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
喧哗番长兄弟 东京之战 PLAY汉化版 v1.14.4 2023-03-08 1 00000000=sceUtilityScreenshotInitStart(096e6f20)
喧哗番长兄弟 东京之战 PLAY汉化版 v1.18.1 2025-06-14 6 00000000=sceUtilityScreenshotInitStart(093abc00)
Pro Evolution Soccer 2013 v1.14.4 2023-03-11 2 Replacement rowPitch=128, but w=2880 (level=0)
喧哗番长兄弟 东京之战 PLAY汉化版 v1.14.4 2023-03-08 1 00000000=sceUtilityScreenshotInitStart(096dde00)
Silent Hill: Shattered Memories v1.14.4 2023-03-08 1 Ignoring possible texturing from framebuffer at 08bb4780 +352x-11747 / 64x256
Rock Band Unplugged™ v1.14.4 2023-03-08 1 Ignoring possible texturing from framebuffer at 041ba000 +0x80 / 128x272
PES 2023 BY SPARTAN JR8 v1.14.4 2023-05-06 3 Replacement rowPitch=256, but w=3736 (level=0)
テイルズ オブ ザ ワールド レディアント マイソロジー3 v1.14.4 2023-03-08 1 80630006=sceAtracSetDataAndGetID(09959ac0, 00020000): invalid fmt magic: f7f6
eFootball 2023 by YOUNG RSA GAMER YT v1.9.4 2025-04-01 47 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-08 1 WriteToHardware: Invalid address d84316ac near PC 0880dcc8 LR 0880dcc8
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-08 1 WriteToHardware: Invalid address 858ee744 near PC 0880dcc8 LR 0880dcc8
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-08 1 WriteToHardware: Invalid address 00000194 near PC 0881d670 LR 088279fc
METAL SLUG Anthology v1.14.4 2023-03-08 2 UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI8496, e0:24:9e:95:84:96, 20000000, 0) at 088e683c
METAL SLUG Anthology v1.14.4 2023-03-08 3 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI8496, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4
Silent Hill: Shattered Memories v1.14.4 2023-03-08 1 Ignoring possible texturing from framebuffer at 08bb4780 +16x-25897 / 64x256
eFootball Chelito 19 v1.14.4 2023-04-07 6 Replacement rowPitch=512, but w=2048 (level=0)
Silent Hill: Shattered Memories v1.14.4 2023-03-09 5 Ignoring possible texturing from framebuffer at 08bb4780 +160x-9197 / 64x256
ファントム・ブレイブ PORTABLE v1.18.1-539-g79940fe58a 2026-08-03 81 00000400=sceGeEdramSetAddrTranslation(00000000)
PES FL 2022C v1.14.4 2023-03-08 1 Replacement rowPitch=256, but w=1600 (level=0)
eFootball Haroun Z 2022 v1.14.4 2023-08-28 3 Replacement rowPitch=2048, but w=5120 (level=0)
eFootball 2023 By Tutoriales Bendezu v1.14.4 2023-04-12 3 Replacement rowPitch=256, but w=1448 (level=0)
WWE 2K21 PRICELESS ALACRITY V3.0.1 v1.14.4 2023-03-08 1 Unknown GetPointerWrite 00000000 PC 08a029d8 LR 08a029a4
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-05-14 2 sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 00000595): duplicate handler
eFootball Libertadores 2022 By T. Bendezu. v1.14.4 2023-03-13 11 807f00fd=sceMp3Init(00000000): invalid sample rate v0 l1 rate 03
Resistance: Retribution™ v1.14.4 2023-04-08 2 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]. 01710551:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 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)) // 01710551:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; 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 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; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); 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, 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); 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 +
Resistance: Retribution™ v1.14.4 2023-03-08 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]. 01700551:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: 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)) // 01700551:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: 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 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 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; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); 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, 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); 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)
Resistance: Retribution™ v1.14.4 2023-03-08 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]. 01f15551:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 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)) // 01f15551:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; 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; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); 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, 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.
