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| Game title |
Version |
Latest Report |
Hits |
Message |
| 呪医 Dr.杜馬丈太郎 |
v1.18.1 |
2025-09-20 |
4 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| Jeanne d'Arc -ジャンヌ・ダルク- |
v1.17.1 |
2025-07-13 |
5 |
sceKernelReleaseWaitThread(): Refusing to wake HLE-delayed thread, right thing to do? |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-20 |
1 |
MIPSCompileOp: Invalid instruction eeab57c0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2025-05-07 |
9 |
Branch in branch delay slot at 0883cda0 with different target |
| Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2023-03-20 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(b36381b, 98:20:b4:bc:56:ca, 20000000, 0) at 0897ed90 |
| Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2023-03-20 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(b36381b, 1, 2, 09fbf960, 20000000, 0) at 0897eb28 |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-03-20 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0927c9f0): duplicate handler |
| Need for Speed™ Shift |
v1.14.4 |
2023-08-23 |
2 |
Ignoring possible texturing from framebuffer at 04176000 +128x99 / 512x272 |
| Burnout™ Dominator |
v1.14.4 |
2023-03-20 |
1 |
Ignoring possible texturing from framebuffer at 04176000 +640x250 / 512x272 |
| ドラゴンボールZ 真武道会2 |
v1.14.4 |
2023-04-06 |
3 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:150: 'outerProduct' : no matching overloaded function found
ERROR: 0:150: '=' : cannot convert from 'const float' to '4X4 matrix of float'
ERROR: 2 compilation errors. No code generated.
80000000:00000b18 HWX C T N Tex Bezier
#version 300 es
// Driver: Adreno (TM) 306 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 80000000:00000b18 HWX C T N Tex Bezier
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 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;
uniform sampler2D u_tess_points;
uniform sampler2D u_tess_weights_u;
uniform sampler2D u_tess_weights_v;
uniform int u_spline_counts;
vec2 tess_sample(in vec2 points[16], mat4 weights) {
vec2 pos = vec2(0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
vec3 tess_sample(in vec3 points[16], mat4 weights) {
vec3 pos = vec3(0.0, 0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
vec4 tess_sample(in vec4 points[16], mat4 weights) {
vec4 pos = vec4(0.0, 0.0, 0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
struct Tess {
vec3 pos;
vec2 tex;
vec4 col;
};
void tessellate(out Tess tess) {
ivec2 point_pos = ivec2(position.z, normal.z) * 3;
ivec2 weight_idx = ivec2(position.xy);
vec3 _pos[16];
vec2 _tex[16];
vec4 _col[16];
int index_u, index_v;
index_u = (0 + point_pos.x);
index_v = (0 + point_pos.y);
_pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
index_u = (1 + point_pos.x);
index_v = (0 + point_pos.y);
_pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
index_u = (2 + point_pos.x);
index_v = (0 + point_pos.y);
_pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
index_u = (3 + point_pos.x);
index_v = (0 + point_pos.y);
_pos[3] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
index_u = (0 + point_pos.x);
index_v = (1 + point_pos.y);
_pos[4] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
index_u = (1 + point_pos.x);
index |
| BURNOUT DOMINATOR |
v1.14.4 |
2024-10-02 |
4 |
Ignoring possible texturing from framebuffer at 04176000 +0x227 / 512x272 |
| Crash® Mind Over Mutant |
v1.14.4 |
2023-03-20 |
1 |
Truncating vertex count from 25920 to 21845 |
| Patapon 3 Overhaul Public Demo |
v1.14.4 |
2023-03-20 |
1 |
WriteToHardware: Invalid address 03b76674 near PC 0886b9b0 LR 0886b9bc |
| Patapon 3 Overhaul Public Demo |
v1.14.4 |
2023-03-20 |
1 |
WriteToHardware: Invalid address 03b76670 near PC 0886b8c0 LR 0885fdb8 |
| FIFA 22 - Es |
v1.14.4 |
2023-03-20 |
1 |
Block transfer invalid: 322ded60/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0) |
| FIFA 22 - Es |
v1.14.4 |
2023-03-20 |
1 |
Block transfer invalid: 322c98a0/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0) |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-03-20 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096c45b0): duplicate handler |
| RIDGE RACERS 2 |
v1.14.4 |
2023-03-20 |
1 |
Ignoring possible texturing from framebuffer at 04155080 +768x197 / 480x272 |
| TEKKEN DARK RESURRECTION |
v1.14.4 |
2023-03-20 |
1 |
Replacement rowPitch=1024, but w=2048 (level=0) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-20 |
1 |
MIPSCompileOp: Invalid instruction 4f393c40 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-20 |
1 |
MIPSCompileOp: Invalid instruction 76973bc0 |
| BEN 10: Protector of Earth |
v1.14.4 |
2023-03-20 |
1 |
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 r9p0-01rel0 [Revision 96995].
