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| Game title |
Version |
Latest Report |
Hits |
Message |
| eFootball PES 2022 Danilo Gamer |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=256, but w=3000 (level=0) |
| 仮面ライダー クライマックスヒーローズ オーズ |
v1.16.5 |
2023-10-17 |
2 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10518DATA/DATA.DNS, 09f919b0, 00000002) |
| eFootball PES 2023 By GAMEPLUSTX |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=128, but w=7680 (level=0) |
| eFootball PES 2023 By GAMEPLUSTX |
v1.14.4 |
2023-04-17 |
4 |
Replacement rowPitch=1280, but w=2048 (level=0) |
| eFootball PES 2023 By GAMEPLUSTX |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=640, but w=1920 (level=0) |
| SBK-07 |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=256, but w=1120 (level=0) |
| Winning Eleven Pro Evolution Soccer 2007 |
v1.14.4 |
2023-04-17 |
1 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:125: 'comp' : redefinition
ERROR: 0:126: 'type' : redefinition
ERROR: 0:174: 'comp' : redefinition
ERROR: 0:175: 'type' : redefinition
ERROR: 0:223: 'comp' : redefinition
ERROR: 0:224: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if ( |
| Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses |
v1.14.4 |
2023-04-17 |
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.
01000000:80000b31 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);
|
| Metal Fight Beyblade Portable: Chouzetsu Tensei Vulcan Horses |
v1.14.4 |
2023-04-17 |
1 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:125: 'comp' : redefinition
ERROR: 0:126: 'type' : redefinition
ERROR: 0:174: 'comp' : redefinition
ERROR: 0:175: 'type' : redefinition
ERROR: 0:223: 'comp' : redefinition
ERROR: 0:224: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if ( |
| グランナイツヒストリー |
v1.16.6 |
2024-03-12 |
27 |
00000000=sceUtilityScreenshotInitStart(08ded730) |
| FREE RUNNING |
v1.14.4 |
2023-04-17 |
1 |
Unknown GetPointerWrite 00000000 PC 08a89148 LR 08a89150 |
| グランナイツヒストリー |
v1.14.4 |
2023-04-17 |
1 |
00000000=sceUtilityScreenshotInitStart(08de6410) |
| MX vs ATV™ Reflex |
v1.14.4 |
2023-04-17 |
1 |
Ignoring possible texturing from framebuffer at 08ed7f40 +16x-24538 / 8x8 |
| eFootball 2023 PPSSPP |
v1.14.4 |
2023-04-17 |
1 |
Unknown GetPointerWrite 00000000 PC 088287e0 LR 088287f0 |
| CODED ARMS |
v1.17.1-669-gd298c6f6f5 |
2024-06-24 |
8 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
| WWE 2K |
v1.14.4 |
2023-04-17 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00012c44): atracID uses different codec type than data |
| WWE 2K |
v1.14.4 |
2023-04-17 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 0000a814): atracID uses different codec type than data |
| WWE 2K |
v1.14.4 |
2023-04-17 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 00009094): atracID uses different codec type than data |
| WWE 2K |
v1.14.4 |
2023-04-17 |
1 |
80630007=sceAtracSetData(2, 08d13140, 00002c20): atracID uses different codec type than data |
| WWE 2K |
v1.14.4 |
2023-04-17 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 0000c284): atracID uses different codec type than data |
| WWE 2K |
v1.14.4 |
2023-04-17 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 0000ea2c): atracID uses different codec type than data |
| WWE 2K |
v1.14.4 |
2023-04-17 |
1 |
80630007=sceAtracSetData(2, 08d13140, 000033c8): atracID uses different codec type than data |
| WWE 2K |
v1.16.6 |
2023-10-18 |
4 |
80630007=sceAtracSetData(2, 08d4b180, 0000516c): atracID uses different codec type than data |
| WWE 2K |
v1.14.4 |
2023-04-17 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 0001b7cc): atracID uses different codec type than data |
| WWE 2K |
v1.14.4 |
2023-04-17 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 000097ec): atracID uses different codec type than data |
| PRO EVOLUTION SOCCER VANDAMME EDITION |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=1024, but w=4000 (level=0) |
| eFootball PES By HAROUN TECH |
v1.14.4 |
2023-04-17 |
1 |
MIPSCompileOp: Invalid instruction 4a4cae25 |
| eFootball PES By HAROUN TECH |
v1.14.4 |
2023-04-17 |
1 |
MIPSCompileOp: Invalid instruction 735f5fd7 |
| eFootball PES By HAROUN TECH |
v1.14.4 |
2023-04-17 |
