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
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)

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