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
Silent Hill® Origins v1.14.4 2023-03-16 1 Ignoring possible texturing from framebuffer at 09246570 +0x-30147 / 64x256
eFOOTBALL PES 2020 "C19" T. BENDEZU v1.14.4 2023-03-16 1 Replacement rowPitch=512, but w=2036 (level=0)
NARUTO SHIPPUDEN: Ultimate Ninja Heroes 3 v1.15.4 2023-08-20 2 00000000=sceUtilityScreenshotInitStart(09a8cc98)
eFootball PES 2022 "HG22" v1.14.4 2023-03-16 1 Replacement rowPitch=2048, but w=4096 (level=0)
God of War: Ghost of Sparta Demo v1.14.4 2023-03-16 2 80630006=sceAtracSetDataAndGetID(08b3d9c4, 00008000): invalid RIFF header
RATATOUILLE v1.14.4 2023-03-16 1 00000000=sceGeEdramSetAddrTranslation(00000000)
EFOOTBALL 2023 PSP FINAL UPDATE v1.14.4 2023-05-05 2 Replacement rowPitch=256, but w=4000 (level=0)
eFootball PES 2022 "HG22" v1.14.4 2023-03-16 1 Replacement rowPitch=256, but w=2880 (level=0)
無双OROCHI2 Special v1.14.4 2023-03-16 1 Replacement rowPitch=2048, but w=8192 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-16 1 WriteToHardware: Invalid address 37019924 near PC 0880dcc8 LR 0880dcc8
Grand Theft Auto: Vice City Stories v1.14.4 2023-03-16 1 Error in shader program link: info: The  shader uses varying v_color1, but previous shader does not write to it. Out of resource error. fs: 00180000:00200800 LM Fog #version 300 es // Driver: Adreno (TM) 650 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:00200800 LM Fog in lowp vec4 v_color0; in lowp vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01000000:80000929 HWX C T LM Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 650 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000929 HWX C T LM Light: LightUberShader Cull in vec3 position; 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 lowp vec3 v_color1; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0
SBK®09 Superbike World Championship v1.14.4 2023-03-16 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09131490): duplicate handler
Assassin's Creed: Bloodlines™ v1.14.4 2023-03-16 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c3a9f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-03-16 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c3a9f4, 4, 00000000, 0)
Prince of Persia - Revelations v1.14.4 2023-03-17 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]. 01f04444:00000930 HWX T Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 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)) // 01f04444:00000930 HWX T Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull attribute vec3 position; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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 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(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); 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); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 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 = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-03-16 1 Replacement rowPitch=2048, but w=12288 (level=0)
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.14.4 2023-03-16 1 WriteToHardware: Invalid address 00000038 near PC 08a2b5c8 LR 08a2b5c8
KINGDOM HEARTS Birth by Sleep v1.14.4 2023-03-16 1 Ignoring possible texturing from framebuffer at 04174000 +256x227 / 480x272
机动战士高达AGE Cosmic Drive v1.14.4 2023-03-16 1 WriteToHardware: Invalid address 000000a6 near PC 08a0d9e8 LR 08a0e16c
机动战士高达AGE Cosmic Drive v1.14.4 2023-03-16 1 WriteToHardware: Invalid address 0000009e near PC 08a0d9e8 LR 08a0e16c
WWE'12 v1.14.4 2023-03-17 2 Unknown GetPointerWrite a8258478 PC 08bfbde0 LR 08bfbe04
WWE'12 v1.14.4 2023-03-16 1 Unknown GetPointerWrite 1ef7cd9c PC 08bfbde0 LR 08bfbe04
SBK®09 Superbike World Championship v1.14.4 2023-03-16 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(D1I1I1LO, ec:f1:b2:b0:27:59, 10000000, 0) at 089ae254
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.14.4 2023-03-16 1 WriteToHardware: Invalid address 00000084 near PC 088314f8 LR 088316b4
Bakugan™: Defenders of the Core v1.14.4 2023-03-16 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (44ae2b43), bad data
JOGRESS V3 v1.14.4 2023-05-10 4 Replacement rowPitch=128, but w=512 (level=0)
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.14.4 2023-07-15 9 Replacement rowPitch=256, but w=2048 (level=0)
eFootball PES By HAROUN Z v1.14.4 2023-03-16 1 Replacement rowPitch=128, but w=3600 (level=0)
