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| 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 |