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
SplinterCell v1.14.4 2023-02-23 4 MIPSCompileOp: Invalid instruction 42600000
SplinterCell v1.14.4 2023-02-23 2 MIPSCompileOp: Invalid instruction 40c9999a
SplinterCell v1.14.4 2023-02-23 3 MIPSCompileOp: Invalid instruction 43fe0000
SplinterCell v1.14.4 2023-02-23 3 MIPSCompileOp: Invalid instruction 42500000
SplinterCell v1.14.4 2023-02-23 3 MIPSCompileOp: Invalid instruction 007efe01
SplinterCell v1.14.4 2023-02-23 2 MIPSCompileOp: Invalid instruction 007e00fb
SplinterCell v1.14.4 2023-02-23 4 MIPSCompileOp: Invalid instruction 40a66666
SplinterCell v1.14.4 2023-02-23 4 MIPSCompileOp: Invalid instruction 007efbff
SplinterCell v1.14.4 2023-02-23 2 MIPSCompileOp: Invalid instruction 40a9999a
SplinterCell v1.14.4 2023-02-23 8 MIPSCompileOp: Invalid instruction 007efcff
SplinterCell v1.14.4 2023-02-23 2 MIPSCompileOp: Invalid instruction 40b9999a
SplinterCell v1.14.4 2023-02-23 4 MIPSCompileOp: Invalid instruction 43940000
SplinterCell v1.14.4 2023-02-23 4 MIPSCompileOp: Invalid instruction 007e00fc
SplinterCell v1.14.4 2023-02-23 2 MIPSCompileOp: Invalid instruction 44e01333
SplinterCell v1.14.4 2023-02-23 2 MIPSCompileOp: Invalid instruction 44640666
SplinterCell v1.14.4 2023-02-23 4 MIPSCompileOp: Invalid instruction 42006666
SplinterCell v1.14.4 2023-02-23 1 MIPSCompileOp: Invalid instruction 44e01ccc
SplinterCell v1.14.4 2023-02-23 1 MIPSCompileOp: Invalid instruction 431a199a
MotoGP™22 | By CahNdutz v1.14.4 2023-02-23 1 Replacement rowPitch=512, but w=2000 (level=0)
WWE'12 v1.14.4 2023-02-23 1 80630007=sceAtracSetData(2, 08be95c0, 00002b20): atracID uses different codec type than data
WWE'12 v1.14.4 2023-02-23 1 80630007=sceAtracSetData(2, 08be95c0, 00009720): atracID uses different codec type than data
WWE'12 v1.14.4 2023-02-23 1 80630007=sceAtracSetData(2, 08be95c0, 00001fe0): atracID uses different codec type than data
WWE'12 v1.14.4 2023-02-23 1 80630007=sceAtracSetData(2, 08be95c0, 00004620): atracID uses different codec type than data
eFootball Chelito 19 v1.14.4 2023-02-23 1 Ignoring possible texturing from framebuffer at 04154000 +0x144 / 256x272
eFootball Chelito 19 v1.15.4 2025-10-21 4 00000000=sceGeEdramSetAddrTranslation(00000000)
LEGO® Batman™: The Videogame v1.14.4 2023-02-23 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:122: 'comp' : redefinition ERROR: 0:123: 'type' : redefinition ERROR: 0:171: 'comp' : redefinition ERROR: 0:172: 'type' : redefinition ERROR: 0:220: 'comp' : redefinition ERROR: 0:221: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80040b20 HWX T N Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 320 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80040b20 HWX T N Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 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 (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnorm
LEGO® Batman™: The Videogame v1.14.4 2023-02-23 1 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) 320 - 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 (
LEGO® Batman™: The Videogame v1.14.4 2023-02-23 1 Error in shader compilation: info: Fragment shader compilation failed. 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: 1 compilation errors. No code generated. reinterpret #version 300 es // Driver: Adreno (TM) 320 - 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(vec2 val) { return uint(val.r * 255.99) | (uint(val.g * 255.99) << 8u); } 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); float u = mod(floor(v_texcoord.x * texSize.x * 2.0), 2.0); vec4 outColor = unpackColor(u == 0.0 ? packColor(val.rg) : packColor(val.ba)); fragColor0 = outColor; }
LEGO® Batman™: The Videogame v1.14.4 2023-02-23 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:122: 'comp' : redefinition ERROR: 0:123: 'type' : redefinition ERROR: 0:171: 'comp' : redefinition ERROR: 0:172: 'type' : redefinition ERROR: 0:220: 'comp' : redefinition ERROR: 0:221: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b20 HWX T N Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 320 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b20 HWX T N Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 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 (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnorm
LEGO® Batman™: The Videogame v1.14.4 2023-02-23 1 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. 01000000:80000938 HWX C T Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 320 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000938 HWX C T Tex Light: LightUberShader Cull in vec3 position; 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 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(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 = ((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)); } else { lightScale = 0.0;
仮面ライダー クライマックスヒーローズ オーズ v1.14.4 2023-02-23 1 Failed decrypting the PRX (ret = -4, size = 2869196, psp_size = 2869536)!
