instruction 050f6867
Ben 10 Ultimate Alien Cosmic Destruction v1.14.4 2023-02-14 2 MIPSCompileOp: Invalid instruction 4d4c364b
Ben 10 Ultimate Alien Cosmic Destruction v1.14.4 2023-04-18 5 scePsmfPlayerSetPsmf*: incorrect PSMF magic (d87d8066), bad data
クランク&ラチェット マル秘ミッション☆イグニッション v1.14.4 2025-03-17 3 Ignoring possible texturing from framebuffer at 04154000 +0x144 / 256x272
遠隔捜査 v1.17.1 2024-03-11 5 00000000=sceGeEdramSetAddrTranslation(00000400)
遠隔捜査 v1.17.1 2024-11-03 6 00000400=sceGeEdramSetAddrTranslation(00000000)
Kenka Bancho: Badass Rumble v1.18.1 2025-01-13 15 00000000=sceUtilityScreenshotInitStart(093c3930)
WWE 2K22 V1.50 BY GAMER MODDER. v1.20.3 2026-04-27 122 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
Burnout Legends v1.14.4 2023-03-30 3 Ignoring possible texturing from framebuffer at 04174000 +0x193 / 64x272
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.14.4 2023-12-28 9 Replacement rowPitch=512, but w=4096 (level=0)
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.14.4 2023-02-14 1 Replacement rowPitch=1024, but w=8192 (level=0)
BRAVE STORY: NEW TRAVELER v1.14.4 2023-02-14 1 Unknown GE command : 03eaa304
eFootball PES 2021 By GABRIEL v1.14.4 2023-04-04 4 Replacement rowPitch=512, but w=5760 (level=0)
Driver® '76 v1.14.4 2023-02-14 1 WriteToHardware: Invalid address 76544eb9 near PC 08afdf80 LR 08afe02c
Mega Man Powered Up v1.17.1 2024-03-16 2 00000000=sceGeEdramSetAddrTranslation(00000000)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-14 1 WriteToHardware: Invalid address 00001a36 near PC 08a657b8 LR 08a63958
eFootball PES 2020 "C19" v1.14.4 2023-02-14 1 Replacement rowPitch=2048, but w=4096 (level=0)
Driver 76 v1.14.4 2023-02-14 1 WriteToHardware: Invalid address 00001ca9 near PC 08000000 LR 08000000
Snoopy vs. The Red Baron v1.14.4 2023-02-14 1 00000400=sceGeEdramSetAddrTranslation(00000800)
Snoopy vs. The Red Baron v1.14.4 2023-02-14 1 80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first
eFootball 2023 By Tutoriales Bendezu v1.14.4 2023-04-19 5 Replacement rowPitch=256, but w=1088 (level=0)
eFootball Haroun Z 2022 v1.14.4 2023-05-23 4 Replacement rowPitch=512, but w=4000 (level=0)
eFootball Haroun Z 2022 v1.14.4 2023-09-23 12 Replacement rowPitch=512, but w=2048 (level=0)
eFootball 2023 By Tutoriales Bendezu v1.14.4 2023-03-14 4 Replacement rowPitch=1024, but w=12452 (level=0)
MONSTER HUNTER FREEDOM(TM) v1.14.4 2023-05-07 8 Replacement rowPitch=128, but w=1024 (level=0)
Resistance: Retribution™ v1.15.2 2023-05-06 5 Unknown GetPointerWrite 191e7428 PC 08c9f994 LR 08cd6754
I Simpson™ Il Videogioco v1.14.4 2023-02-13 1 DEPTH16 depal unsupported: shift=7 mask=fe offset=0
eFootball PES 2023 by T4G v1.14.4 2023-02-13 1 Replacement rowPitch=512, but w=2560 (level=0)
eFootball 2023 By Tutoriales Bendezu v1.14.4 2023-05-06 4 Replacement rowPitch=256, but w=2128 (level=0)
Silent Hill: Shattered Memories v1.14.4 2023-02-13 1 Ignoring possible texturing from framebuffer at 08bb4780 +64x-11429 / 64x256
マクロストライアングルフロンティア v1.14.4 2023-02-13 1 80630006=sceAtracSetDataAndGetID(0981b980, 000062c8): invalid RIFF header
マクロストライアングルフロンティア v1.14.4 2023-02-13 1 80630006=sceAtracSetDataAndGetID(09810180, 00005b70): invalid RIFF header
マクロストライアングルフロンティア v1.14.4 2023-02-13 1 80630006=sceAtracSetDataAndGetID(09824a40, 000023a0): invalid RIFF header
マクロストライアングルフロンティア v1.14.4 2023-02-13 1 80630006=sceAtracSetDataAndGetID(09f05440, 00001ad0): invalid RIFF header
マクロストライアングルフロンティア v1.14.4 2023-02-13 1 80630006=sceAtracSetDataAndGetID(09065000, 000ada0c): invalid RIFF header
God of War®: Ghost of Sparta v1.14.4 2023-02-13 1 D3D error in shader compilation: info: error X3501: 'main': entrypoint not found / code: #define vec2 float2 #define vec3 float3 #define vec4 float4 #define uvec3 uint3 #define uvec4 uint4 #define ivec2 int2 #define ivec3 int3 #define ivec4 int4 #define mat4 float4x4 #define mat3x4 float4x3 #define splat3(x) float3(x, x, x) #define mix lerp #define lowp #define mediump #define highp #define fract frac #define mod(x, y) fmod(x, y) #define DISCARD clip(-1) #define DISCARD_BELOW(x) clip(x) // 02180000:00800382 Tex 2x TClampST TFuncMod TexArray
