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| Game title |
Version |
Latest Report |
Hits |
Message |
| ASPHALT : URBAN GT 2 |
v1.14.4 |
2023-04-29 |
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);
|
| Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2023-04-29 |
2 |
Replacement rowPitch=256, but w=2048 (level=0) |
| DYNASTY WARRIORS |
v1.14.4 |
2023-04-29 |
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 ( |
| DYNASTY WARRIORS |
v1.14.4 |
2023-04-29 |
1 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:122: 'comp' : redefinition
ERROR: 0:123: 'type' : redefinition
ERROR: 0:171: 'comp' : redefinition
ERROR: 0:172: 'type' : redefinition
ERROR: 0:220: 'comp' : redefinition
ERROR: 0:221: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000128 HWX C 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))
// 01000000:80000128 HWX C Light: LightUberShader Cull
in vec3 position;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out 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 {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_l |
| eFootball Chelito 19 |
v1.14.4 |
2023-04-28 |
1 |
Replacement rowPitch=256, but w=2400 (level=0) |
| eFootball Libertadores 2022 By T. Bendezu. |
v1.14.4 |
2023-04-28 |
1 |
Replacement rowPitch=256, but w=2400 (level=0) |
| Call of Duty : Roads to Victory™ |
v1.14.4 |
2023-04-28 |
1 |
Truncating vertex count from 22836 to 21845 |
| Warriors Orochi 3
English patch By IndraConstantines 2018 |
v1.14.4 |
2023-05-12 |
8 |
Replacement rowPitch=256, but w=896 (level=0) |
| Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2023-04-28 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(efccd70, 1, 2, 09fbf960, 20000000, 0) at 0897eb28 |
| Burnout™ Dominator |
v1.14.4 |
2023-04-28 |
1 |
Ignoring possible texturing from framebuffer at 04176000 +1408x192 / 512x272 |
| PRO EVOLUTION SOCCER VANDAMME EDITION |
v1.18.1 |
2024-12-08 |
331 |
sceNetAdhocMatchingInit(32768) at 08a71984 |
| MONSTER HUNTER FREEDOM™ 2 |
v1.14.4 |
2023-04-28 |
2 |
sceNetAdhocMatchingInit(65536) at 08865048 |
| Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2023-04-28 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(6479564, 1, 2, 09fbf960, 20000000, 0) at 0897eb28 |
| God of War(R): Chains of Olympus Special Edition Demo |
v1.19.3 |
2026-04-11 |
54 |
Rendering to framebuffer offset at 04161800 +64x0 (stride 1024) |
| Ghost Rider |
v1.14.4 |
2023-04-28 |
1 |
Ignoring possible texturing from framebuffer at 04162000 +0x63 / 480x272 |
| Ghost Rider |
v1.17.1 |
2024-03-22 |
2 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
| Call of Duty : Roads to Victory™ |
v1.14.4 |
2023-04-28 |
1 |
Error in shader program link: info: (unknown reason)
fs: postshader
#ifdef GL_ES
precision mediump float;
#endif
/*
AA shader 4.o / AA shader 4.o - filtro
Copyright (C) 2014 guest(r) - [email protected]
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// Modified as video aware smoothing effect for PPSSPP.
// Some variable definitions had to be moved inside functions(and so repeated) due to glsl->hlsl auto translation failing.
// Also auto translation fails with bool uniform, which is why u_video is defined as float.
