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| 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 |