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
Juiced: Eliminator v1.14.4 2023-04-05 2 WriteToHardware: Invalid address 00000001 near PC 08989840 LR 08989840
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-13 1 MIPSCompileOp: Invalid instruction 6cec6b30
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-13 1 MIPSCompileOp: Invalid instruction 7ebfe1b0
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-13 1 Branch in branch delay slot at 0883e220 with different target
God of War: Chains of Olympus v1.14.4 2023-03-14 9 80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00028000, 001d2a94, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.14.4 2023-03-14 6 80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00028000, 001e00f4, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.14.4 2023-03-14 6 80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00028000, 00254684, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.14.4 2023-03-13 76 80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00028000, 001828b4, 09fbba6c[ffffffff]): invalid ea3 magic bytes
ファンタシースターポータブル2インフィニティ v1.14.4 2023-03-13 1 Ignoring possible texturing from framebuffer at 04154000 +320x209 / 480x272
God of War: Chains of Olympus v1.14.4 2023-03-15 4 80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00028000, 001d5ab4, 09fbba6c[ffffffff]): invalid ea3 magic bytes
God of War: Chains of Olympus v1.14.4 2023-03-13 2 80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00028000, 00266ba4, 09fbba6c[ffffffff]): invalid ea3 magic bytes
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-03-13 1 Jump to invalid address: 071a0ac0 PC 08807f9c LR 08807f9c
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-03-13 1 Jump to invalid address: 07179780 PC 08807f9c LR 08807f9c
MONSTER HUNTER FREEDOM UNITE™ v1.14.4 2023-04-27 3 Replacement rowPitch=512, but w=3072 (level=0)
TEKKEN 6 v1.14.4 2023-06-19 2 Replacement rowPitch=128, but w=1000 (level=0)
Prince of Persia - Revelations v1.14.4 2023-03-13 2 80630006=sceAtracSetDataAndGetID(096e7980, 00000800): invalid RIFF header
Burnout™ Legends v1.14.4 2023-03-13 1 Ignoring possible texturing from framebuffer at 04174000 +0x161 / 64x272
Prince of Persia - Revelations v1.14.4 2023-03-13 1 80630006=sceAtracSetDataAndGetID(09a94140, 00000800): invalid RIFF header
Mortal Kombat: Unchained v1.14.4 2023-03-13 1 Unknown GetPointerWrite 919965ec PC 088df7c4 LR 088df7dc
Prince of Persia - Revelations v1.14.4 2023-03-13 1 80630006=sceAtracSetDataAndGetID(09a2c980, 00000800): invalid RIFF header
eFootball Chelito 19 v1.14.4 2023-03-13 1 Replacement rowPitch=256, but w=3736 (level=0)
Pro Evolution Soccer 2014 v1.14.4 2023-03-13 1 Vulkan error in shader compilation: info: ERROR: 0:76: 'length' : no matching overloaded function found ERROR: 0:76: '' : compilation terminated ERROR: 2 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; }; layout (std140, set = 0, binding = 4) uniform lightVars { vec4 u_ambient; vec3 u_matdiffuse; vec4 u_matspecular; vec3 u_matemissive; uint u_lightControl; // light ubershader vec3 u_lightpos0; vec3 u_lightpos1; vec3 u_lightpos2; vec3 u_lightpos3; vec3 u_lightdir0; vec3 u_lightdir1; vec3 u_lightdir2; vec3 u_lightdir3; vec3 u_lightatt0; vec3 u_lightatt1; vec3 u_lightatt2; vec3 u_lightatt3; vec4 u_lightangle_spotCoef0; vec4 u_lightangle_spotCoef1; vec4 u_lightangle_spotCoef2; vec4 u_lightangle_spotCoef3; vec3 u_lightambient0; vec3 u_lightambient1; vec3 u_lightambient2; vec3 u_lightambient3; vec3 u_lightdiffuse0; vec3 u_lightdiffuse1; vec3 u_lightdiffuse2; vec3 u_lightdiffuse3; vec3 u_lightspecular0; vec3 u_lightspecular1; vec3 u_lightspecular2; vec3 u_lightspecular3; }; layout (location = 0) in vec3 position; layout (location = 2) in vec3 normal; layout (location = 1) in vec2 texcoord; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; 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