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform sampler2D sampler0;
uniform float u_video;
//===========
varying vec2 v_texcoord0;
const vec3 dt = vec3(1.0,1.0,1.0);
vec3 texture2d (vec2 texcoord) {
float scale = 1.0;
if (u_video==1.0){
scale = 2.0;
} else {
scale = 7.0;
}
vec4 yx = vec4(1.0/480.0,1.0/272.0,-1.0/480.0,-1.0/272.0)/scale;
vec4 xy = vec4(2.0/480.0,2.0/272.0,-2.0/480.0,-2.0/272.0)/scale;
vec3 s00 = texture2D(sampler0, texcoord + yx.zw).xyz;
vec3 s20 = texture2D(sampler0, texcoord + yx.xw).xyz;
vec3 s22 = texture2D(sampler0, texcoord + yx.xy).xyz;
vec3 s02 = texture2D(sampler0, texcoord + yx.zy).xyz;
float m1=dot(abs(s00-s22),dt)+0.001;
float m2=dot(abs(s02-s20),dt)+0.001;
return 0.5*(m2*(s00+s22)+m1*(s02+s20))/(m1+m2);
}
vec3 texture2dd (vec2 texcoord) {
float scale = 1.0;
if (u_video==1.0){
scale = 2.0;
} else {
scale = 7.0;
}
vec4 yx = vec4(1.0/480.0,1.0/272.0,-1.0/480.0,-1.0/272.0)/scale;
vec4 xy = vec4(2.0/480.0,2.0/272.0,-2.0/480.0,-2.0/272.0)/scale;
vec3 c11 = texture2D(sampler0, texcoord ).xyz;
vec3 c00 = texture2D(sampler0, texcoord + xy.zw).xyz;
vec3 c20 = texture2D(sampler0, texcoord + xy.xw).xyz;
vec3 c22 = texture2D(sampler0, texcoord + xy.xy).xyz;
vec3 c02 = texture2D(sampler0, texcoord + xy.zy).xyz;
vec3 s00 = texture2D(sampler0, texcoord + yx.zw).xyz;
vec3 s20 = texture2D(sampler0, texcoord + yx.xw).xyz;
vec3 s22 = texture2D(sampler0, texcoord + yx.xy).xyz;
vec3 s02 = texture2D(sampler0, texcoord + yx.zy).xyz;
float d1=dot(abs(c00-c22),dt)+0.001;
float d2=dot(abs(c20-c02),dt)+0.001;
float m1=dot(abs(s00-s22),dt)+0.001;
float m2=dot(abs(s02-s20),dt)+0.001;
vec3 t2=(d1*(c20+c02)+d2*(c00+c22))/(2.0*(d1+d2));
return 0.25*(c11+t2+(m2*(s00+s22)+m1*(s02+s20))/(m1+m2));
}
void main() {
float scale = 7.0;
bool filtro = false;
if (u_video==1.0){
scale = 2.0;
filtro = true;
} else {
scale = 7.0;
filtro = false;
}
// Calculating texel coordinates
vec2 size = vec2(480.0,272.0)*scale;
vec2 inv_size = vec2(1.0/480.0,1.0/272.0)/scale;
vec2 OGL2Pos = v_texcoord0 * size;
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(inv_size.x,0.0);
vec2 dy = vec2(0.0, inv_size.y);
vec2 g1 = vec2(inv_size.x,inv_size.y);
vec2 g2 = vec2(-inv_size.x,inv_size.y);
vec2 pC4 = floor(OGL2Pos) * inv_size + 0.5*inv_size;
// Reading the texels
vec3 C0 = texture2d(pC4 - g1);
vec3 C1 = texture2d(pC4 - dy);
vec3 C2 = texture2d(pC4 - g2);
vec3 C3 = texture2d(pC4 - dx);
vec3 C4 = texture2d(pC4 );
vec3 C5 = texture2d(pC4 + dx);
vec3 C6 = texture2d(pC4 + g2);
vec3 C7 = texture2d(pC4 + dy);
vec3 C8 = texture2d(pC4 + g1);
vec3 ul, ur, dl, dr;
float m1, m2;
m1 = dot(abs(C0-C4),dt)+0.001 |
| Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-04-28 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c28824, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.14.4 |
2023-04-28 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c28824, 4, 00000000, 0) |
| eFootball Chelito 19 |
v1.14.4 |
2023-04-28 |
1 |
Replacement rowPitch=1024, but w=4096 (level=0) |
| PRO EVOLUTION SOCCER VANDAMME EDITION |
v1.18.1 |
2025-06-04 |
317 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
| BURNOUT DOMINATOR |
v1.14.4 |
2023-04-29 |
5 |
Ignoring possible texturing from framebuffer at 04176000 +1408x255 / 512x272 |
| Spider-Man 3 |
v1.14.4 |
2023-04-28 |
1 |
WriteToHardware: Invalid address 00000d40 near PC 08ad0254 LR 08a1422c |
| God of War™: Ghost of Sparta |
v1.14.4 |
2023-04-28 |
1 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-00dev0 [Revision 96995].
01730144:00000f39 HWX C T N LM RevN Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01730144:00000f39 HWX C T N LM RevN Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(-normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if |
| God of War™: Ghost of Sparta |
v1.14.4 |
2023-04-28 |
1 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-00dev0 [Revision 96995].
01f34151:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34151:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
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 lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
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 lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * specularColor * ldot ;
}
lightSum0 |
| God of War™: Ghost of Sparta |
v1.14.4 |
2023-04-28 |
1 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-00dev0 [Revision 96995].
01f34151:00000f39 HWX C T N LM RevN Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34151:00000f39 HWX C T N LM RevN Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
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 lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
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 lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(-normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * specularColor * ldot ;
}
|
| God of War™: Ghost of Sparta |
v1.14.4 |
2023-04-28 |
1 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-00dev0 [Revision 96995].
