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| Game title |
Version |
Latest Report |
Hits |
Message |
| PES 2014 |
v1.14.4 |
2023-02-22 |
1 |
MIPSCompileOp: Invalid instruction 01681a81 |
| PES 2014 |
v1.14.4 |
2023-02-22 |
1 |
MIPSCompileOp: Invalid instruction ec2406ff |
| EA SPORTS™ FIGHT NIGHT Round 3 |
v1.14.4 |
2023-02-22 |
1 |
Unknown GE command : fdffffab |
| Pursuit Force™: Extreme Justice |
v1.14.4 |
2023-02-22 |
1 |
Truncating vertex count from 73716 to 21845 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-02-22 |
1 |
Replacement rowPitch=2048, but w=4800 (level=0) |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-02-22 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091556d0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-02-22 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09195d50): duplicate handler |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-03-19 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0920df60): duplicate handler |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-03-19 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091d6530): duplicate handler |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-02-22 |
1 |
Truncating vertex count from 22017 to 21845 |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-02-22 |
1 |
Truncating vertex count from 22038 to 21845 |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-02-24 |
6 |
Ignoring possible texturing from framebuffer at 08bb4780 +176x-5712 / 64x256 |
| MLB 10 The Show ™ |
v1.18.1 |
2025-05-12 |
2 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (b847e4f3), bad data |
| Pro Evolution Soccer 2011 |
v1.14.4 |
2023-02-22 |
1 |
Ignoring possible texturing from framebuffer at 04162000 +0x63 / 480x272 |
| EFOOTBALL 2023 PSP FINAL UPDATE |
v1.14.4 |
2023-05-24 |
20 |
Replacement rowPitch=512, but w=2880 (level=0) |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.14.4 |
2023-09-05 |
13 |
Replacement rowPitch=1024, but w=4096 (level=0) |
| Pro Evolution Soccer 2012 |
v1.17.1 |
2024-09-17 |
3 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-22 |
1 |
WriteToHardware: Invalid address 00000004 near PC 08863d64 LR 08856f20 |
| SpongeBob SquarePants: The Yellow Avenger |
v1.14.4 |
2023-02-22 |
1 |
Ignoring possible texturing from framebuffer at 041bc000 +256x188 / 256x256 |
| eFootball Haroun Z 2022 |
v1.14.4 |
2023-04-06 |
2 |
Replacement rowPitch=1024, but w=5120 (level=0) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-02-22 |
1 |
WriteToHardware: Invalid address 532f8efc near PC 0880dcc8 LR 0880dcc8 |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-02-22 |
1 |
Truncating vertex count from 22176 to 21845 |
| eFootball PES 2021 By GABRIEL |
v1.14.4 |
2023-02-22 |
1 |
Replacement rowPitch=2048, but w=4100 (level=0) |
| FIFA22 JOAQUINDLS C19 & Nibeck Tv |
v1.14.4 |
2023-02-22 |
3 |
807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 0000 |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-02-21 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +80x-14259 / 64x256 |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-02-21 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +416x-26666 / 64x256 |
| Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-05-03 |
6 |
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 r9p0-01rel0 [Revision 96995].
