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| 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) |