Recent logs - v1.14.4

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Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
eFootball 2023 By Tutoriales Bendezu v1.14.4 2023-07-22 3 Replacement rowPitch=256, but w=1280 (level=0)
Resistance: Retribution™ v1.17 2024-02-07 2 00000400=sceGeEdramSetAddrTranslation(00000400)
フォトカノ v1.18.1 2024-12-28 9 00000000=sceUtilityScreenshotInitStart(08b5cbe4)
Silent Hill: Shattered Memories v1.14.4 2023-04-09 2 Ignoring possible texturing from framebuffer at 08bb4780 +160x-27381 / 64x256
SBK-07 v1.14.4 2023-04-09 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 094ae3e0): duplicate handler
eFootball PES PPSSPP A3 2023 MOD FIFA v1.14.4 2023-04-09 1 Replacement rowPitch=512, but w=2864 (level=0)
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.14.4 2023-04-09 1 Replacement rowPitch=512, but w=4320 (level=0)
Prince of Persia - Revelations v1.14.4 2023-04-10 2 80630006=sceAtracSetDataAndGetID(09a0e3c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-04-09 1 80630006=sceAtracSetDataAndGetID(09635b80, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-04-09 1 80630006=sceAtracSetDataAndGetID(097b9180, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-04-09 1 80630006=sceAtracSetDataAndGetID(099bf240, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-04-09 1 80630006=sceAtracSetDataAndGetID(099bef40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-04-09 7 80630006=sceAtracSetDataAndGetID(08f73580, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-04-09 1 80630006=sceAtracSetDataAndGetID(096a5480, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-04-09 1 80630006=sceAtracSetDataAndGetID(098dc080, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-04-09 1 80630006=sceAtracSetDataAndGetID(08f733c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-04-09 1 80630006=sceAtracSetDataAndGetID(0963ab80, 00000800): invalid RIFF header
WORLD SOCCER Winning Eleven UBIQUITOUS EVOLUTION 2008 v1.14.4 2023-04-09 1 sceNetAdhocMatchingInit(4096) at 089b7500
TEKKEN 6 v1.14.4 2023-04-09 1 Replacement rowPitch=64, but w=2880 (level=0)
SBK®09 Superbike World Championship v1.14.4 2023-04-09 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0944a1f0): duplicate handler
eFootball PES 2021 By GABRIEL v1.14.4 2023-04-09 1 Replacement rowPitch=2048, but w=7680 (level=0)
Crash™ Tag Team Racing v1.14.4 2023-04-09 1 80630006=sceAtracSetDataAndGetID(09100180, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-04-09 1 80630006=sceAtracSetDataAndGetID(090e40c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-04-09 1 80630006=sceAtracSetDataAndGetID(090d0040, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-04-09 1 80630006=sceAtracSetDataAndGetID(090ec100, 00014000): invalid RIFF header
フォトカノ v1.18.1 2025-05-31 49 00000000=sceUtilityScreenshotInitStart(08b598f4)
BURNOUT DOMINATOR v1.14.4 2023-04-09 1 Ignoring possible texturing from framebuffer at 04176000 +1280x168 / 512x272
PES 2023 BY SPARTAN JR8 v1.14.4 2023-04-18 2 Replacement rowPitch=256, but w=2200 (level=0)
BURNOUT DOMINATOR v1.14.4 2023-04-09 1 Ignoring possible texturing from framebuffer at 04176000 +384x97 / 512x272
NBA LIVE 06 v1.15.4 2023-07-17 6 80630007=sceAtracSetData(0, 08d19800, 00010000): atracID uses different codec type than data
FIFA 22 By Tutoriales Bendezu v1.14.4 2023-04-15 2 Replacement rowPitch=256, but w=3736 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-04-09 1 MIPSCompileOp: Invalid instruction 44b91768
Persona 3 Portable v1.14.4 2023-04-09 50 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/MEMST.CPK, 09fff000, 00000002)
Grand Theft Auto: Vice City Stories v1.14.4 2023-04-09 1 sceNetAdhocMatchingInit(6144) at 08b2ffb0
Midnight Club 3: DUB Edition v1.14.4 2023-04-09 1 Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0
Crash™ Tag Team Racing v1.14.4 2023-04-09 1 80630006=sceAtracSetDataAndGetID(09505800, 00014000): invalid RIFF header
Daxter v1.14.4 2023-04-09 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ec71e0, 4, 00000000, 0)
MONSTER HUNTER FREEDOM UNITE™ v1.14.4 2023-04-09 1 Replacement rowPitch=2048, but w=11264 (level=0)
Persona3 PORTABLE v1.20.4 2026-08-09 4 Garbage libstub address 0037c1dc or end 0037c394
PES 2022 PPSSPP NEE UPDATE BY HAFISG9 SUBSCRIBE v1.14.4 2023-04-29 2 Replacement rowPitch=256, but w=1200 (level=0)
eFootball PES 2022 Danilo Gamer v1.14.4 2023-04-09 1 Replacement rowPitch=512, but w=2800 (level=0)
Toy Story 3 v1.17.1 2024-02-27 4 00000000=sceGeEdramSetAddrTranslation(00000000)