01730444:00010b38 HWX C T N Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01730444:00010b38 HWX C T N Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: 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 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 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;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
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 <= 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_P |
| BEN 10: Protector of Earth |
v1.14.4 |
2023-03-20 |
1 |
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 r9p0-01rel0 [Revision 96995].
01730444:00010130 HWX Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01730444:00010130 HWX Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull
attribute vec3 position;
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 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;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
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 <= 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_Position = outPos;
}
|
| グランナイツヒストリー |
v1.14.4 |
2023-03-20 |
3 |
00000000=sceUtilityScreenshotInitStart(08de1430) |
| 遊☆戯☆王 アーク□ファイブ タッグフォース スペシャル |
v1.18.1 |
2026-02-19 |
7 |
Unknown GetPointerWrite 00000000 PC 08f44900 LR 08f448e8 |
| RIDGE RACERS 2 |
v1.14.4 |
2023-03-20 |
1 |
Ignoring possible texturing from framebuffer at 04195140 +512x212 / 480x272 |
| Daxter |
v1.17.1 |
2024-09-27 |
5 |
Failed to read valid video stream data from header |
| Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2023-03-20 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(7cfdf3d, b8:7f:df:71:6c:b0, 20000000, 0) at 0897eeec |
| Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2023-03-20 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(7cfdf3d, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| RIDGE RACERS 2 |
v1.14.4 |
2023-03-20 |
1 |
Ignoring possible texturing from framebuffer at 04195140 +0x109 / 256x272 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-03-20 |
2 |
Replacement rowPitch=128, but w=960 (level=0) |
| RESISTANCE® ~報復の刻~ |
v1.20.4 |
2026-08-09 |
27 |
NpSignin Init Params: 00000000, 00000000, 00000000, 00000000 |
| FIFA 14 |
v1.14.4 |
2023-03-20 |
1 |
Unknown GetPointerWrite 00000000 PC 08b59a88 LR 08b59aec |
| Justice League: Heroes™ |
v1.14.4 |
2023-03-20 |
1 |
Truncating vertex count from 69264 to 21845 |
| RIDGE RACERS 2 |
v1.14.4 |
2023-03-20 |
1 |
Ignoring possible texturing from framebuffer at 04193b40 +0x217 / 256x272 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-20 |
1 |
MIPSCompileOp: Invalid instruction 0000079f |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-20 |
1 |
Decoding texture from VRAM mirror at 045b0000 swizzle=1 |
| エルミナージュⅢ |
v1.18.1 |
2025-04-25 |
31 |
00000000=sceUtilityScreenshotInitStart(08fef164) |
| TEKKEN 6 |
v1.14.4 |
2023-03-20 |
1 |
Replacement rowPitch=256, but w=672 (level=0) |
| TEKKEN 6 |
v1.14.4 |
2023-03-20 |
1 |
Replacement rowPitch=128, but w=1360 (level=0) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-20 |
1 |
WriteToHardware: Invalid address 3e92cfa0 near PC 089adbb4 LR 089adbb4 |
| Daxter™ |
v1.14.4 |
2023-03-20 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eab9c0, 4, 00000000, 0) |
| EFOOTBALL 2023 PSP OFFICIAL |
v1.14.4 |
2023-06-05 |
3 |
Replacement rowPitch=2048, but w=5120 (level=0) |
| Grand Theft Auto: Vice City Stories |
v1.14.4 |
2023-03-20 |
1 |
WriteToHardware: Invalid address 0000022c near PC 08a09ff8 LR 08a0a00c |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.4 |
2023-03-20 |
1 |
00000000=sceUtilityScreenshotInitStart(09d36e28) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.4 |
2023-03-20 |
1 |
00000000=sceUtilityScreenshotInitStart(09d36de8) |
| FIFA STREET 2 |