01730144:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01730144:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRan |
| PES 22 BY HAROUN Z |
v1.14.4 |
2023-04-28 |
1 |
Replacement rowPitch=512, but w=1600 (level=0) |
| eFootball PES 2020 C19 & Nibeck Tv |
v1.14.4 |
2023-04-28 |
1 |
Unknown GetPointerWrite 00000c8e PC 08a02afc LR 08808460 |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-04-28 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +0x-5325 / 64x256 |
| PES my 2023 |
v1.14.4 |
2023-04-28 |
1 |
Replacement rowPitch=1024, but w=4000 (level=0) |
| OJR EDIÇÕES 2020 |
v1.14.4 |
2023-04-28 |
1 |
Replacement rowPitch=512, but w=2352 (level=0) |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.14.4 |
2023-04-28 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (256a8b26), bad data |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-04-28 |
1 |
MIPSCompileOp: Invalid instruction 0004d8f9 |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.14.4 |
2023-04-28 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (39eb9268), bad data |
| eFootball PES 2021 By TM ARTS |
v1.14.4 |
2023-04-28 |
1 |
Replacement rowPitch=128, but w=1688 (level=0) |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-04-28 |
1 |
80630006=sceAtracSetDataAndGetID(093b5800, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-04-28 |
1 |
80630006=sceAtracSetDataAndGetID(093a1780, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-04-28 |
6 |
80630006=sceAtracSetDataAndGetID(097a2d40, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-04-28 |
1 |
80630006=sceAtracSetDataAndGetID(0978ecc0, 00014000): invalid RIFF header |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.14.4 |
2023-04-28 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (ff373f4a), bad data |
| eFOOTBALL PES 2020 "C19" T. BENDEZU |
v1.14.4 |
2023-04-28 |
1 |
Replacement rowPitch=512, but w=720 (level=0) |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.14.4 |
2023-04-28 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (ff385964), bad data |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.14.4 |
2023-04-28 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (ff505050), bad data |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.14.4 |
2023-04-28 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (ff115628), bad data |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-04-28 |
8 |
80630007=sceAtracSetData(2, 08bb6100, 00020000): atracID uses different codec type than data |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.14.4 |
2023-04-28 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (4234e45d), bad data |
| METAL SLUG Anthology |
v1.14.4 |
2023-04-28 |
2 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI3ec8, fc:36:48:f7:3e:c8, 20000000, 0) at 088e45b8 |
| METAL SLUG Anthology |
v1.14.4 |
2023-04-28 |
2 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI7d3a, 1, 2, 09ffe9d0, 20000000, 0) at 088e4450 |
| Ghost Recon Advanced Warfighter 2 |
v1.14.4 |
2023-05-01 |
2 |
Truncating vertex count from 23076 to 21845 |
| eFootball PES 2023 Danilo Gamer |
v1.14.4 |
2023-04-28 |
1 |
Replacement rowPitch=256, but w=4096 (level=0) |
| Cars: Race-O-Rama |
v1.14.4 |
2023-04-28 |
1 |
Ignoring possible texturing from framebuffer at 0956ce00 +0x-15423 / 8x8 |
| 戦国無双3 Z Special |
v1.14.4 |
2023-04-28 |
1 |
WriteToHardware: Invalid address 000002ac near PC 089bcde4 LR 089bc8cc |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-04-28 |
1 |
80630006=sceAtracSetDataAndGetID(09c03780, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-04-28 |
16 |
80630006=sceAtracSetDataAndGetID(09bef700, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-04-28 |
4 |
80630006=sceAtracSetDataAndGetID(09bdb680, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-05-24 |
4 |
80630006=sceAtracSetDataAndGetID(09d252c0, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-04-28 |
1 |
80630006=sceAtracSetDataAndGetID(0939ccc0, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-04-28 |
1 |
80630006=sceAtracSetDataAndGetID(09380c00, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-04-28 |
5 |
80630006=sceAtracSetDataAndGetID(09388c40, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-04-28 |
1 |
80630006=sceAtracSetDataAndGetID(0936cb80, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-04-28 |
2 |
80630006=sceAtracSetDataAndGetID(09be42c0, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-04-28 |
5 |