01710444:00000338 HWX C N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 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))
// 01710444:00000338 HWX C N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
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 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() {
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 = 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;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = splat3(0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
| Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2023-02-21 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(4b9f2ff, b4:87:ad:55:73:fb, 20000000, 0) at 0897eeec |
| ACE COMBAT X |
v1.14.4 |
2023-02-21 |
1 |
Replacement rowPitch=512, but w=2048 (level=0) |
| Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2023-02-21 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(6d252a6, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| eFootball PES 2021 Libertadores T. Bendezu |
v1.14.4 |
2023-04-29 |
13 |
Replacement rowPitch=512, but w=2000 (level=0) |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.14.4 |
2023-02-21 |
1 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.14.4 |
2023-02-21 |
1 |
MIPSCompileOp: Invalid instruction 00000038 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.14.4 |
2023-02-21 |
1 |
MIPSCompileOp: Invalid instruction 00001001 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.14.4 |
2023-02-21 |
1 |
MIPSCompileOp: Invalid instruction 00000028 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.14.4 |
2023-02-21 |
1 |
MIPSCompileOp: Invalid instruction 4c77cc8a |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.15.4 |
2023-08-28 |
17 |
MIPSCompileOp: Invalid instruction 00010101 |
| PES 2019 BY CHELITO 19 |
v1.14.4 |
2023-02-21 |
1 |
Replacement rowPitch=1024, but w=4320 (level=0) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-02-21 |
1 |
MIPSCompileOp: Invalid instruction 72e382f0 |
| Pro Evolution Soccer 2013 |
v1.14.4 |
2023-03-03 |
73 |
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 ( |
| Crash® of the Titans |
v1.14.4 |
2023-02-21 |
1 |
Unknown GetPointerWrite 0a2d6180 PC 08b0d614 LR 08b0d61c |
| PRO EVOLUTION SOCCER VANDAMME EDITION |
v1.14.4 |
2023-02-21 |
1 |
Replacement rowPitch=512, but w=5120 (level=0) |
| PRO EVOLUTION SOCCER VANDAMME EDITION |
v1.14.4 |
2023-03-18 |
2 |
Replacement rowPitch=128, but w=2532 (level=0) |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.14.4 |
2023-02-21 |
1 |
Ignoring possible texturing from framebuffer at 04178000 +0x64 / 64x321 |
| eFootball By TM ARTS |
v1.14.4 |
2023-10-21 |
4 |
Replacement rowPitch=32, but w=128 (level=4) |
| eFootball By TM ARTS |
v1.14.4 |
2023-10-21 |
3 |
Replacement rowPitch=64, but w=256 (level=3) |
| eFootball By TM ARTS |
v1.14.4 |
2023-10-21 |
3 |
Replacement rowPitch=128, but w=512 (level=2) |
| eFootball By TM ARTS |
v1.14.4 |
2023-10-21 |
3 |
Replacement rowPitch=256, but w=1024 (level=1) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-02-21 |
1 |
MIPSCompileOp: Invalid instruction 411fd70a |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-02-21 |
2 |
MIPSCompileOp: Invalid instruction 46870000 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-06-03 |
15 |
MIPSCompileOp: Invalid instruction 42ec0000 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-02-21 |
1 |
MIPSCompileOp: Invalid instruction 42e66666 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-02-21 |
1 |
MIPSCompileOp: Invalid instruction 000e18f9 |
| Fate/unlimited codes |
v1.14.4 |
2023-02-21 |
1 |
00000000=sceUtilityScreenshotInitStart(09a8d328) |
| Fate/unlimited codes |
v1.14.4 |
2023-02-21 |
1 |
00000000=sceUtilityScreenshotInitStart(09a8cf68) |
| EFOOTBALL 2023 PSP FINAL UPDATE |
v1.14.4 |
2023-07-20 |
11 |
Replacement rowPitch=1024, but w=4000 (level=0) |
| Prince of Persia - Revelations |
v1.14.4 |
2023-02-21 |
2 |
80630006=sceAtracSetDataAndGetID(09584040, 00000800): invalid RIFF header |
| Patapon 3 Overhaul Public Demo |
v1.14.4 |
2023-02-21 |
1 |
Replacement rowPitch=1024, but w=8192 (level=0) |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-03-02 |
3 |
Ignoring possible texturing from framebuffer at 08bb4780 +128x-1339 / 64x256 |
| WWE'12 |
v1.14.4 |
2023-02-21 |
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].
07f61000:41000b39 HWX C T N LM Tex Bones:5 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:6 WScale 3 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))
// 07f61000:41000b39 HWX C T N LM Tex Bones:5 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:6 WScale 3 Cull
attribute mediump vec4 w1;
attribute mediump float 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 vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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 lowp vec3 v_color1;
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, u_bone4);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
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 = color0.rgb;
vec3 specularColor = color0.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular3 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = |
| Pro Evolution Soccer 2013 |
v1.14.4 |
2023-02-21 |
1 |
Replacement rowPitch=256, but w=512 (level=0) |
| eFootball 2023 By Tutoriales Bendezu |
v1.14.4 |
2023-02-21 |
1 |
Replacement rowPitch=768, but w=1200 (level=0) |
| Split/Second Velocity |
v1.14.4 |
2023-02-21 |
2 |
Error in shader compilation: info: ERROR: 0:16: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled.
