Recent logs - v1.14.4

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

Game title Version Latest Report Hits Message
Spider-Man 3 v1.14.4 2023-04-30 1 WriteToHardware: Invalid address 00000d40 near PC 08a2da34 LR 08a2dba0
Crash® Mind Over Mutant v1.14.4 2023-05-03 3 Truncating vertex count from 39762 to 21845
SBK-07 v1.14.4 2023-04-30 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 092af630): duplicate handler
TEKKEN 6 v1.14.4 2023-04-30 1 800200d2=scePsmfPlayerSetPsmfCB(090dd064, disc0:/PSP_GAME/USRDIR/movie/title.pmf): too many streams in PSMF video, bogus data
TEKKEN 6 v1.14.4 2023-04-30 1 800200d2=scePsmfPlayerSetPsmfCB(090ea424, disc0:/PSP_GAME/USRDIR/movie/title.pmf): too many streams in PSMF video, bogus data
Cabela's® North American Adventures v1.14.4 2023-04-30 1 Truncating vertex count from 24312 to 21845
eFootball By Idandroid Official v1.14.4 2023-07-02 2 Replacement rowPitch=2048, but w=5120 (level=0)
Phantasy Star Portable™ 2 v1.14.4 2023-04-30 1 Ignoring possible texturing from framebuffer at 04154000 +576x213 / 480x272
eFootball Chelito 19 v1.18.1 2024-11-07 19 Unknown GetPointerWrite 00000002 PC 08a02afc LR 08872c1c
TEKKEN 6 v1.14.4 2023-04-30 1 800200d2=scePsmfPlayerSetPsmfCB(090dca24, disc0:/PSP_GAME/USRDIR/movie/title.pmf): too many streams in PSMF video, bogus data
TEKKEN 6 v1.14.4 2023-04-30 1 800200d2=scePsmfPlayerSetPsmfCB(090d8f64, disc0:/PSP_GAME/USRDIR/movie/title.pmf): too many streams in PSMF video, bogus data
TEKKEN 6 v1.14.4 2023-04-30 1 800200d2=scePsmfPlayerSetPsmfCB(090e3724, disc0:/PSP_GAME/USRDIR/movie/title.pmf): too many streams in PSMF video, bogus data
TEKKEN 6 v1.14.4 2023-04-30 1 800200d2=scePsmfPlayerSetPsmfCB(090e83e4, disc0:/PSP_GAME/USRDIR/movie/title.pmf): too many streams in PSMF video, bogus data
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-04-30 1 WriteToHardware: Invalid address 45010011 near PC 089adbb4 LR 089adbb4
eFootball Libertadores 2022 v1.14.4 2023-04-30 1 Replacement rowPitch=128, but w=512 (level=0)
EFOOTBALL 2023 BRI LIGA 1 & EROPA v1.14.4 2023-04-30 1 Replacement rowPitch=512, but w=3840 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-08 3 Replacement rowPitch=1024, but w=6000 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-07 3 Replacement rowPitch=1024, but w=8000 (level=0)
SBK®09 Superbike World Championship v1.14.4 2023-04-30 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096b7500): duplicate handler
Tomb Raider: Anniversary™ v1.14.4 2023-04-30 1 sceSasSetADSRMode(08c3e340, 19, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Tomb Raider: Anniversary™ v1.14.4 2023-04-30 1 sceSasSetADSRMode(08c3e340, 18, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Tomb Raider: Anniversary™ v1.14.4 2023-04-30 1 sceSasSetADSRMode(08c3e340, 17, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Tomb Raider: Anniversary™ v1.14.4 2023-04-30 1 sceSasSetADSRMode(08c3e340, 16, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Tomb Raider: Anniversary™ v1.14.4 2023-04-30 1 sceSasSetADSRMode(08c3e340, 15, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Tomb Raider: Anniversary™ v1.14.4 2023-04-30 1 sceSasSetADSRMode(08c3e340, 14, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Tomb Raider: Anniversary™ v1.14.4 2023-04-30 1 sceSasSetADSRMode(08c3e340, 13, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Tomb Raider: Anniversary™ v1.14.4 2023-04-30 1 sceSasSetADSRMode(08c3e340, 12, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Tomb Raider: Anniversary™ v1.14.4 2023-04-30 1 sceSasSetADSRMode(08c3e340, 11, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Tomb Raider: Anniversary™ v1.14.4 2023-04-30 1 sceSasSetADSRMode(08c3e340, 10, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Tomb Raider: Anniversary™ v1.14.4 2023-04-30 1 sceSasSetADSRMode(08c3e340, 9, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Tomb Raider: Anniversary™ v1.14.4 2023-04-30 1 sceSasSetADSRMode(08c3e340, 8, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Pro Evolution Soccer 2018 - PES Libertadores v4.1 - DAEMHVJPB v1.14.4 2023-04-30 1 Replacement rowPitch=256, but w=4800 (level=0)
eFootball By Idandroid Official v1.14.4 2023-04-30 1 Replacement rowPitch=256, but w=8192 (level=0)
Silent Hill: Shattered Memories v1.14.4 2023-04-30 1 Ignoring possible texturing from framebuffer at 08bb4780 +160x-13686 / 64x256