80630006=sceAtracSetDataAndGetID(098b0d00, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-04-28 |
1 |
80630006=sceAtracSetDataAndGetID(0989cc80, 00014000): invalid RIFF header |
| ドラゴンボール タッグバーサス |
v1.14.4 |
2023-10-13 |
2 |
MIPSCompileOp: Invalid instruction 41accccd |
| ドラゴンボール タッグバーサス |
v1.14.4 |
2023-04-28 |
1 |
MIPSCompileOp: Invalid instruction 411fffff |
| ドラゴンボール タッグバーサス |
v1.14.4 |
2023-04-28 |
1 |
MIPSCompileOp: Invalid instruction 42200000 |
| ドラゴンボール タッグバーサス |
v1.14.4 |
2023-10-13 |
5 |
MIPSCompileOp: Invalid instruction 40c00000 |
| ドラゴンボール タッグバーサス |
v1.14.4 |
2023-10-13 |
2 |
MIPSCompileOp: Invalid instruction 000000fe |
| Pro Evolution Soccer 2010 |
v1.14.4 |
2023-04-28 |
1 |
Replacement rowPitch=128, but w=1560 (level=0) |
| Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2023-04-28 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(be9f684, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2023-04-28 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(56f3384, 70:07:45:b0:03:a9, 20000000, 0) at 0897eeec |
| FRONTIER GATE Boost+ |
v1.17.1 |
2024-08-06 |
12 |
Block transfer invalid: 0a0786e0/8 -> 04007820/20, 16x12x4 (6,0)->(0,0) |
| Prince of Persia - Revelations |
v1.14.4 |
2023-04-28 |
3 |
80630006=sceAtracSetDataAndGetID(0966ed00, 00000800): invalid RIFF header |
| Silent Hill: Shattered Memories |
v1.14.4 |
2023-04-28 |
1 |
Ignoring possible texturing from framebuffer at 08bb4780 +64x-23791 / 64x256 |
| NEED FOR SPEED™ Carbon OTC |
v1.14.4 |
2023-04-28 |
1 |
Replacement rowPitch=1024, but w=2048 (level=0) |
| Patapon 3 - God[Mod]e v2.1 |
v1.14.4 |
2023-04-28 |
1 |
Unknown GetPointerWrite 0a00f283 PC 08818050 LR 088113f8 |
| Obscure: The Aftermath |
v1.14.4 |
2023-04-28 |
1 |
80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-04-28 |
2 |
80630006=sceAtracSetDataAndGetID(09c83a40, 00014000): invalid RIFF header |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-04-28 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096fca30): duplicate handler |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-04-28 |
2 |
80630006=sceAtracSetDataAndGetID(09dc6280, 00014000): invalid RIFF header |
| WWE 2K22 V1.50 BY GAMER MODDER. |
v1.14.4 |
2023-04-28 |
1 |
Replacement rowPitch=512, but w=2560 (level=0) |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-04-28 |
2 |
80630006=sceAtracSetDataAndGetID(0962d6c0, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-04-28 |
1 |
80630006=sceAtracSetDataAndGetID(095fd580, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-04-28 |
1 |
80630006=sceAtracSetDataAndGetID(09619640, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.14.4 |
2023-04-28 |
7 |
80630006=sceAtracSetDataAndGetID(09b4e100, 00014000): invalid RIFF header |
| Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.14.4 |
2023-04-28 |
1 |
Utility access thread still running, state: shutting down, dialog=1/1 |
| Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.14.4 |
2023-04-28 |
1 |
Utility access thread still running, state: shutting down, dialog=2/1 |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.18.1 |
2025-05-21 |
4 |
80630007=sceAtracSetData(2, 08d4b180, 00004318): atracID uses different codec type than data |
| Ghost Rider |
v1.14.4 |
2023-04-28 |
1 |
WriteToHardware: Invalid address 00000dd0 near PC 089c3c14 LR 089bf5fc |
| eFootball 2022 mxc�� |
v1.14.4 |
2023-04-28 |
1 |
Replacement rowPitch=256, but w=1280 (level=0) |
| BLEACH ヒート・ザ・ソウル2 |
v1.14.4 |
2023-04-28 |
5 |
MIPSCompileOp: Invalid instruction 00000005 |
| BLEACH ヒート・ザ・ソウル2 |
v1.14.4 |
2023-04-28 |
1 |
MIPSCompileOp: Invalid instruction 0000000e |
| BLEACH ヒート・ザ・ソウル2 |
v1.14.4 |
2023-04-28 |
1 |
MIPSCompileOp: Invalid instruction 00000015 |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-04-28 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (43e38f5e), bad data |
| WWE 2K21 PRICELESS ALACRITY V3.0.1 |
v1.9.4 |
2026-01-04 |
14 |
80630007=sceAtracSetData(3, 08d4b180, 00002d38): atracID uses different codec type than data |
| RIDGE RACER 2 |
v1.14.4 |
2024-02-18 |
4 |
Ignoring possible texturing from framebuffer at 041e7a80 +192x89 / 256x272 |
| eFootball 2023 By Tutoriales Bendezu |
v1.14.4 |
2023-04-28 |
1 |
Replacement rowPitch=512, but w=2800 (level=0) |
| WWE SmackDown! vs. RAW 2006. |
v1.16.5 |
2023-11-20 |
2 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
| 戦国BASARA BATTLE HEROES |
v1.14.4 |
2023-04-28 |
1 |
Replacement rowPitch=512, but w=1024 (level=0) |