1 |
MIPSCompileOp: Invalid instruction 65baaee5 |
| eFootball PES By HAROUN TECH |
v1.14.4 |
2023-04-17 |
1 |
MIPSCompileOp: Invalid instruction eeab3e7d |
| eFootball PES By HAROUN TECH |
v1.14.4 |
2023-04-17 |
1 |
WriteFCR: Unexpected reg 18 (value 09fffb00) |
| eFootball PES By HAROUN TECH |
v1.14.4 |
2023-04-17 |
1 |
MIPSCompileOp: Invalid instruction b2340c63 |
| eFootball PES By HAROUN TECH |
v1.14.4 |
2023-04-17 |
1 |
MIPSCompileOp: Invalid instruction b675a499 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-04-17 |
1 |
WriteToHardware: Invalid address 017ba000 near PC 0883c798 LR 0883c798 |
| WWE 2K |
v1.16.6 |
2023-11-02 |
13 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-04-17 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +448x-5922 / 64x256 |
| eFootball Chelito 19 |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=512, but w=880 (level=0) |
| Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-04-17 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb4e34, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-04-17 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb4e34, 4, 00000000, 0) |
| DRAGON BALL SUPER TTT BY SMARTRIX |
v1.19.3 |
2026-06-11 |
69 |
565 depal unsupported: shift=5 mask=ff offset=0 |
| PES FL 2022C |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=256, but w=4096 (level=0) |
| eFootball PES By HAROUN TECH |
v1.16.6 |
2024-05-10 |
7 |
Unknown GetPointerWrite 00000000 PC 088287f8 LR 08828800 |
| Resistance: Retribution™ |
v1.14.4 |
2023-04-20 |
2 |
WriteToHardware: Invalid address 0ae827b8 near PC 08d09d38 LR 08cd6754 |
| Resistance: Retribution™ |
v1.14.4 |
2023-04-20 |
2 |
WriteToHardware: Invalid address 1009000c near PC 08ca1a70 LR 08ca2aac |
| Phantasy Star Portable™ 2 |
v1.14.4 |
2023-04-17 |
1 |
Ignoring possible texturing from framebuffer at 04154000 +1760x141 / 480x272 |
| Traxxpad |
v1.14.4 |
2023-04-17 |
21 |
Unusual bezier/spline vtype: 12008780, morph: 0, bones: 3 |
| Traxxpad |
v1.14.4 |
2023-04-17 |
43 |
Unusual bezier/spline vtype: 12004780, morph: 0, bones: 2 |
| Crash® of the Titans |
v1.14.4 |
2023-04-17 |
1 |
Unknown GetPointerWrite a1b8f348 PC 08b87438 LR 08b0d348 |
| EFOOTBALL 2023 BRI LIGA 1 & EROPA |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=128, but w=1200 (level=0) |
| Crash® of the Titans |
v1.14.4 |
2023-04-17 |
1 |
Unknown GetPointerWrite bfc0845c PC 08b87438 LR 08b0d348 |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=128, but w=904 (level=0) |
| WWE 2K19 by GamerNafZ™ and Finn |
v1.14.4 |
2023-04-17 |
1 |
80630007=sceAtracSetData(3, 08d4b180, 00003c88): atracID uses different codec type than data |
| Prince of Persia - Revelations |
v1.14.4 |
2023-04-17 |
1 |
80630006=sceAtracSetDataAndGetID(09623d80, 00000800): invalid RIFF header |
| PES 2019 BY CHELITO 19 |
v1.14.4 |
2023-12-26 |
2 |
Replacement rowPitch=512, but w=2000 (level=0) |
| Prince of Persia - Revelations |
v1.14.4 |
2023-04-17 |
2 |
80630006=sceAtracSetDataAndGetID(097ab640, 00000800): invalid RIFF header |
| eFootball PES 2022 |
v1.15.4 |
2023-07-05 |
3 |
Unknown GetPointerWrite 00000000 PC 088287e0 LR 088287f0 |
| eFootball PES 2023 By GAMEPLUSTX |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=512, but w=2048 (level=0) |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.14.4 |
2023-04-17 |
1 |
WriteToHardware: Invalid address 0000007c near PC 08880ea8 LR 08880af4 |
| eFootball C22 Sultan Design PATCH |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=256, but w=1200 (level=0) |
| SBK-07 |
v1.14.4 |
2023-04-17 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 095646f0): duplicate handler |
| SBK-07 |
v1.14.4 |
2023-04-17 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09383530): duplicate handler |
| eFootball PES 2023 By GAMEPLUSTX |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=512, but w=4000 (level=0) |
| eFootball PES 2023 By GAMEPLUSTX |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=256, but w=8000 (level=0) |
| eFootball PES 2023 By GAMEPLUSTX |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=1024, but w=2048 (level=0) |
| eFootball PES 2023 By GAMEPLUSTX |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=512, but w=1800 (level=0) |
