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| 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) |