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| 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 |