ERROR: 0:16: 'assign' : Implicit conversions for shift operators are not allowed before GLSL 1.20 or without GL_EXT_gpu_shader4 enabled.
ERROR: 0:16: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'in uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:25: 'v_texcoord' : undeclared identifier
ERROR: 0:25: 'xy' : field selection requires structure, vector, or matrix on left hand side
ERROR: 0:25: 'texture' : no matching overloaded function found (using implicit conversion)
ERROR: 0:25: '=' : cannot convert from 'const float' to '4-component vector of float'
ERROR: 0:27: 'fragColor0' : undeclared identifier
ERROR: 0:27: 'assign' : cannot convert from '4-component vector of float' to 'float'
reinterpret
#version 300 es
// Driver: Intel(R) HD Graphics for BayTrail - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
precision highp float;
uniform sampler2D tex;
uint packColor(vec4 val) {
return uint(val.r * 15.99) | (uint(val.g * 15.99) << 4u) | (uint(val.b * 15.99) << 8u) | (uint(val.a * 15.99) << 12u);
}
vec4 unpackColor(uint color) {
vec4 outColor = vec4(float(color & 0x1FU), float((color >> 5u) & 0x1FU), float((color >> 10u) & 0x1FU), 0.0);
outColor.rgb *= 1.0 / 31.0;
outColor.a = float(color >> 15);
return outColor;
}
in highp vec2 v_texcoord; // TEXCOORD0
uniform vec2 texSize;
uniform float scaleFactor;
out vec4 fragColor0;
void main() {
vec4 val = texture(tex, v_texcoord.xy);
vec4 outColor = unpackColor(packColor(val));
fragColor0 = outColor;
}
|
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.4 |
2023-02-21 |
1 |
00000000=sceUtilityScreenshotInitStart(09d3a448) |
| Shin Megami Tensei®: Persona® |
v1.14.4 |
2023-02-21 |
1 |
Replacement rowPitch=128, but w=1280 (level=0) |
| eFootball PES 2021 DraycEM "C19" |
v1.14.4 |
2023-02-21 |
1 |
Replacement rowPitch=1024, but w=5760 (level=0) |
| eFootball PES 2023 By ESTEEM GAMING |
v1.14.4 |
2024-02-23 |
10 |
Replacement rowPitch=256, but w=800 (level=0) |
| Pro Evolution Soccer 2012 |
v1.14.4 |
2023-02-21 |
1 |
Branch in branch delay slot at 08fab7b8 with different target |
| Tom Clancy's Ghost Recon® Predator |
v1.14.4 |
2023-02-21 |
1 |
80630007=sceAtracSetData(2, 08bd6108, 0000e800): atracID uses different codec type than data |
| Tom Clancy's Ghost Recon® Predator |
v1.14.4 |
2023-02-21 |
1 |
80630007=sceAtracSetData(2, 08bb6100, 00020000): atracID uses different codec type than data |
| Call of Duty : Roads to Victory™ |
v1.16.3 |
2023-09-28 |
3 |
Unknown GetPointerWrite 000000f8 PC 089bfe0c LR 089bfe88 |
| SBK®08 Superbike World Championship |
v1.14.4 |
2023-02-21 |
1 |
Replacement rowPitch=256, but w=512 (level=0) |
| eFootball PES 2021 T. Bendezu "C19" |
v1.17.1 |
2024-02-24 |
6 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l0 rate 000f |
| eFootball Asia 2023 |
v1.14.4 |
2023-10-27 |
2 |
Replacement rowPitch=512, but w=1024 (level=0) |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-22 |
3 |
