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| 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 |