MX vs ATV Unleashed v1.14.4 2023-04-30 1 Unknown GE command : fa787878
Rapala® Pro Bass Fishing v1.14.4 2023-04-30 1 00000400=sceGeEdramSetAddrTranslation(00001000)
RATATOUILLE v1.14.4 2023-04-30 2 Ignoring possible texturing from framebuffer at 04154000 +0x136 / 256x272
Sonic Rivals™ v1.14.4 2023-04-30 1 00000400=sceGeEdramSetAddrTranslation(00000400)
Sonic Rivals™ v1.14.4 2023-04-30 1 sceKernelCreateThread(name=update_thread): unsupported attributes a0000000
Sonic Rivals™ v1.14.4 2023-04-30 1 80000107=sceDisplaySetFrameBuf(44000000, 512, 0, 0): must change latched framebuf first
SHReK the THiRD™ v1.14.4 2023-04-30 1 00000400=sceGeEdramSetAddrTranslation(00001000)
Elminage Original v1.18.1 2025-03-23 41 00000000=sceUtilityScreenshotInitStart(08b96e58)
Marvel Nemesis™: Rise of the Imperfects™ v1.14.4 2023-04-30 1 sceNetAdhocMatchingInit(65536) at 08864640
Assassin's Creed: Bloodlines™ v1.14.4 2023-04-30 2 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 r10p0-00rel0 [Revision 96995]. 01f14444:00050b38 HWX C T N Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 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)) // 01f14444:00050b38 HWX C T N Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform 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 vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(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 = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (
Assassin's Creed: Bloodlines™ v1.14.4 2023-04-30 2 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 r10p0-00rel0 [Revision 96995]. 01f10044:00090b30 HWX T N Tex TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 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)) // 01f10044:00090b30 HWX T N Tex TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(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); 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); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRange
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-04-30 1 Replacement rowPitch=2048, but w=8192 (level=0)
RIDGE RACER® v1.14.4 2023-04-30 1 Ignoring possible texturing from framebuffer at 041e7ec0 +160x88 / 256x272
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-04-30 1 MIPSCompileOp: Invalid instruction b332f800
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.14.4 2023-04-30 1 Replacement rowPitch=128, but w=512 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-12 6 Replacement rowPitch=512, but w=2000 (level=0)
第2次スーパーロボット大戦Z 破界篇 v1.14.4 2025-07-23 8 Replacement rowPitch=256, but w=2048 (level=0)
第2次スーパーロボット大戦Z 破界篇 v1.14.4 2023-05-19 4 Replacement rowPitch=512, but w=2048 (level=0)
eFootball By Idandroid Official v1.14.4 2023-05-28 2 Replacement rowPitch=512, but w=2400 (level=0)
METAL SLUG Anthology v1.14.4 2023-04-30 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI0606, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-05-06 2 00000000=sceUtilityScreenshotInitStart(09cacbc8)
ダンボール戦機W v1.14.4 2023-04-30 1 Branch in RSRTComp delay slot at 09418108 in block starting at 09418104
METAL SLUG Anthology v1.14.4 2023-04-30 2 UNTESTED sceNetAdhocctlJoinEnterGameMode(TRIad7d, bc:a2:4c:5d:ad:7d, 20000000, 0) at 08829190
METAL SLUG Anthology v1.14.4 2023-04-30 2 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI0606, 1, 2, 09fff8c0, 20000000, 0) at 0882910c
第2次スーパーロボット大戦Z 破界篇 v1.14.4 2023-04-30 1 Replacement rowPitch=128, but w=512 (level=0)
METAL SLUG Anthology v1.14.4 2023-04-30 2 UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI02fb, 28:db:86:76:02:fb, 20000000, 0) at 088e683c
METAL SLUG Anthology v1.14.4 2023-04-30 2 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI02fb, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4
God of War: Chains of Olympus v1.14.4 2023-04-30 2 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 r10p0-00rel0 [Revision 96995]. 01f14404:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 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)) // 01f14404:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 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 lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform 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 vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying 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 = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); 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