God of War: Chains of Olympus v1.14.4 2023-03-25 2 Ignoring possible texturing from framebuffer at 04154000 +0x136 / 256x272
God of War: Chains of Olympus v1.14.4 2023-03-13 5 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULES01407DATA/DATA.DNS, 09f919b0, 00000002)
WWE SmackDown vs. RAW 2010 v1.14.4 2023-03-14 3 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]. 07f71000:41400b39 HWX C T N LM Tex Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 WScale 3 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 07f71000:41400b39 HWX C T N LM Tex Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 WScale 3 Cull attribute mediump vec4 w1; attribute mediump vec2 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = color0.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular3 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPo
Fired Up™ v1.14.4 2023-03-14 5 Ignoring possible texturing from framebuffer at 04132000 +0x136 / 256x272
Call of Duty : Roads to Victory™ v1.14.4 2023-03-13 1 MIPSCompileOp: Invalid instruction b003908f
Call of Duty : Roads to Victory™ v1.14.4 2023-03-13 1 MIPSCompileOp: Invalid instruction b40380e7
Call of Duty : Roads to Victory™ v1.14.4 2023-03-13 1 MIPSCompileOp: Invalid instruction b40370e7
Call of Duty : Roads to Victory™ v1.14.4 2023-03-13 1 MIPSCompileOp: Invalid instruction 00282501
Call of Duty : Roads to Victory™ v1.14.4 2023-03-13 1 MIPSCompileOp: Invalid instruction d0ee908e
Call of Duty : Roads to Victory™ v1.14.4 2023-03-13 1 MIPSCompileOp: Invalid instruction d0ee9050
Call of Duty : Roads to Victory™ v1.14.4 2023-03-13 4 MIPSCompileOp: Invalid instruction d0ee9002
Call of Duty : Roads to Victory™ v1.14.4 2023-03-13 3 MIPSCompileOp: Invalid instruction d0ee9000
Call of Duty : Roads to Victory™ v1.14.4 2023-03-13 1 Branch in branch delay slot at 088ba2ff with different target
Call of Duty : Roads to Victory™ v1.14.4 2023-03-13 1 MIPSCompileOp: Invalid instruction b1da703c
Call of Duty : Roads to Victory™ v1.14.4 2023-03-13 2 MIPSCompileOp: Invalid instruction d1ee908e
Call of Duty : Roads to Victory™ v1.14.4 2023-03-13 2 MIPSCompileOp: Invalid instruction d1ee9050
Call of Duty : Roads to Victory™ v1.14.4 2023-03-13 8 MIPSCompileOp: Invalid instruction d1ee9002
Call of Duty : Roads to Victory™ v1.14.4 2023-03-13 6 MIPSCompileOp: Invalid instruction d1ee9000
Call of Duty : Roads to Victory™ v1.15.3 2023-09-26 18 MIPSCompileOp: Invalid instruction 0020250e
Call of Duty : Roads to Victory™ v1.14.4 2023-03-13 8 MIPSCompileOp: Invalid instruction 00000b8e
MX vs. ATV Extrême Limite v1.16.6 2024-01-04 3 Truncating vertex count from 61188 to 21845
eFootball Asia 2023 v1.14.4 2023-09-29 5 Replacement rowPitch=512, but w=2000 (level=0)
WWE 2K23 by Gamer Modder and Finn v1.9.4 2026-09-28 4,736 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
WWE 2K23 by Gamer Modder and Finn v1.9.4 2026-09-28 961 80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data
eFootball PES 2021 By GABRIEL v1.14.4 2024-03-17 13 Replacement rowPitch=512, but w=2924 (level=0)
PES 2019 VANDAMMEEDITION v1.14.4 2023-03-12 1 MIPSCompileOp: Invalid instruction 62b4663b
PES 2019 VANDAMMEEDITION v1.14.4 2023-03-12 1 MIPSCompileOp: Invalid instruction 7880faa0
PES 2019 VANDAMMEEDITION v1.14.4 2023-03-12 1 MIPSCompileOp: Invalid instruction 46491186