eFootball PES 2023 By ESTEEM GAMING v1.14.4 2024-08-11 2 Replacement rowPitch=512, but w=2800 (level=0)
EFOOTBALL 2023 PSP FINAL UPDATE v1.14.4 2023-04-08 1 Replacement rowPitch=128, but w=7200 (level=0)
eFootball PES 2021 By TM ARTS v1.14.4 2023-04-08 1 Replacement rowPitch=128, but w=6060 (level=0)
eFootball PES 2023 by T4G v1.14.4 2023-04-08 1 Replacement rowPitch=512, but w=2880 (level=0)
Burnout™ Legends v1.14.4 2023-04-08 1 Ignoring possible texturing from framebuffer at 04174000 +0x98 / 64x272
MAJOR LEAGUE BASEBALL 2K12 v1.14.4 2023-04-08 1 Truncating vertex count from 35844 to 21845
Silent Hill: Shattered Memories v1.14.4 2023-04-08 2 Ignoring possible texturing from framebuffer at 08bb4780 +352x-13538 / 64x256
FIFA22 JOAQUINDLS C19 & Nibeck Tv v1.14.4 2023-04-08 5 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l0 rate 000f
eFootball PES By HAROUN TECH v1.14.4 2023-04-08 1 Replacement rowPitch=256, but w=1920 (level=0)
Miami Vice™ The Game v1.17.4-1 2024-08-26 2 80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first
Miami Vice™ The Game v1.14.4 2023-04-08 1 80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first
WORLD SOCCER Winning Eleven UBIQUITOUS EVOLUTION 2008 v1.14.4 2023-04-08 12 80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first
WORLD SOCCER Winning Eleven UBIQUITOUS EVOLUTION 2008 v1.14.4 2023-04-08 13 80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first
WWE 2K23 by Gamer Modder and Finn v1.9.4 2025-04-12 231 80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data
BLACK★ROCK SHOOTER THE GAME v1.14.4 2023-04-25 2 Truncating vertex count from 25929 to 21845
WWE 2K23 by Gamer Modder and Finn v1.14.4 2023-04-08 1 Replacement rowPitch=32, but w=5120 (level=0)
TEKKEN 6 v1.14.4 2023-04-08 1 Replacement rowPitch=512, but w=8640 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-04-08 1 MIPSCompileOp: Invalid instruction b7f1c310
eFootball Chelito 19 v1.14.4 2023-04-21 3 Replacement rowPitch=1024, but w=5120 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-04-08 1 WriteToHardware: Invalid address 0a26233c near PC 0880dcc8 LR 0880dcc8
PES 2022 PPSSPP NEE UPDATE BY PERKORO DUNYO v1.14.4 2023-04-08 1 Replacement rowPitch=1024, but w=4320 (level=0)
God of War®: Ghost of Sparta v1.14.4 2023-04-08 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:128: 'comp' : redefinition ERROR: 0:129: 'type' : redefinition ERROR: 0:177: 'comp' : redefinition ERROR: 0:178: 'type' : redefinition ERROR: 0:226: 'comp' : redefinition ERROR: 0:227: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80010b39 HWX C T N LM Tex TexProjPos UVMtx Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 330 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80010b39 HWX C T N LM Tex TexProjPos UVMtx Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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_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_lightang
God of War®: Ghost of Sparta v1.14.4 2023-04-08 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:127: 'comp' : redefinition ERROR: 0:128: 'type' : redefinition ERROR: 0:176: 'comp' : redefinition ERROR: 0:177: 'type' : redefinition ERROR: 0:225: 'comp' : redefinition ERROR: 0:226: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000f39 HWX C T N LM RevN Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 330 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000f39 HWX C T N LM RevN Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out 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_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_
God of War®: Ghost of Sparta v1.14.4 2023-04-08 1 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) 330 - 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 {
God of War®: Ghost of Sparta v1.14.4 2023-04-08 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:127: 'comp' : redefinition ERROR: 0:128: 'type' : redefinition ERROR: 0:176: 'comp' : redefinition ERROR: 0:177: 'type' : redefinition ERROR: 0:225: 'comp' : redefinition ERROR: 0:226: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80120b39 HWX C T N LM Tex UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 Cull #version 300 es // Driver: Adreno (TM) 330 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80120b39 HWX C 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; 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(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_spotCo