MIPSCompileOp: Invalid instruction 4b4d494e |
| eFootball By TM ARTS |
v1.14.4 |
2023-02-22 |
6 |
MIPSCompileOp: Invalid instruction 47464c4d |
| eFootball By TM ARTS |
v1.17.1 |
2024-02-09 |
5 |
MIPSCompileOp: Invalid instruction 4d484d4d |
| eFootball By TM ARTS |
v1.17.1 |
2024-02-09 |
6 |
MIPSCompileOp: Invalid instruction 4d4f4b00 |
| クラシックダンジョン ~扶翼の魔装陣~ |
v1.18.1-12-g1124be79f8 |
2026-05-25 |
61 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| CLADUN: This is an RPG! |
v1.17.1 |
2024-06-07 |
27 |
00000000=sceUtilityScreenshotInitStart(089b3dd0) |
| Shin Megami Tensei®: Persona® |
v1.14.4 |
2023-02-21 |
1 |
Replacement rowPitch=256, but w=2560 (level=0) |
| CLADUN: This is an RPG! |
v1.18.1 |
2025-11-17 |
60 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| Shin Megami Tensei®: Persona® |
v1.14.4 |
2025-02-17 |
2 |
Replacement rowPitch=2048, but w=4096 (level=0) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.4 |
2023-03-24 |
2 |
Replacement rowPitch=512, but w=3600 (level=0) |
| Mortal Kombat: Unchained |
v1.14.4 |
2023-02-21 |
1 |
Replacement rowPitch=512, but w=1472 (level=0) |
| BURNOUT DOMINATOR |
v1.14.4 |
2023-04-27 |
8 |
Ignoring possible texturing from framebuffer at 04176000 +1536x69 / 512x272 |
| PES 2023 BY SPARTAN JR8 |
v1.14.4 |
2023-02-21 |
1 |
Replacement rowPitch=512, but w=1800 (level=0) |
| PES 2014 |
v1.14.4 |
2023-02-21 |
1 |
sceIoAssign(memstick:, msstor0p1:/, fatms0:, IOASSIGN_RDWR, 00000000, 0) |
| EFOOTBALL 2023 PSP OFFICIAL |
v1.14.4 |
2023-02-21 |
1 |
Replacement rowPitch=128, but w=7200 (level=0) |
| BURNOUT DOMINATOR |
v1.14.4 |
2023-02-23 |
2 |
Ignoring possible texturing from framebuffer at 04176000 +64x103 / 512x272 |
| LEGO® Batman™: The Videogame |
v1.14.4 |
2023-02-21 |
1 |
Unknown GE command : 39cdb740 |
| WWE SmackDown vs. RAW 2010 |
v1.14.4 |
2023-02-21 |
1 |
80630006=sceAtracSetData(2, 08d4b180, 00006730): invalid RIFF header |
| WWE SmackDown vs. RAW 2010 |
v1.17.1 |
2024-04-26 |
2 |
80630007=sceAtracSetData(2, 08d4b180, 00005b00): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2010 |
v1.15.4 |
2023-10-10 |
2 |
80630007=sceAtracSetData(2, 08d4b180, 00007f00): atracID uses different codec type than data |
| eFootball PES 2021 Libertadores T. Bendezu |
v1.14.4 |
2023-02-21 |
1 |
Replacement rowPitch=1024, but w=4000 (level=0) |
| eFootball PES 2021 By TM ARTS |
v1.14.4 |
2023-02-21 |
1 |
Replacement rowPitch=128, but w=256 (level=0) |
| BURNOUT DOMINATOR |
v1.14.4 |
2023-03-05 |
4 |
Ignoring possible texturing from framebuffer at 04176000 +896x222 / 512x272 |
| Death, Jr. 2: Root of Evil |
v1.14.4 |
2023-03-22 |
2 |
Ignoring possible texturing from framebuffer at 04176000 +0x80 / 128x272 |
| PES 2019 BY CHELITO 19 |
v1.14.4 |
2023-02-21 |
1 |
Replacement rowPitch=256, but w=2560 (level=0) |
| 機動戦士ガンダムSEED 連合VS.Z.A.F.T. PORTABLE 体験版 |
v1.18.1 |
2025-07-01 |
35 |
00000400=sceGeEdramSetAddrTranslation(00000400) |