PES 2019 VANDAMMEEDITION v1.14.4 2023-03-12 1 MIPSCompileOp: Invalid instruction 4d4d97bc
eFootball Chelito 19 v1.14.4 2023-03-12 1 Replacement rowPitch=128, but w=3600 (level=0)
Burnout™ Dominator v1.14.4 2023-03-12 1 Ignoring possible texturing from framebuffer at 04176000 +0x151 / 512x272
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.15.4 2023-11-24 2 WriteToHardware: Invalid address 00000080 near PC 08806868 LR 08806868
Burnout™ Legends v1.14.4 2023-03-12 1 Ignoring possible texturing from framebuffer at 04174000 +0x226 / 64x272
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-03-12 3 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:123: 'comp' : redefinition ERROR: 0:124: 'type' : redefinition ERROR: 0:172: 'comp' : redefinition ERROR: 0:173: 'type' : redefinition ERROR: 0:221: 'comp' : redefinition ERROR: 0:222: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b28 HWX C T N Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b28 HWX C T N Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in lowp vec4 color0; 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_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; } break; default: lightScale = 1.0; break;
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-03-12 3 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:126: 'comp' : redefinition ERROR: 0:127: 'type' : redefinition ERROR: 0:175: 'comp' : redefinition ERROR: 0:176: 'type' : redefinition ERROR: 0:224: 'comp' : redefinition ERROR: 0:225: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; 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(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_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 { lig
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-12 1 MIPSCompileOp: Invalid instruction 00002fbe
Street Fighter® Alpha 3 Max v1.17.1 2024-07-12 4 00000400=sceGeEdramSetAddrTranslation(00000400)
PES 2014 v1.14.4 2023-04-26 2 Replacement rowPitch=1024, but w=2000 (level=0)
BEN 10: Protector of Earth v1.14.4 2023-03-12 1 00000400=sceGeEdramSetAddrTranslation(00000200)
METAL GEAR SOLID PEACE WALKER v1.14.4 2023-03-12 1 Replacement rowPitch=256, but w=1024 (level=0)
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-03-12 1 Replacement rowPitch=1536, but w=1800 (level=0)
The Fast and the Furious v1.14.4 2023-03-12 1 Truncating vertex count from 24960 to 21845
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-12 1 WriteToHardware: Invalid address ade57cfc near PC 0880dcc8 LR 0880dcc8
eFootball PES 2020 C19 & Nibeck Tv v1.14.4 2023-03-12 1 Replacement rowPitch=2048, but w=2800 (level=0)
RIDGE RACER® v1.14.4 2023-03-12 1 Ignoring possible texturing from framebuffer at 0415b500 +512x250 / 256x272
LEGO® Batman™: The Videogame v1.14.4 2023-03-12 1 MIPSCompileOp: Invalid instruction 000b0137
LEGO® Batman™: The Videogame v1.14.4 2023-03-12 1 MIPSCompileOp: Invalid instruction 00049b7c
LEGO® Batman™: The Videogame v1.14.4 2023-03-12 1 MIPSCompileOp: Invalid instruction 00047b68
Ben 10 Ultimate Alien: Cosmic Destruction v1.14.4 2023-03-12 1 MIPSCompileOp: Invalid instruction 4b4080a5
Ben 10 Ultimate Alien: Cosmic Destruction v1.14.4 2023-03-12 2 MIPSCompileOp: Invalid instruction 7319500b
eFootball PES 2021 By GABRIEL v1.14.4 2023-03-12 1 Replacement rowPitch=128, but w=3008 (level=0)
eFOOTBALL PES 2020 SUPERDUPER "T. BENDEZU" v1.14.4 2023-03-12 1 Replacement rowPitch=1024, but w=5600 (level=0)
アブナイ★恋の捜査室 v1.14.4 2023-04-30 4 80618005=scePsmfPlayerCreate(08ba2250, 09fff310): already have an active player