Resistance: Retribution™ v1.14.4 2023-03-08 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]. 01f05551:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 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)) // 01f05551:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 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; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; 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; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); 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, 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), w
Resistance: Retribution™ v1.14.4 2023-03-08 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]. 01f05551:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 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)) // 01f05551:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 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 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; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); 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, 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); if (ldot >= 0.0) { ldot = dot(normalize(t
ワールド・ネバーランド~ナルル王国物語~ v1.18.1 2025-05-10 63 00000000=sceUtilityScreenshotInitStart(08d77f8c)
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.14.4 2023-03-08 70 sceKernelRegisterSubIntrHandler(30, 1, 08893958, 00000000): duplicate handler
Efootball 2022 Komo Valeri... v1.14.4 2023-04-14 5 Replacement rowPitch=128, but w=2800 (level=0)
eFootball PES 2022 "HG22" v1.14.4 2023-04-08 2 Replacement rowPitch=512, but w=2000 (level=0)
絶対ヒーロー改造計画 v1.14.4 2023-03-08 3 MIPSCompileOp: Invalid instruction d080000a
絶対ヒーロー改造計画 v1.14.4 2023-03-08 3 MIPSCompileOp: Invalid instruction d0800005
絶対ヒーロー改造計画 v1.14.4 2023-03-08 3 MIPSCompileOp: Invalid instruction d0800000
絶対ヒーロー改造計画 v1.14.4 2023-03-08 1 WriteToHardware: Invalid address 00000068 near PC 08817fac LR 08817e28
絶対ヒーロー改造計画 v1.14.4 2023-03-08 2 MIPSCompileOp: Invalid instruction 4ebd0010
絶対ヒーロー改造計画 v1.14.4 2023-03-08 1 MIPSCompileOp: Invalid instruction d08a0005
絶対ヒーロー改造計画 v1.14.4 2023-03-08 1 MIPSCompileOp: Invalid instruction d08a0000
絶対ヒーロー改造計画 v1.14.4 2023-03-08 1 Branch in branch delay slot at 08817f78 with different target
絶対ヒーロー改造計画 v1.14.4 2023-03-08 1 MIPSCompileOp: Invalid instruction 4c520020
絶対ヒーロー改造計画 v1.14.4 2023-03-08 1 MIPSCompileOp: Invalid instruction 4c10ffff
絶対ヒーロー改造計画 v1.14.4 2023-03-08 1 MIPSCompileOp: Invalid instruction 4ea50010
絶対ヒーロー改造計画 v1.14.4 2023-03-08 1 Branch in branch delay slot at 08817f50 with different target
絶対ヒーロー改造計画 v1.14.4 2023-03-08 1 Branch in branch delay slot at 08817f4c with different target
絶対ヒーロー改造計画 v1.14.4 2023-03-08 3 Trying to compile instruction 48060020 that can't be interpreted
絶対ヒーロー改造計画 v1.14.4 2023-03-08 1 Branch in branch delay slot at 08817f40 with different target
絶対ヒーロー改造計画 v1.14.4 2023-03-08 1 MIPSCompileOp: Invalid instruction 4ea40010
絶対ヒーロー改造計画 v1.14.4 2023-03-08 1 MIPSCompileOp: Invalid instruction 4c51ffe0
プリニー v1.14.4 2023-03-08 5 Branch in branch delay slot at 0881862c with different target
プリニー v1.14.4 2023-03-08 5 Branch in branch delay slot at 08818614 with different target
プリニー v1.14.4 2023-03-08 8 Branch in branch delay slot at 08818610 with different target
プリニー v1.14.4 2023-03-08 9 MIPSCompileOp: Invalid instruction 48a80040
プリニー v1.14.4 2023-03-08 4 MIPSCompileOp: Invalid instruction d08a0022
プリニー v1.14.4 2023-03-08 4 MIPSCompileOp: Invalid instruction d08a001d