v1.14.4 |
2023-03-20 |
1 |
Truncating vertex count from 50612 to 21845 |
| Spider-Man 3 |
v1.14.4 |
2023-03-20 |
2 |
MIPSCompileOp: Invalid instruction 45a8e59f |
| Spider-Man 3 |
v1.14.4 |
2023-03-20 |
2 |
MIPSCompileOp: Invalid instruction 452989a0 |
| Spider-Man 3 |
v1.14.4 |
2023-03-20 |
1 |
MIPSCompileOp: Invalid instruction 45a8dc05 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-20 |
1 |
MIPSCompileOp: Invalid instruction b0cefec0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-20 |
1 |
MIPSCompileOp: Invalid instruction b53f84c0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-20 |
1 |
MIPSCompileOp: Invalid instruction cffa7bc0 |
| DISSIDIA® 012[duodecim]™ FINAL FANTASY® |
v1.14.4 |
2023-03-20 |
1 |
Unknown GetPointerWrite 00000000 PC 0880d910 LR 0880d938 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-20 |
1 |
MIPSCompileOp: Invalid instruction 76be8980 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-20 |
1 |
MIPSCompileOp: Invalid instruction 75198900 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-20 |
1 |
WriteToHardware: Invalid address 0cbf00c0 near PC 0882be4c LR 0882be20 |
| eFootball PES 2020 "C19" |
v1.14.4 |
2023-03-20 |
1 |
Replacement rowPitch=2048, but w=4800 (level=0) |
| Grand Theft Auto: Vice City Stories |
v1.14.4 |
2024-07-12 |
7 |
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.
01000000:80000b21 HWX T N LM 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))
// 01000000:80000b21 HWX T N LM Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
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(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 >= 0.0) {
ldot = dot(normalize(toLight + v |
| Grand Theft Auto: Vice City Stories |
v1.14.4 |
2024-07-12 |
8 |
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.
01000000:80120b31 HWX T N LM Tex UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 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))
// 01000000:80120b31 HWX T N LM Tex UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 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 lowp vec3 v_color1;
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 = |
| Grand Theft Auto: Vice City Stories |
v1.14.4 |
2024-07-12 |
9 |
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.
01000000:80000939 HWX C T LM 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))
// 01000000:80000939 HWX C T LM Tex Light: LightUberShader Cull
in vec3 position;
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 lowp vec3 v_color1;
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(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), 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 {
|
| Grand Theft Auto: Vice City Stories |
v1.14.4 |
2024-07-12 |
10 |
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.
01000000:80000b31 HWX T N LM 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))
// 01000000:80000b31 HWX T N LM 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 lowp vec3 v_color1;
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);
|
| Daxter |
v1.14.4 |
2023-03-20 |
2 |
80630006=sceAtracSetDataAndGetID(08bf2900, 0000e290): invalid RIFF header |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.4 |
2023-03-20 |
1 |
Replacement rowPitch=512, but w=4096 (level=0) |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-03-20 |
1 |
Truncating vertex count from 24135 to 21845 |
| RIDGE RACER® |
v1.14.4 |
2023-03-20 |
1 |
Ignoring possible texturing from framebuffer at 0418c640 +512x250 / 256x272 |
| XV3 v7 by LegendCrack Z SUSCRIBE. |
v1.14.4 |
2023-03-20 |
1 |
Truncating vertex count from 25851 to 21845 |
| DB Xenoverse Tag Tea v5 by Legend Crack Z |
v1.14.4 |
2023-03-20 |
1 |
MIPSCompileOp: Invalid instruction 431b0000 |