| eFootball PES 2023 By GAMEPLUSTX |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=2048, but w=4096 (level=0) |
| eFootball PES 2023 By GAMEPLUSTX |
v1.14.4 |
2023-04-17 |
12 |
Replacement rowPitch=256, but w=2048 (level=0) |
| eFootball PES 2023 By GAMEPLUSTX |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=128, but w=1920 (level=0) |
| SBK-07 |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=256, but w=2000 (level=0) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2025-05-31 |
4 |
00000000=sceUtilityScreenshotInitStart(09caa5e8) |
| RATATOUILLE |
v1.14.4 |
2023-04-17 |
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) 305 - 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 |
| RATATOUILLE |
v1.14.4 |
2023-04-17 |
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) 305 - 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 |
| Thrillville: Off The Rails |
v1.14.4 |
2023-04-17 |
1 |
WriteToHardware: Invalid address 00000058 near PC 08a1a048 LR 08a01438 |
| 第2次スーパーロボット大戦Z 破界篇 |
v1.14.4 |
2025-07-01 |
5 |
Replacement rowPitch=1024, but w=4096 (level=0) |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-04-17 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096e3f20): duplicate handler |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-04-17 |
2 |
Ignoring possible texturing from framebuffer at 08bb4780 +32x-13908 / 64x256 |
| PES 2014 |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=128, but w=320 (level=0) |
| Aliens vs. Predator™ - Requiem |
v1.14.4 |
2023-04-17 |
1 |
Truncating vertex count from 22953 to 21845 |
| PES 2014 |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=2048, but w=5252 (level=0) |
| Efootball PES 2022 |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=2048, but w=8000 (level=0) |
| MotoGP™22 | By CahNdutz |
v1.14.4 |
2023-04-17 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 094f8960): duplicate handler |
| MotoGP™22 | By CahNdutz |
v1.14.4 |
2023-04-17 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0926a860): duplicate handler |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-04-17 |
1 |
MIPSCompileOp: Invalid instruction 70599768 |
| eFootball PES 2020 C19 & Nibeck Tv |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=512, but w=2036 (level=0) |
| GODS EATER BURST |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=1024, but w=3072 (level=0) |
| グランナイツヒストリー |
v1.14.4 |
2023-04-17 |
1 |
00000000=sceUtilityScreenshotInitStart(08de2ad0) |
| グランナイツヒストリー |
v1.14.4 |
2023-04-17 |
3 |
00000000=sceUtilityScreenshotInitStart(08de2300) |
| Prince of Persia - Revelations |
v1.14.4 |
2023-04-17 |
1 |
80630006=sceAtracSetDataAndGetID(09b9f2c0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.8.0 |
2024-07-13 |
3 |
80630006=sceAtracSetDataAndGetID(09aebd00, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-04-17 |
2 |
80630006=sceAtracSetDataAndGetID(09afbcc0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.14.4 |
2023-04-17 |
1 |
80630006=sceAtracSetDataAndGetID(09aeaf00, 00000800): invalid RIFF header |
| Dragon Ball Z: Budokai Tenkaichi 3 PSP JJake_J |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=256, but w=1068 (level=0) |
| Prince of Persia - Revelations |
v1.14.4 |
2023-04-17 |
1 |
80630006=sceAtracSetDataAndGetID(09a86400, 00000800): invalid RIFF header |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-04-17 |
1 |
MIPSCompileOp: Invalid instruction 46a405e0 |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-04-17 |
3 |
Ignoring possible texturing from framebuffer at 08bb4780 +48x-1246 / 64x256 |
| eFOOTBALL 2022 by Cris17Gaming |
v1.14.4 |
2023-05-02 |
2 |
Replacement rowPitch=1024, but w=4096 (level=0) |
| DISSIDIA® 012[duodecim]™ FINAL FANTASY® |
v1.14.4 |
2023-04-17 |
1 |
WriteToHardware: Invalid address ffffffc8 near PC 088d20f0 LR 088d24ac |
| eFootball PES 2020 C19 & Nibeck Tv |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=2048, but w=8192 (level=0) |
| eFootball PES 2021 DraycEM "C19" |
v1.14.4 |
2023-04-17 |
1 |
Replacement rowPitch=512, but w=4032 (level=0) |
| eFOOTBALL 2022 by Cris17Gaming |
v1.14.4 |
2023-04-29 |
6 |
Replacement rowPitch=128, but w=2048 (level=0) |