God of War®: Ghost of Sparta v1.14.4 2023-02-13 1 D3D error in shader compilation: info: error X3501: 'main': entrypoint not found / code: #define vec2 float2 #define vec3 float3 #define vec4 float4 #define uvec3 uint3 #define uvec4 uint4 #define ivec2 int2 #define ivec3 int3 #define ivec4 int4 #define mat4 float4x4 #define mat3x4 float4x3 #define splat3(x) float3(x, x, x) #define mix lerp #define lowp #define mediump #define highp #define fract frac #define mod(x, y) fmod(x, y) #define DISCARD clip(-1) #define DISCARD_BELOW(x) clip(x) // 02180000:00400b8e Tex TexProj LM TClampST TFuncRepl TexArray
God of War®: Ghost of Sparta v1.14.4 2023-02-13 1 D3D error in shader compilation: info: error X3501: 'main': entrypoint not found / code: #define vec2 float2 #define vec3 float3 #define vec4 float4 #define uvec3 uint3 #define uvec4 uint4 #define ivec2 int2 #define ivec3 int3 #define ivec4 int4 #define mat4 float4x4 #define mat3x4 float4x3 #define splat3(x) float3(x, x, x) #define mix lerp #define lowp #define mediump #define highp #define fract frac #define mod(x, y) fmod(x, y) #define DISCARD clip(-1) #define DISCARD_BELOW(x) clip(x) // 02180000:00000382 Tex TClampST TFuncMod TexArray
God of War®: Ghost of Sparta v1.14.4 2023-02-13 1 D3D error in shader compilation: info: error X3501: 'main': entrypoint not found / code: #define vec2 float2 #define vec3 float3 #define vec4 float4 #define uvec3 uint3 #define uvec4 uint4 #define ivec2 int2 #define ivec3 int3 #define ivec4 int4 #define mat4 float4x4 #define mat3x4 float4x3 #define splat3(x) float3(x, x, x) #define mix lerp #define lowp #define mediump #define highp #define fract frac #define mod(x, y) fmod(x, y) #define DISCARD clip(-1) #define DISCARD_BELOW(x) clip(x) // 02180000:00200000 Fog TexArray
God of War®: Ghost of Sparta v1.14.4 2023-02-13 1 D3D error in shader compilation: info: error X3501: 'main': entrypoint not found / code: #define vec2 float2 #define vec3 float3 #define vec4 float4 #define uvec3 uint3 #define uvec4 uint4 #define ivec2 int2 #define ivec3 int3 #define ivec4 int4 #define mat4 float4x4 #define mat3x4 float4x3 #define splat3(x) float3(x, x, x) #define mix lerp #define lowp #define mediump #define highp #define fract frac #define mod(x, y) fmod(x, y) #define DISCARD clip(-1) #define DISCARD_BELOW(x) clip(x) // 02180000:00000000 TexArray
MONSTER HUNTER PORTABLE 3rd v1.14.4 2023-02-13 1 Replacement rowPitch=512, but w=2560 (level=0)
MONSTER HUNTER FREEDOM UNITE™ v1.14.4 2023-06-26 5 Replacement rowPitch=2048, but w=4096 (level=0)
MONSTER HUNTER FREEDOM UNITE™ v1.14.4 2023-04-06 2 Replacement rowPitch=256, but w=2560 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-13 1 WriteToHardware: Invalid address 6e01fe74 near PC 0880dcc8 LR 0880dcc8
eFootball By TM ARTS v1.14.4 2023-02-13 1 Branch in RSZeroComp delay slot at 09ceee2c in block starting at 09ceee00
eFootball By TM ARTS v1.18.1 2024-12-23 12 MIPSCompileOp: Invalid instruction 040fd9d0
MONSTER HUNTER PORTABLE 3rd v1.14.4 2023-03-12 4 Replacement rowPitch=128, but w=256 (level=0)
NARUTO SHIPPUDEN: Ultimate Ninja Heroes 3 v1.14.4 2023-02-13 1 00000000=sceUtilityScreenshotInitStart(09a8fa98)
PES 2014 v1.14.4 2023-07-16 2 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:136: 'comp' : redefinition ERROR: 0:137: 'type' : redefinition ERROR: 0:185: 'comp' : redefinition ERROR: 0:186: 'type' : redefinition ERROR: 0:234: 'comp' : redefinition ERROR: 0:235: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 05000000:c1400b30 HWX T N Tex Bones:6 Light: LightUberShader WScale 2 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)) // 05000000:c1400b30 HWX T N Tex Bones:6 Light: LightUberShader WScale 2 Cull in mediump vec4 w1; in mediump vec2 w2; in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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 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() { 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); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875; 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 = 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:
PES 2014 v1.14.4 2023-07-16 2 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:137: 'comp' : redefinition ERROR: 0:138: 'type' : redefinition ERROR: 0:186: 'comp' : redefinition ERROR: 0:187: 'type' : redefinition ERROR: 0:235: 'comp' : redefinition ERROR: 0:236: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 05000000:c1800b30 HWX T N Tex Bones:7 Light: LightUberShader WScale 2 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)) // 05000000:c1800b30 HWX T N Tex Bones:7 Light: LightUberShader WScale 2 Cull in mediump vec4 w1; in mediump vec3 w2; in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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 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() { 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 * 1.999969482421875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875; 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 = 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*distan
PES 2014 v1.14.4 2023-07-16 2 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:137: 'comp' : redefinition ERROR: 0:138: 'type' : redefinition ERROR: 0:186: 'comp' : redefinition ERROR: 0:187: 'type' : redefinition ERROR: 0:235: 'comp' : redefinition ERROR: 0:236: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 05000000:c1c00b30 HWX T N Tex Bones:8 Light: LightUberShader WScale 2 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)) // 05000000:c1c00b30 HWX T N Tex Bones:8 Light: LightUberShader WScale 2 Cull in mediump vec4 w1, w2; in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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 mat4 u_bone7; 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() { 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) + mul(w2.w, u_bone7); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875; 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 = 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
PES 2014 v1.14.4 2023-07-16 2 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:133: 'comp' : redefinition ERROR: 0:134: 'type' : redefinition ERROR: 0:182: 'comp' : redefinition ERROR: 0:183: 'type' : redefinition ERROR: 0:231: 'comp' : redefinition ERROR: 0:232: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 05000000:c0c00b30 HWX T N Tex Bones:4 Light: LightUberShader WScale 2 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)) // 05000000:c0c00b30 HWX T N Tex Bones:4 Light: LightUberShader WScale 2 Cull in mediump vec4 w1; in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875; 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 = 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
PES 2014 v1.14.4 2023-07-16 2 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:135: 'comp' : redefinition ERROR: 0:136: 'type' : redefinition ERROR: 0:184: 'comp' : redefinition ERROR: 0:185: 'type' : redefinition ERROR: 0:233: 'comp' : redefinition ERROR: 0:234: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 05000000:c1000b30 HWX T N Tex Bones:5 Light: LightUberShader WScale 2 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)) // 05000000:c1000b30 HWX T N Tex Bones:5 Light: LightUberShader WScale 2 Cull in mediump vec4 w1; in mediump float w2; in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875; 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 = 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.
PES 2014 v1.14.4 2023-07-16 4 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 (
eFootball PES 2022 "SNE" v1.14.4 2023-02-13 1 Replacement rowPitch=128, but w=512 (level=0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-02-13 1 00000000=sceUtilityScreenshotInitStart(09ca9d08)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-02-13 1 00000000=sceUtilityScreenshotInitStart(09ca9d48)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-14 4 00000000=sceUtilityScreenshotInitStart(09ca9068)
Pro Evolution Soccer 2014 v1.14.4 2023-02-13 1 MIPSCompileOp: Invalid instruction 04fa0000
Pro Evolution Soccer 2014 v1.14.4 2023-02-13 1 MIPSCompileOp: Invalid instruction 7fffddef
Pro Evolution Soccer 2014 v1.14.4 2023-02-13 1 MIPSCompileOp: Invalid instruction 0009ffff

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