| DB Xenoverse Tag Tea v5 by Legend Crack Z |
v1.14.4 |
2023-03-20 |
4 |
MIPSCompileOp: Invalid instruction 00000079 |
| DB Xenoverse Tag Tea v5 by Legend Crack Z |
v1.16.6 |
2023-12-09 |
8 |
MIPSCompileOp: Invalid instruction 40a00000 |
| DB Xenoverse Tag Tea v5 by Legend Crack Z |
v1.14.4 |
2023-03-20 |
2 |
MIPSCompileOp: Invalid instruction 06060206 |
| WWE'12 |
v1.14.4 |
2023-05-06 |
2 |
Replacement rowPitch=256, but w=2560 (level=0) |
| MONSTER HUNTER PORTABLE 3rd |
v1.14.4 |
2023-03-20 |
1 |
WriteToHardware: Invalid address 00000246 near PC 088e6a34 LR 088e6a34 |
| eFootball PES 2020 "C19" |
v1.14.4 |
2023-03-27 |
2 |
Replacement rowPitch=512, but w=2936 (level=0) |
| TEKKEN 6 |
v1.14.4 |
2023-03-20 |
1 |
Replacement rowPitch=1024, but w=8000 (level=0) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.4 |
2023-03-20 |
1 |
00000000=sceUtilityScreenshotInitStart(09caf668) |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-03-20 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +320x-15566 / 64x256 |
| Grand Theft Auto: Vice City Stories |
v1.14.4 |
2023-03-20 |
1 |
MIPSCompileOp: Invalid instruction 000bfffe |
| Grand Theft Auto: Vice City Stories |
v1.14.4 |
2023-03-20 |
1 |
MIPSCompileOp: Invalid instruction d10006fc |
| Grand Theft Auto: Vice City Stories |
v1.14.4 |
2023-03-20 |
1 |
Branch in branch delay slot at 080f8300 with different target |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-03-20 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +192x-10177 / 64x256 |
| Grand Theft Auto: Vice City Stories |
v1.14.4 |
2023-03-20 |
1 |
MIPSCompileOp: Invalid instruction 00004ff7 |
| Grand Theft Auto: Vice City Stories |
v1.14.4 |
2023-03-20 |
1 |
MIPSCompileOp: Invalid instruction 04f80000 |
| Grand Theft Auto: Vice City Stories |
v1.14.4 |
2023-03-20 |
1 |
MIPSCompileOp: Invalid instruction cd500002 |
| Grand Theft Auto: Vice City Stories |
v1.14.4 |
2023-03-20 |
1 |
MIPSCompileOp: Invalid instruction 469ce300 |
| Grand Theft Auto: Vice City Stories |
v1.14.4 |
2023-03-20 |
1 |
MIPSCompileOp: Invalid instruction 000ac0bf |
| Grand Theft Auto: Vice City Stories |
v1.14.4 |
2023-03-20 |
1 |
MIPSCompileOp: Invalid instruction 70005ff6 |
| Grand Theft Auto: Vice City Stories |
v1.14.4 |
2023-03-20 |
1 |
MIPSCompileOp: Invalid instruction 9f50af40 |
| Grand Theft Auto: Vice City Stories |
v1.14.4 |
2023-03-20 |
1 |
MIPSCompileOp: Invalid instruction 9f604f66 |
| Grand Theft Auto: Vice City Stories |
v1.14.4 |
2023-03-20 |
1 |
MIPSCompileOp: Invalid instruction 00004fff |
| Grand Theft Auto: Vice City Stories |
v1.14.4 |
2023-03-20 |
1 |
WriteToHardware: Invalid address deadbf57 near PC 080a35d4 LR 08000020 |
| Grand Theft Auto: Vice City Stories |
v1.14.4 |
2023-03-20 |
1 |
MIPSCompileOp: Invalid instruction 0007ffff |
| Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-07-16 |
3 |
MIPSCompileOp: Invalid instruction f3000000 |
| Grand Theft Auto: Vice City Stories |
v1.14.4 |
2023-03-20 |
1 |
MIPSCompileOp: Invalid instruction 9f912121 |
| Grand Theft Auto: Vice City Stories |
v1.14.4 |
2023-03-20 |
1 |
MIPSCompileOp: Invalid instruction 0039effa |
| Aliens vs. Predator™ - Requiem |
v1.14.4 |
2023-03-20 |
1 |
sceNetAdhocMatchingInit(9816) at 088fc4e8 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-20 |
1 |
WriteToHardware: Invalid address 00001a34 near PC 08822ee8 LR 08a2e5d0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-20 |
1 |
WriteToHardware: Invalid address 20baa6a0 near PC 0880dcc8 LR 0880dcc8 |
| WWE 2K21 PRICELESS ALACRITY V3.0.1 |
v1.14.4 |
2023-04-20 |
2 |
80630007=sceAtracSetData(2, 08be96c0, 00001300): atracID uses different codec type than data |
| WWE 2K21 PRICELESS ALACRITY V3.0.1 |
v1.14.4 |
2023-04-20 |
4 |
80630007=sceAtracSetData(2, 08be96c0, 00001200): atracID uses different codec type than data |