EFOOTBALL 2023 PSP OFFICIAL v1.14.4 2023-05-13 9 Unknown GetPointerWrite 00000000 PC 0881613c LR 08816144
SplinterCell v1.17.1 2025-06-06 2 MIPSCompileOp: Invalid instruction 00055eb8
SplinterCell v1.14.4 2023-02-23 2 MIPSCompileOp: Invalid instruction 000dec4e
SplinterCell v1.14.4 2023-02-23 1 MIPSCompileOp: Invalid instruction 0000f5be
SplinterCell v1.14.4 2023-02-23 2 MIPSCompileOp: Invalid instruction 000cdcd5
Crash™ Tag Team Racing v1.14.4 2023-02-23 3 80630006=sceAtracSetDataAndGetID(098ad300, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-23 1 80630006=sceAtracSetDataAndGetID(098c9640, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-23 12 80630006=sceAtracSetDataAndGetID(098d1680, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-23 2 80630006=sceAtracSetDataAndGetID(098b55c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-23 2 80630006=sceAtracSetDataAndGetID(09a66200, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-23 12 80630006=sceAtracSetDataAndGetID(09a822c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-23 2 80630006=sceAtracSetDataAndGetID(09c72200, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-23 2 80630006=sceAtracSetDataAndGetID(09c56140, 00014000): invalid RIFF header
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-23 1 MIPSCompileOp: Invalid instruction 4cc656f3
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-23 1 MIPSCompileOp: Invalid instruction 7dc2e695
EFOOTBALL 2023 PSP OFFICIAL v1.14.4 2023-06-03 2 Replacement rowPitch=1024, but w=2880 (level=0)
Efootball 2022 Komo Valeri... v1.14.4 2023-02-23 1 Replacement rowPitch=512, but w=2560 (level=0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-23 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b8e484, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-23 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b8e484, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-23 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c0ea64, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-23 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c0ea64, 4, 00000000, 0)
eFootball PES 2021 "Guardianes 21" Ediciones PESMX 21 v1.17.1 2024-04-11 7 Unknown GetPointerWrite 00000000 PC 0882508c LR 08811328
F1 2009 v1.14.4 2023-02-23 1 Replacement rowPitch=512, but w=2000 (level=0)
F1 2009 v1.14.4 2023-04-08 4 Replacement rowPitch=128, but w=2048 (level=0)
WWE'12 v1.14.4 2023-02-23 1 Replacement rowPitch=256, but w=472 (level=0)
Obscure: The Aftermath v1.14.4 2023-02-23 1 WriteToHardware: Invalid address 000000e8 near PC 0898dd78 LR 0898dd78
Obscure: The Aftermath v1.18.1 2025-03-30 7 WriteToHardware: Invalid address 00000390 near PC 08b020d4 LR 08b01690
WWE'12 v1.14.4 2023-02-23 1 Replacement rowPitch=2048, but w=4800 (level=0)
Patapon 3 - DxD Edition v1.0 v1.14.4 2023-02-23 1 MIPSCompileOp: Invalid instruction ccdf1000
Patapon 3 - DxD Edition v1.0 v1.14.4 2023-02-23 1 MIPSCompileOp: Invalid instruction cccf0002
Patapon 3 - DxD Edition v1.0 v1.14.4 2023-02-23 1 MIPSCompileOp: Invalid instruction ccce001a
Patapon 3 - DxD Edition v1.0 v1.14.4 2023-02-23 1 MIPSCompileOp: Invalid instruction cccc007c
Patapon 3 - DxD Edition v1.0 v1.14.4 2023-02-23 1 MIPSCompileOp: Invalid instruction cccc24cc
Patapon 3 - DxD Edition v1.0 v1.14.4 2023-02-23 1 MIPSCompileOp: Invalid instruction cccc8ccc
Patapon 3 - DxD Edition v1.0 v1.14.4 2023-02-23 67 MIPSCompileOp: Invalid instruction cccccccc
eFootball PES 2021 By TM ARTS v1.14.4 2023-04-30 7 Replacement rowPitch=128, but w=7680 (level=0)
Silent Hill: Shattered Memories v1.14.4 2023-02-23 1 Ignoring possible texturing from framebuffer at 08bb4780 +240x-9632 / 64x256
PES 2019 BY CHELITO 19 v1.14.4 2023-02-23 1 Replacement rowPitch=1024, but w=1520 (level=0)
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-02-22 1 Replacement rowPitch=256, but w=2560 (level=0)
NARUTO Shippuden: Legends: Akatsuki Rising v1.14.4 2023-02-22 1 Replacement rowPitch=256, but w=1028 (level=0)
eFootball Chelito 19 v1.4.1 2026-03-09 140 WriteToHardware: Invalid address 00000004 near PC 08863d6c LR 08856c34