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.14.4 2023-03-16 1 Replacement rowPitch=256, but w=3072 (level=0)
Virtua Tennis 3 v1.17.3 2024-06-30 2 80630011=sceAtracSetDataAndGetID(08cdb680, 00000004): buffer too small
EFOOTBALL 2023 PSP FINAL UPDATE v1.14.4 2023-06-18 2 Replacement rowPitch=512, but w=2864 (level=0)
グランナイツヒストリー v1.17.1 2024-05-06 2 00000000=sceUtilityScreenshotInitStart(08ddf2a0)
eFootball PES 2020 C19 & Nibeck Tv v1.14.4 2023-03-16 1 Replacement rowPitch=128, but w=2000 (level=0)
eFootball By TM ARTS v1.14.4 2023-03-16 5 Replacement rowPitch=256, but w=2048 (level=0)
eFootball By TM ARTS v1.14.4 2023-03-16 1 Replacement rowPitch=2048, but w=4096 (level=0)
eFootball By TM ARTS v1.14.4 2023-04-21 2 Replacement rowPitch=512, but w=2048 (level=0)
Silent Hill: Shattered Memories v1.14.4 2023-03-16 1 Ignoring possible texturing from framebuffer at 08bb4780 +80x-7272 / 64x256
PES 2023 BY SPARTAN JR8 v1.14.4 2023-03-16 1 Replacement rowPitch=512, but w=3008 (level=0)
eFootball PES 2022 Danilo Gamer v1.14.4 2023-03-16 1 Replacement rowPitch=512, but w=1520 (level=0)
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2024-09-24 3 Replacement rowPitch=128, but w=1200 (level=0)
eFootball Chelito 19 v1.14.4 2023-03-16 1 Replacement rowPitch=256, but w=2000 (level=0)
RIDGE RACERS 2 v1.14.4 2023-03-16 1 Ignoring possible texturing from framebuffer at 0417ae00 +128x156 / 480x272
英雄伝説 空の軌跡FC v1.14.4 2023-03-16 2 Unknown GetPointerWrite 0000001c PC 0899d9d8 LR 0899d9e0
eFootball PES PPSSPP A3 2023 MOD FIFA v1.14.4 2023-03-16 1 Replacement rowPitch=128, but w=4000 (level=0)
RIDGE RACER v1.14.4 2023-03-16 1 Ignoring possible texturing from framebuffer at 0418c640 +512x231 / 256x272
Crash™ Tag Team Racing v1.14.4 2023-03-16 4 80630006=sceAtracSetDataAndGetID(09c38dc0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-03-16 3 80630006=sceAtracSetDataAndGetID(09c1cd00, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-03-16 1 80630006=sceAtracSetDataAndGetID(09de9d00, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-03-16 4 80630006=sceAtracSetDataAndGetID(09dc9200, 00014000): invalid RIFF header
SBK-07 v1.14.4 2023-03-16 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09605e60): duplicate handler
SBK-07 v1.14.4 2023-04-23 4 Replacement rowPitch=128, but w=5120 (level=0)
Ape Escape Academy v1.14.4 2023-03-16 1 Unknown GetPointerWrite 00000080 PC 09cd7e40 LR 09cd7ba8
Ape Escape Academy v1.17.1 2024-10-24 3 Unknown GetPointerWrite 00000001 PC 09ccb690 LR 09ccb684
eFootball PES 2023 By ESTEEM GAMING v1.14.4 2023-03-16 1 Replacement rowPitch=256, but w=4232 (level=0)
Burnout Legends v1.14.4 2023-03-16 1 80630007=sceAtracSetData(2, 08d4b180, 0000b190): atracID uses different codec type than data
Burnout Legends v1.14.4 2023-03-16 1 80630007=sceAtracSetData(2, 08d4b180, 00001cd0): atracID uses different codec type than data
eFootball PES 2023 By Shan Channel v1.14.4 2023-03-16 1 Replacement rowPitch=512, but w=1800 (level=0)
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-03-16 1 Replacement rowPitch=1536, but w=2000 (level=0)
TEKKEN DARK RESURRECTION v1.14.4 2023-03-16 1 Rendering to framebuffer offset at 04161800 +64x0 (stride 1024)
The Godfather™ Mob Wars v1.14.4 2023-03-16 1 Truncating vertex count from 28527 to 21845
GTA: Liberty City Stories v1.14.4 2023-03-16 1 00000800=sceGeEdramSetAddrTranslation(00000800)
Grand Theft Auto: Chinatown Wars v1.14.4 2023-03-16 1 Unknown GetPointerWrite 00000000 PC 089daa6c LR 089daa80
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-04-27 6 Replacement rowPitch=1024, but w=4096 (level=0)
RIDGE RACER v1.14.4 2023-03-16 1 Ignoring possible texturing from framebuffer at 0415b500 +0x125 / 480x272
MONSTER HUNTER PORTABLE 3rd v1.14.4 2023-03-16 30 Unusual bezier/spline vtype: 12938dd0, morph: 4, bones: 7
MONSTER HUNTER PORTABLE 3rd v1.14.4 2023-03-16 1 Truncating vertex count from 77520 to 21845
MONSTER HUNTER PORTABLE 3rd v1.14.4 2023-03-16 1 Unusual bezier/spline vtype: 12000b22, morph: 0, bones: 1
MONSTER HUNTER PORTABLE 3rd v1.17.1 2024-07-05 6 Imm vertex used fog
MONSTER HUNTER PORTABLE 3rd v1.14.4 2023-03-16 1 Block transfer invalid: cd000000/388 -> cb000000/1e8, 627x943x4 (0,0)->(0,0)
MONSTER HUNTER PORTABLE 3rd v1.14.4 2023-03-16 1 Unknown GE command : edd8b957
MONSTER HUNTER PORTABLE 3rd v1.14.4 2023-03-16 1 Unknown GE command : b7dfcf2c