アブナイ★恋の捜査室 v1.14.4 2023-04-30 4 scePsmfPlayerSetPsmf*: incorrect PSMF magic (00000000), bad data
eFOOTBALL PES 2020 PAR. EGAMESMOD "T. BENDEZU" v1.14.4 2023-03-12 1 Replacement rowPitch=512, but w=2100 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-12 1 MIPSCompileOp: Invalid instruction 42e6aaca
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-12 2 MIPSCompileOp: Invalid instruction 428a316e
Pro Evolution Soccer 2013 v1.14.4 2023-04-07 3 Replacement rowPitch=256, but w=2048 (level=0)
Tenchu: Shadow Assassins v1.14.4 2023-03-12 1 WriteToHardware: Invalid address 1d84025f near PC 08b230d0 LR 08b230b4
WWE 2K22 V1.50 BY GAMER MODDER. v1.14.4 2023-03-12 84 MIPSCompileOp: Invalid instruction 0000ffff
WWE 2K22 V1.50 BY GAMER MODDER. v1.14.4 2023-03-13 30 MIPSCompileOp: Invalid instruction 00000001
WWE 2K22 V1.50 BY GAMER MODDER. v1.14.4 2023-03-22 4 MIPSCompileOp: Invalid instruction 0101fa01
eFootball Chelito 19 v1.14.4 2023-09-24 11 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:125: 'comp' : redefinition ERROR: 0:126: 'type' : redefinition ERROR: 0:174: 'comp' : redefinition ERROR: 0:175: 'type' : redefinition ERROR: 0:223: 'comp' : redefinition ERROR: 0:224: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { if (
SBK®09 Superbike World Championship v1.14.4 2023-03-12 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09634410): duplicate handler
SBK®09 Superbike World Championship v1.14.4 2023-03-12 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096fb600): duplicate handler
SBK®09 Superbike World Championship v1.14.4 2023-03-12 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096544a0): duplicate handler
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-12 1 MIPSCompileOp: Invalid instruction 769f77b2
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-12 1 MIPSCompileOp: Invalid instruction 9f1b2e8b
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-03-12 1 Ignoring possible texturing from framebuffer at 09c24140 +96x-9313 / 64x64
Grand Theft Auto®: Chinatown Wars™ v1.14.4 2023-07-04 3 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]. 01f31111:00000329 HWX C N LM Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f31111:00000329 HWX C N LM Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 Cull attribute vec3 position; attribute mediump vec3 normal; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.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; 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; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); 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 += u_lightspecular2 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldo
James Cameron's AVATAR™: THE GAME v1.14.4 2023-03-12 1 sceKernelCreateThread(name=ScePafThread): unsupported attributes 00000008
James Cameron's AVATAR™: THE GAME v1.14.4 2023-03-12 2 sceKernelCreateThread(name=ScePafJob): unsupported attributes 00000008
Ben 10 Alien Force: Vilgax Attacks v1.14.4 2023-03-12 2 Ignoring possible texturing from framebuffer at 04154000 +0x40 / 480x272
Grand Theft Auto: Liberty City Stories v1.14.4 2023-04-25 2 00000400=sceGeEdramSetAddrTranslation(00000400)
DISSIDIA 012[duodecim] FINAL FANTASY v1.14.4 2023-03-12 1 WriteToHardware: Invalid address 00000008 near PC 08000000 LR 08000000
Crash® Mind Over Mutant v1.14.4 2023-04-30 2 Truncating vertex count from 38922 to 21845
Prince of Persia® Rival Swords v1.19.3 2026-02-22 20 Imm vertex used fog
Prince of Persia® Rival Swords v1.14.4 2023-03-12 1 Unknown GE command : fdf02221

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