eFootball 2023 By Tutoriales Bendezu v1.14.4 2023-04-24 6 Replacement rowPitch=128, but w=1160 (level=0)
BURNOUT DOMINATOR v1.14.4 2023-02-22 1 Ignoring possible texturing from framebuffer at 04176000 +1792x66 / 512x272
eFootball PES 2022 Danilo Gamer v1.14.4 2023-03-01 2 Replacement rowPitch=128, but w=1200 (level=0)
GITAROO MAN Lives! v1.14.4 2023-02-22 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(NOKDGXF, 1, 2, 09fff528, 10000000, 0) at 08952fd0
EFOOTBALL RA-PATCH 22-23 V. FINAL v1.14.4 2023-02-22 1 Replacement rowPitch=512, but w=1600 (level=0)
MotoGP v1.14.4 2023-04-28 6 Replacement rowPitch=1024, but w=2000 (level=0)
GITAROO MAN Lives! v1.14.4 2023-02-22 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(SFCIXJF, 1, 2, 09fff528, 10000000, 0) at 08952fd0
GITAROO MAN Lives! v1.20.3 2026-05-25 57 sceNetAdhocMatchingInit(32768) at 08954200
eFootball PES 2022 Danilo Gamer v1.14.4 2023-04-22 3 Replacement rowPitch=512, but w=1024 (level=0)
eFootball PES 2022 Danilo Gamer v1.14.4 2023-02-23 2 Unknown GetPointerWrite 00000004 PC 08a02afc LR 0887138c
RIDGE RACER 2 v1.14.4 2023-02-22 1 Ignoring possible texturing from framebuffer at 041cc200 +256x199 / 256x272
God of War™: Ghost of Sparta v1.14.4 2023-02-22 1 MIPSCompileOp: Invalid instruction 0003efff
God of War™: Ghost of Sparta v1.14.4 2023-02-22 1 MIPSCompileOp: Invalid instruction eefff000
God of War™: Ghost of Sparta v1.14.4 2023-02-22 3 MIPSCompileOp: Invalid instruction 000005ff
God of War™: Ghost of Sparta v1.14.4 2023-02-22 1 MIPSCompileOp: Invalid instruction 000019df
BURNOUT DOMINATOR v1.14.4 2023-02-22 2 Ignoring possible texturing from framebuffer at 04176000 +0x103 / 512x272
Ben 10 Ultimate Alien Cosmic Destruction v1.14.4 2023-02-22 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (96e64842), bad data
NBA2K13 v1.14.4 2023-02-22 1 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
DRAGON BALL Z SHIN BUDOKAI 2 v1.14.4 2023-05-12 5 Replacement rowPitch=1024, but w=3072 (level=0)
WWE 2K22 BY KING ROY GAMER v1.14.4 2023-02-22 1 80630007=sceAtracSetData(3, 08d4b180, 00019800): atracID uses different codec type than data
WWE 2K22 BY KING ROY GAMER v1.14.4 2023-02-22 1 80630007=sceAtracSetData(3, 08d13140, 00038000): atracID uses different codec type than data
WWE 2K22 BY KING ROY GAMER v1.14.4 2023-02-22 1 80630007=sceAtracSetData(2, 08d4b180, 00001600): atracID uses different codec type than data
Disney•Pixar Cars 2 v1.14.4 2023-02-22 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 r10p0-00rel0 [Revision 96995]. 01f05555:00000b39 HWX C T N LM Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t: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)) // 01f05555:00000b39 HWX C T N LM Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 Cull 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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; 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 lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; 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 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; 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() { 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; 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); 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_lightspecular0 * specularColor * ldot * lightScale; } 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); 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_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight
Cars: Race-O-Rama v1.14.4 2023-03-10 2 Ignoring possible texturing from framebuffer at 095d9e80 +0x-22804 / 8x8
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-05-05 3 Replacement rowPitch=128, but w=800 (level=0)
Need For Speed™ Underground Rivals v1.14.4 2023-02-22 1 WriteToHardware: Invalid address 00002260 near PC 08832994 LR 08a12a7c
PES 2019 BY CHELITO 19 v1.14.4 2023-10-18 5 Replacement rowPitch=512, but w=1000 (level=0)
MLB 10 The Show ™ v1.18.1 2025-02-06 6 scePsmfPlayerSetPsmf*: incorrect PSMF magic (00000004), bad data

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