カンガエル EXIT v1.14.4 2023-05-02 2 00000400=sceGeEdramSetAddrTranslation(00000400)
Silent Hill: Shattered Memories v1.14.4 2023-04-30 1 Ignoring possible texturing from framebuffer at 08bb4780 +0x-22826 / 64x256
Crash™ Tag Team Racing v1.14.4 2023-04-30 10 80630006=sceAtracSetDataAndGetID(09b24440, 00014000): invalid RIFF header
RIDGE RACER 2 v1.14.4 2023-04-30 1 Ignoring possible texturing from framebuffer at 0417ae00 +768x131 / 256x272
SBK®09 Superbike World Championship v1.14.4 2023-04-30 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09155410): duplicate handler
God of War: Chains of Olympus v1.15.4 2023-08-26 42 00000800=sceGeEdramSetAddrTranslation(00000800)
eFootball PES 2021 DraycEM "C19" v1.14.4 2023-04-30 1 Replacement rowPitch=512, but w=3200 (level=0)
FIFA STREET 2 v1.14.4 2023-04-30 1 Block transfer invalid: 00000000/0 -> 00000000/0, 1x1x2 (0,0)->(1023,767)
FIFA STREET 2 v1.14.4 2023-04-30 1 Unknown GE command : d1e9ffff
eFOOTBALL 2022 by Cris17Gaming v1.14.4 2023-04-30 2 Unknown GetPointerWrite 00000000 PC 08815fc0 LR 08815fd4
FRONTIER GATE Boost+ v1.14.4 2023-04-30 1 Block transfer invalid: 0a0886e0/8 -> 04006820/20, 16x12x4 (6,0)->(4,0)
Efootball 2022 Komo Valeri... v1.14.4 2023-04-30 1 Replacement rowPitch=1024, but w=2560 (level=0)
eFootball PES 2023 Danilo Gamer v1.8.0 2026-08-06 351 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Silent Hill: Shattered Memories v1.14.4 2023-04-30 1 Ignoring possible texturing from framebuffer at 08bb4780 +192x-22936 / 64x256
Indiana Jones® and the Staff Of Kings™ v1.14.4 2023-04-30 1 Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0
Indiana Jones® and the Staff Of Kings™ v1.14.4 2023-04-30 1 00000400=sceGeEdramSetAddrTranslation(00001000)
God of War®: Ghost of Sparta v1.14.4 2023-04-30 1 MIPSCompileOp: Invalid instruction 0064003c
SBK®09 Superbike World Championship v1.14.4 2023-04-30 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(d1I1I1LA, 6c:cb:51:21:52:25, 10000000, 0) at 089ae254
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-05-25 5 00000000=sceUtilityScreenshotInitStart(09caa648)
MotorStorm®: Arctic Edge v1.14.4 2023-04-30 1 Ignoring possible texturing from framebuffer at 0417c000 +0x255 / 256x272
eFootball 2022 Tio PES/Usielfriky  v1.14.4 2023-04-30 1 Replacement rowPitch=256, but w=512 (level=0)
PES FL 2022C v1.14.4 2023-04-30 1 Replacement rowPitch=128, but w=2048 (level=0)
Warriors Orochi 3 English patch By IndraConstantines 2018 v1.14.4 2023-04-30 1 Replacement rowPitch=1024, but w=2620 (level=0)
Crash® Mind Over Mutant v1.14.4 2023-05-02 3 Truncating vertex count from 29409 to 21845
Crash™ Tag Team Racing v1.14.4 2023-04-30 55 80630011=sceAtracSetDataAndGetID(092ec950, 0000007c): no data chunk
F1 2009 v1.14.4 2023-04-30 1 Replacement rowPitch=256, but w=5120 (level=0)
Dragon Ball Z Shin Budokai v1.14.4 2023-04-30 12 Unusual bezier/spline vtype: 12004780, morph: 0, bones: 2
Dragon Ball Z Shin Budokai v1.14.4 2023-04-30 6 Unusual bezier/spline vtype: 12008780, morph: 0, bones: 3
NBA2K13 v1.14.4 2023-04-30 1 Replacement rowPitch=256, but w=5120 (level=0)
eFOOTBALL 2022 by Cris17Gaming v1.14.4 2023-04-30 1 Replacement rowPitch=256, but w=1076 (level=0)
Kenka Bancho: Badass Rumble v1.18.1 2025-07-14 13 00000000=sceUtilityScreenshotInitStart(091a23e0)
Ratchet v1.14.4 2023-04-30 1 Unknown GetPointerWrite 00000001 PC 092e6dd0 LR 092e69f8
eFootball PES 2023 Danilo Gamer v1.18.1 2025-04-30 42 Unknown GetPointerWrite fff6f6f6 PC 08a1fe88 LR 08808424
寂静岭:破碎的记忆 v1.14.4 2023-04-30 1 Ignoring possible texturing from framebuffer at 08bb4680 +352x-14576 / 64x256
Silent Hill: Shattered Memories v1.14.4 2023-04-30 1 Ignoring possible texturing from framebuffer at 08bb4780 +480x-23087 / 64x256
eFootball PES 2023 Danilo Gamer v1.14.4 2023-04-30 1 Replacement rowPitch=512, but w=4100 (level=0)
No Gravity - The Plague Of Mind v1.14.4 2023-04-30 1 Ignoring possible texturing from framebuffer at 04174000 +0x224 / 128x272
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-04-30 1 Replacement rowPitch=384, but w=2048 (level=0)

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