Recent logs - v1.14.4

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Game title Version Latest Report Hits Message
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-03-18 2 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:41: 'texture' : no matching overloaded function found ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float' ERROR: 0:41: '' : compilation terminated ERROR: 3 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 00180000:00200022 Tex TexAlpha Fog TFuncMod layout (std140, set = 0, binding = 3) uniform baseUBO { 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 (set = 0, binding = 0) uniform sampler2D tex; layout (location = 1) in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; }
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-03-18 2 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:41: 'texture' : no matching overloaded function found ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float' ERROR: 0:41: '' : compilation terminated ERROR: 3 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 00180000:0021d002 Tex Fog TFuncMod AlphaTest0 > layout (std140, set = 0, binding = 3) uniform baseUBO { 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 (set = 0, binding = 0) uniform sampler2D tex; layout (location = 1) in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) DISCARD; fragColor0 = v; }
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-03-18 2 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
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-03-18 2 Vulkan error in shader compilation: info: ERROR: 0:41: 'length' : no matching overloaded function found ERROR: 0:41: '' : 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; // 00000000:00000938 HWX C T Tex 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 (location = 0) in vec3 position; layout (location = 1) in vec2 texcoord; layout (location = 5) in vec4 color0; 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(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; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (u_depthRange.y >= 1.0) { gl_ClipDistance[0] = outPos.z; } else if (u_depthRange.x + u_depthRange.y <= 65534.0) { gl_ClipDistance[0] = outPos.w - outPos.z; } else { gl_ClipDistance[0] = 0.0; } vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001; if (u_cullRangeMin.w > 0.0) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-03-18 2 Vulkan error in shader compilation: info: ERROR: 0:39: 'length' : no matching overloaded function found ERROR: 0:39: '' : 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; // 00000000:00000128 HWX C 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 (location = 0) in vec3 position; layout (location = 5) in vec4 color0; layout (location = 1) out lowp vec4 v_color0; 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(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; v_color0 = color0; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (u_depthRange.y >= 1.0) { gl_ClipDistance[0] = outPos.z; } else if (u_depthRange.x + u_depthRange.y <= 65534.0) { gl_ClipDistance[0] = outPos.w - outPos.z; } else { gl_ClipDistance[0] = 0.0; } vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001; if (u_cullRangeMin.w > 0.0) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-03-18 2 Vulkan error in shader compilation: info: ERROR: 0:41: 'length' : no matching overloaded function found ERROR: 0:41: '' : 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; // 00000000:00000b30 HWX T N Tex 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 (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; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (u_depthRange.y >= 1.0) { gl_ClipDistance[0] = outPos.z; } else if (u_depthRange.x + u_depthRange.y <= 65534.0) { gl_ClipDistance[0] = outPos.w - outPos.z; } else { gl_ClipDistance[0] = 0.0; } vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001; if (u_cullRangeMin.w > 0.0) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
FIFA 2023 BETA VERSION MOD BY NP v1.14.4 2023-06-01 34 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l0 rate 000f
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-18 1 MIPSCompileOp: Invalid instruction b44d8663
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-18 1 MIPSCompileOp: Invalid instruction 73c14a87
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-18 1 MIPSCompileOp: Invalid instruction b294aace
RIDGE RACER® v1.14.4 2023-03-18 1 Ignoring possible texturing from framebuffer at 04195140 +256x224 / 256x272
Call of Duty : Roads to Victory™ v1.14.4 2023-03-18 1 MFIC instruction hit (70020024) at 0880c820