God of War®: Ghost of Sparta v1.14.4 2023-04-08 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:127: 'comp' : redefinition ERROR: 0:128: 'type' : redefinition ERROR: 0:176: 'comp' : redefinition ERROR: 0:177: 'type' : redefinition ERROR: 0:225: 'comp' : redefinition ERROR: 0:226: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 330 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out 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_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
God of War®: Ghost of Sparta v1.14.4 2023-04-08 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:126: 'comp' : redefinition ERROR: 0:127: 'type' : redefinition ERROR: 0:175: 'comp' : redefinition ERROR: 0:176: 'type' : redefinition ERROR: 0:224: 'comp' : redefinition ERROR: 0:225: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 330 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lig
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-04-08 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(ea0ec2a, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-04-08 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(3426ef5, 2c:c3:ba:83:7b:a1, 20000000, 0) at 0897eeec
SOULCALIBUR: Broken Destiny v1.18.1 2026-02-10 17 Unknown GetPointerWrite 00000000 PC 08b3f1fc LR 08b3f1fc
eFootball PES 2021 DraycEM "C19" v1.14.4 2023-04-08 1 Replacement rowPitch=1024, but w=2400 (level=0)
Need For Speed™ Underground Rivals v1.14.4 2023-04-08 1 MIPSCompileOp: Invalid instruction 71d8e0e5
WWE'12 v1.14.4 2023-04-08 2 Unknown GetPointerWrite 0d84dec4 PC 08bfbde0 LR 08bfbe04
Need For Speed™ Underground Rivals v1.14.4 2023-04-08 1 MIPSCompileOp: Invalid instruction 71cb4519
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-04-19 4 MIPSCompileOp: Invalid instruction 000002f9
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.14.4 2023-04-08 1 WriteToHardware: Invalid address 00000038 near PC 0883973c LR 08839710
Street Fighter® Alpha 3 Max v1.18.1 2025-04-14 28 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
Patapon 3 - God[Mod]e v2.1 v1.14.4 2023-04-08 1 Unknown GetPointerWrite 0a00e663 PC 08818050 LR 088113f8
MLB 10 The Show ™ v1.14.4 2023-04-08 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (c9d9bdc4), bad data
Daxter v1.14.4 2023-04-08 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9ceb0, 4, 00000000, 0)
Ben 10 Ultimate Alien: Cosmic Destruction v1.14.4 2023-04-08 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (033005a0), bad data
eFootball Chelito 19 v1.14.4 2023-04-08 1 Replacement rowPitch=768, but w=1024 (level=0)
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-04-08 1 Unknown GetPointerWrite 00000000 PC 08a02a0c LR 08a1e5b0
Mortal Kombat: Unchained v1.17.1 2024-02-20 2 Truncating vertex count from 25611 to 21845
Need for Speed™ Shift v1.14.4 2023-04-16 2 Ignoring possible texturing from framebuffer at 04176000 +256x107 / 512x272
SBK®09 Superbike World Championship v1.14.4 2023-04-08 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 093b8520): duplicate handler
SBK®09 Superbike World Championship v1.14.4 2023-04-08 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0900f9a0): duplicate handler
SBK®09 Superbike World Championship v1.14.4 2023-04-08 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0905a260): duplicate handler
LEGO® Pirates of the Caribbean: The Video Game PSP® v1.14.4 2023-04-08 19 sceMpegRingbufferPut(): invalid mpeg data
DRAGON BALL SUPER TTT BY SMARTRIX v1.14.4 2023-04-08 1 WriteToHardware: Invalid address deadc457 near PC 08000000 LR 08000000
EFOOTBALL V. 1 BY PRFD v1.14.4 2023-04-08 1 Replacement rowPitch=1024, but w=2400 (level=0)
DRAGON BALL SUPER TTT BY SMARTRIX v1.14.4 2023-04-08 1 MIPSCompileOp: Invalid instruction 6ce40368
Prince of Persia® Rival Swords v1.14.4 2023-04-08 1 Unknown GE command : 0d020cf1
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-04-08 1 sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 00000d68): duplicate handler
SBK®09 Superbike World Championship v1.14.4 2023-04-08 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (9dd5779d), bad data
Crash™ Tag Team Racing v1.14.4 2023-04-08 1 80630006=sceAtracSetDataAndGetID(0975e2c0, 00014000): invalid RIFF header
Assassin's Creed: Bloodlines™ v1.14.4 2023-04-08 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d63894, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-04-08 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d63894, 4, 00000000, 0)

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