WWE SmackDown vs. RAW 2011 v1.14.4 2023-04-17 2 80630007=sceAtracSetData(3, 08d4b180, 00005e70): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.14.4 2023-03-16 1 80630007=sceAtracSetData(2, 08d4b180, 0000b820): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.14.4 2023-03-16 1 80630007=sceAtracSetData(2, 08d4b180, 0001cbc0): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.14.4 2023-03-16 1 80630007=sceAtracSetData(3, 08d4b180, 0001dc28): atracID uses different codec type than data
MONSTER HUNTER FREEDOM UNITE™ v1.14.4 2023-05-06 13 Replacement rowPitch=128, but w=1024 (level=0)
WWE SmackDown vs. RAW 2011 v1.14.4 2023-04-23 3 80630007=sceAtracSetData(2, 08d4b180, 00001758): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.14.4 2023-03-16 1 80630007=sceAtracSetData(2, 08d4b180, 000012f8): atracID uses different codec type than data
God of War: Chains of Olympus v1.14.4 2023-03-25 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]. 01f34444:00010b39 HWX C T N LM Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 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)) // 01f34444:00010b39 HWX C T N LM Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 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 mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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() { 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); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); 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); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
Midnight Club 3: DUB Edition v1.16.6 2024-04-24 7 Jump to invalid address: 072cf84c PC 09fbe188 LR 08832dcc
Midnight Club 3: DUB Edition v1.16.6 2024-04-24 7 Jump to invalid address: 068ca800 PC 09fbe180 LR 08832dcc
Midnight Club 3: DUB Edition v1.16.6 2024-04-24 6 Jump to invalid address: 072c9808 PC 09fbe178 LR 08832dcc
Midnight Club 3: DUB Edition v1.16.6 2024-04-24 4 Jump to invalid address: 061e2fbc PC 09fbe170 LR 08832dcc
SBK®09 Superbike World Championship v1.14.4 2023-03-16 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090df8e0): duplicate handler
RIDGE RACER v1.14.4 2023-03-16 1 Ignoring possible texturing from framebuffer at 04195140 +768x244 / 256x272
eFootball Chelito 19 v1.14.4 2023-04-07 2 Replacement rowPitch=512, but w=2400 (level=0)
Patapon 3 - DxD Edition v1.0 v1.14.4 2023-04-17 4 Replacement rowPitch=384, but w=512 (level=0)
RIDGE RACER 2 v1.14.4 2023-09-07 2 Ignoring possible texturing from framebuffer at 0416b780 +0x84 / 480x272
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-15 1 MIPSCompileOp: Invalid instruction 047d2468
Call of Duty : Roads to Victory™ v1.14.4 2023-03-15 1 Error in shader compilation: info: 0:97(2): error: illegal use of reserved word `switch' 0:97(2): error: syntax error, unexpected ERROR_TOK 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull #version 120 #extension GL_EXT_gpu_shader4 : enable // Driver: Mesa Intel(R) G41 (ELK) - GLSL 120 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b38 HWX C T N Tex Light: LightUberShader 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 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; varying lowp vec4 v_color0; 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_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; } d
Patapon 3 - DxD Edition v1.0 v1.14.4 2023-03-15 1 Replacement rowPitch=512, but w=2560 (level=0)
Patapon 3 - DxD Edition v1.0 v1.14.4 2023-03-15 1 Replacement rowPitch=128, but w=1280 (level=0)
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-03-15 1 Replacement rowPitch=256, but w=1728 (level=0)
Gran Turismo® v1.14.4 2023-03-15 1 Ignoring possible texturing from framebuffer at 04154000 +1152x136 / 480x272
MONSTER HUNTER PORTABLE 3rd v1.14.4 2023-03-15 1 Unknown GE command : fde8bcc5
eFootball Chelito 19 v1.14.4 2023-04-28 2 Replacement rowPitch=2048, but w=4320 (level=0)
Pro Evolution Soccer 6 v1.14.4 2023-03-31 2 Replacement rowPitch=128, but w=2000 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-15 1 WriteToHardware: Invalid address 0ef25364 near PC 0880dcc8 LR 0880dcc8
eFOOTBALL PES 2020 PAR. EGAMESMOD "T. BENDEZU" v1.15.3 2023-05-27 21 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l0 rate 0000
Need for Speed™ Shift v1.14.4 2023-03-15 1 Ignoring possible texturing from framebuffer at 04176000 +1792x105 / 512x272

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