Call of Duty : Roads to Victory™ v1.14.4 2023-03-18 1 sceIoAssign(flash1:, lflash0:0,1, flashfat1:, IOASSIGN_RDWR, 00000000, 0)
Call of Duty : Roads to Victory™ v1.14.4 2023-03-18 1 sceIoUnassign(flash1:)
eFootball PES 2020 "C19" v1.14.4 2023-04-06 2 Replacement rowPitch=256, but w=4096 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-12-04 2 Replacement rowPitch=64, but w=4800 (level=0)
Dragon Ball Xenoverse 2 By FNT WALKER v1.14.4 2023-03-18 1 Truncating vertex count from 29124 to 21845
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-03-18 1 Replacement rowPitch=512, but w=1440 (level=0)
ACE COMBAT X v1.17.1 2024-04-16 2 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
ACE COMBAT X v1.14.4 2023-03-18 1 Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272
Spider-Man 3 v1.14.4 2023-03-18 1 WriteToHardware: Invalid address 00000d40 near PC 08a10a64 LR 08a10a04
TEKKEN 6 v1.14.4 2023-03-18 1 Replacement rowPitch=512, but w=1068 (level=0)
Madden NFL 11 v1.14.4 2023-03-18 1 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball Editores De Centroamerica v1.14.4 2023-03-18 1 Replacement rowPitch=512, but w=4320 (level=0)
eFootball Editores De Centroamerica v1.16.6 2024-04-16 3 Branch in JumpReg delay slot at 08ed1808 in block starting at 08ec5a38
EFOOTBALL 2023 PSP FINAL UPDATE v1.14.4 2023-08-26 3 Replacement rowPitch=1024, but w=2848 (level=0)
Kenka Bancho: Badass Rumble v1.14.4 2023-03-18 1 00000000=sceUtilityScreenshotInitStart(091a3060)
Kenka Bancho: Badass Rumble v1.16.6 2025-01-16 2 00000000=sceUtilityScreenshotInitStart(091a2ed0)
TALES OF VS. v1.16.6 2024-02-20 4 Unknown GetPointerWrite 3b9aceef PC 088795f4 LR 08879614
eFootball 2023 By Tutoriales Bendezu v1.7.4 2023-10-11 91 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Phantasy Star Portable™ 2 v1.14.4 2023-03-18 1 WriteToHardware: Invalid address 000008d0 near PC 08a5f898 LR 08a394c4
XV3 v7 by LegendCrack Z SUSCRIBE. v1.14.4 2023-03-18 1 80420014=__sceSasCoreWithMix(08b65a00, 6ede9ac0, 4096, 4096): invalid address
eFootball Chelito 19 v1.14.4 2023-03-18 1 Truncating vertex count from 122886 to 21845
BURNOUT DOMINATOR v1.14.4 2023-03-18 1 Ignoring possible texturing from framebuffer at 04176000 +1024x166 / 512x272
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2023-03-31 2 WriteToHardware: Invalid address 0a000000 near PC 0883ad10 LR 0883ad10
Kenka Bancho: Badass Rumble v1.14.4 2023-03-18 1 00000000=sceUtilityScreenshotInitStart(093a1520)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-18 1 MIPSCompileOp: Invalid instruction b0e72368
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-18 1 MIPSCompileOp: Invalid instruction 6ce72368
Crash™ Tag Team Racing v1.14.4 2023-03-17 1 80630006=sceAtracSetDataAndGetID(09b54340, 00014000): invalid RIFF header
Assassin's Creed: Bloodlines™ v1.14.4 2023-03-17 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09debd84, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-03-17 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09debd84, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-03-17 1 Replacement rowPitch=512, but w=1024 (level=0)
eFootball Libertadores 2022 By T. Bendezu. v1.14.4 2023-04-11 4 Replacement rowPitch=512, but w=2800 (level=0)
Crash™ Tag Team Racing v1.14.4 2023-03-17 1 80630006=sceAtracSetDataAndGetID(09550dc0, 00014000): invalid RIFF header
Kenka Bancho: Badass Rumble v1.14.4 2023-03-17 1 00000000=sceUtilityScreenshotInitStart(091aa0c0)
Crash™ Tag Team Racing v1.14.4 2023-03-17 6 80630006=sceAtracSetDataAndGetID(09550e00, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-03-17 1 80630006=sceAtracSetDataAndGetID(0975dd80, 00014000): invalid RIFF header
WWE SmackDown vs. RAW 2009 v1.14.4 2023-03-17 1 Unknown GetPointerWrite 0e3fcd71 PC 08a528d0 LR 08a528f0
eFootball By TM ARTS v1.14.4 2023-03-17 1 Replacement rowPitch=128, but w=7200 (level=0)
RIDGE RACER® v1.14.4 2023-04-06 2 Ignoring possible texturing from framebuffer at 04195140 +0x83 / 256x272
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.14.4 2023-03-17 1 Replacement rowPitch=512, but w=1024 (level=0)
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.14.4 2023-03-17 3 Replacement rowPitch=1024, but w=2048 (level=0)
SOCOM: U.S. Navy SEALs Fireteam Bravo 2 v1.17.1 2024-06-02 4 00000400=sceGeEdramSetAddrTranslation(00000400)
eFootball PES 2021 DraycEM "C19" v1.14.4 2023-06-09 5 Replacement rowPitch=1024, but w=3600 (level=0)
Yu-Gi-Oh! GX Tag Force v1.14.4 2023-04-27 105 Replacement rowPitch=512, but w=2048 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-17 1 WriteToHardware: Invalid address db5286c0 near PC 0880dcc8 LR 0880dcc8