プリニー v1.14.4 2023-03-08 4 MIPSCompileOp: Invalid instruction d08a0018
プリニー v1.14.4 2023-03-08 4 MIPSCompileOp: Invalid instruction d0890016
プリニー v1.14.4 2023-03-08 4 MIPSCompileOp: Invalid instruction d0890011
プリニー v1.14.4 2023-03-08 4 MIPSCompileOp: Invalid instruction d089000c
プリニー v1.14.4 2023-03-08 4 MIPSCompileOp: Invalid instruction d088000a
プリニー v1.14.4 2023-03-08 4 MIPSCompileOp: Invalid instruction d0880005
プリニー v1.14.4 2023-03-08 4 MIPSCompileOp: Invalid instruction d0880000
プリニー v1.14.4 2023-03-08 4 MIPSCompileOp: Invalid instruction d0810011
プリニー v1.14.4 2023-03-08 4 MIPSCompileOp: Invalid instruction d081000c
プリニー v1.14.4 2023-03-08 9 MIPSCompileOp: Invalid instruction d0820022
プリニー v1.14.4 2023-03-08 9 MIPSCompileOp: Invalid instruction d082001d
プリニー v1.14.4 2023-03-08 9 MIPSCompileOp: Invalid instruction d0820018
プリニー v1.14.4 2023-03-08 9 MIPSCompileOp: Invalid instruction d0810016
プリニー v1.14.4 2023-03-08 5 MIPSCompileOp: Invalid instruction b0a00000
プリニー v1.14.4 2023-03-08 21 MIPSCompileOp: Invalid instruction b0c20000
プリニー v1.14.4 2023-03-08 22 MIPSCompileOp: Invalid instruction b0a10000
プリニー v1.14.4 2023-03-08 5 WriteToHardware: Invalid address 100a2301 near PC 08818174 LR 08817e28
プリニー v1.14.4 2023-03-08 37 MIPSCompileOp: Invalid instruction d080000a
プリニー v1.14.4 2023-03-08 42 MIPSCompileOp: Invalid instruction d0800005
プリニー v1.14.4 2023-03-08 43 MIPSCompileOp: Invalid instruction d0800000
プリニー v1.14.4 2023-03-08 5 WriteToHardware: Invalid address 00000068 near PC 08817fac LR 08817e28
プリニー v1.14.4 2023-03-08 6 MIPSCompileOp: Invalid instruction d08a0005
プリニー v1.14.4 2023-03-08 6 MIPSCompileOp: Invalid instruction d08a0000
プリニー v1.14.4 2023-03-08 6 Branch in branch delay slot at 08817f78 with different target
プリニー v1.14.4 2023-03-08 6 MIPSCompileOp: Invalid instruction 4c520020
プリニー v1.14.4 2023-03-08 6 MIPSCompileOp: Invalid instruction 4ea50010
プリニー v1.14.4 2023-03-08 6 Branch in branch delay slot at 08817f50 with different target
プリニー v1.14.4 2023-03-08 6 Branch in branch delay slot at 08817f4c with different target
プリニー v1.14.4 2023-03-08 18 Trying to compile instruction 48060020 that can't be interpreted
プリニー v1.14.4 2023-03-08 6 Branch in branch delay slot at 08817f40 with different target
プリニー v1.14.4 2023-03-08 6 MIPSCompileOp: Invalid instruction 4ea40010
プリニー v1.14.4 2023-03-08 6 MIPSCompileOp: Invalid instruction 4c51ffe0
プリニー v1.14.4 2023-03-08 13 MIPSCompileOp: Invalid instruction 4c10ffff
プリニー v1.14.4 2023-03-08 7 Trying to compile instruction 48030002 that can't be interpreted
プリニー v1.14.4 2023-03-08 7 Branch in branch delay slot at 08817edc with different target
プリニー v1.14.4 2023-03-08 8 MIPSCompileOp: Invalid instruction 4ebdffd0
プリニー v1.14.4 2023-03-08 33 MIPSCompileOp: Invalid instruction 4ebd0010
プリニー v1.14.4 2023-03-08 8 Trying to compile instruction 40820027 that can't be interpreted
プリニー v1.14.4 2023-03-08 9 Trying to compile instruction 48020001 that can't be interpreted
プリニー v1.14.4 2023-03-08 9 Trying to compile instruction 70a30100 that can't be interpreted
プリニー v1.14.4 2023-03-08 9 Trying to compile instruction 48c6ffff that can't be interpreted
プリニー v1.14.4 2023-03-08 7 WriteToHardware: Invalid address 00000010 near PC 08817e74 LR 08817e28
プリニー v1.18.1 2025-01-02 12 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09fff67c, 4, 00000000, 0)
プリニー v1.18.1 2025-01-02 12 sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006

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