eFootball By TM ARTS v1.14.4 2023-03-17 1 80630006=sceAtracSetDataAndGetID(09a25200, 00002800): invalid RIFF header
eFootball PES 2022 "HG22" v1.14.4 2023-03-17 1 Replacement rowPitch=512, but w=2800 (level=0)
eFootball By TM ARTS v1.14.4 2023-03-17 4 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header
eFootball PES 2022 "HG22" v1.14.4 2023-10-05 7 Replacement rowPitch=256, but w=2048 (level=0)
God of War®: Ghost of Sparta v1.14.4 2023-03-17 1 WriteToHardware: Invalid address 00000029 near PC 08ab9ea8 LR 08aba1ec
Hot Wheels Ultimate Racing v1.14.4 2023-03-17 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(CLACDAJI, 1, 2, 09fff5c0, 15000000, 0) at 08829fac
MX vs ATV™ Reflex v1.14.4 2023-03-17 1 Ignoring possible texturing from framebuffer at 08ed8a40 +32x-11757 / 8x8
OJR EDIÇÕES 2020 v1.14.4 2023-04-13 8 Replacement rowPitch=256, but w=1024 (level=0)
Efootball 2022 Komo Valeri... v1.14.4 2023-04-16 4 Replacement rowPitch=256, but w=1024 (level=0)
Prince of Persia - Revelations v1.14.4 2023-03-17 9 80630006=sceAtracSetDataAndGetID(09ae0440, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-03-17 1 80630006=sceAtracSetDataAndGetID(09ae2ac0, 00000800): invalid RIFF header
God of War: Chains of Olympus v1.14.4 2023-03-17 1 Branch in JumpReg delay slot at 08fca08c in block starting at 08fca044
Silent Hill: Shattered Memories v1.14.4 2023-03-17 1 Ignoring possible texturing from framebuffer at 08bb4780 +384x-12600 / 64x256
eFootball PES 2022 v1.18.1 2025-02-17 32 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
eFootball 2023 By Tutoriales Bendezu v1.14.4 2023-04-10 4 80420014=__sceSasCore(08bb3ac0, 0cb66980): invalid address
Dragon Ball Z Shin Budokai v1.14.4 2023-03-17 1 WriteToHardware: Invalid address a5827390 near PC 08815e08 LR 08815ec4
eFootball 2023 By [email protected] v1.14.4 2023-03-17 1 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
Spider-Man 3 v1.14.4 2023-03-17 1 WriteToHardware: Invalid address 00000d40 near PC 08a2a02c LR 08a2a03c
ジャック×ダクスター® エルフとイタチの大冒険 v1.14.4 2023-05-07 2 Ignoring possible texturing from framebuffer at 04154000 +0x144 / 256x272
ジャック×ダクスター® エルフとイタチの大冒険 v1.18.1 2025-01-09 93 00000000=sceGeEdramSetAddrTranslation(00000000)
ジャック×ダクスター® エルフとイタチの大冒険 v1.18.1 2025-10-24 66 00000400=sceGeEdramSetAddrTranslation(00000000)
RIDGE RACER 2 v1.14.4 2023-03-17 1 Ignoring possible texturing from framebuffer at 0417ae00 +512x130 / 256x272
Resistance: Retribution™ v1.14.4 2023-03-17 1 Unknown GetPointerWrite 0ae827b8 PC 08be51dc LR 08cd6754
Efootball 2022 Komo Valeri... v1.14.4 2023-03-17 1 Unknown GetPointerWrite 00000000 PC 08824ce4 LR 088113c4
MLB 11 The Show™ v1.16.6 2023-11-29 5 scePsmfPlayerSetPsmf*: incorrect PSMF magic (00001025), bad data
Crash® of the Titans v1.14.4 2023-03-17 1 Unknown GetPointerWrite 00000400 PC 08b0d614 LR 08b0d61c
初音ミク -Project DIVA- 2nd お買い得版 v1.14.4 2023-03-17 1 Replacement rowPitch=256, but w=768 (level=0)
eFootball Chelito 19 v1.14.4 2023-03-17 2 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 2023-03-17 4 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096f0660): duplicate handler
TEKKEN DARK RESURRECTION v1.17.1 2024-08-20 9 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
SBK®09 Superbike World Championship v1.14.4 2023-03-17 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0965a130): duplicate handler
eFootball PES 2022 "SNE" v1.14.4 2023-06-28 2 Replacement rowPitch=128, but w=248 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-17 1 WriteToHardware: Invalid address 0a0a0a7f near PC 089adbb4 LR 089adbb4
Dante's Inferno™ v1.14.4 2023-03-17 5 Truncating vertex count from 22506 to 21845
PRO EVOLUTION SOCCER VANDAMME EDITION v1.14.4 2023-03-17 1 Replacement rowPitch=256, but w=2000 (level=0)
eFootball PES 2023 By ESTEEM GAMING v1.14.4 2023-03-17 1 Replacement rowPitch=256, but w=1000 (level=0)
Need for Speed™ Shift v1.14.4 2023-03-17 1 Ignoring possible texturing from framebuffer at 04176000 +1280x206 / 512x272
eFootball PES 2020 "C19" v1.14.4 2023-03-17 1 MIPSCompileOp: Invalid instruction 0000283e
eFootball PES 2020 "C19" v1.14.4 2023-03-17 1 MIPSCompileOp: Invalid instruction 0000257b
eFootball PES 2020 "C19" v1.14.4 2023-03-17 1 MIPSCompileOp: Invalid instruction 00000005
eFootball PES 2020 "C19" v1.14.4 2023-03-17 1 MIPSCompileOp: Invalid instruction 000004f5
eFootball PES 2020 "C19" v1.14.4 2023-03-17 1 Replacement rowPitch=512, but w=1420 (level=0)
DRAGON BALL Z SHIN BUDOKAI 2 v1.14.4 2023-03-17 1 WriteToHardware: Invalid address 157a3640 near PC 08000000 LR 08000000
WWE'12 v1.14.4 2023-03-17 1 Replacement rowPitch=512, but w=2776 (level=0)

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