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
Assassin's Creed: Bloodlines™ v1.14.4 2023-05-01 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09aeafc4, 4, 00000000, 0)
PES 2019 VANDAMMEEDITION v1.14.4 2023-05-01 1 MIPSCompileOp: Invalid instruction 0300023c
PES 2019 VANDAMMEEDITION v1.14.4 2023-05-01 1 MIPSCompileOp: Invalid instruction 4028210e
PES 2019 VANDAMMEEDITION v1.14.4 2023-05-01 1 MIPSCompileOp: Invalid instruction 40202124
PES 2019 VANDAMMEEDITION v1.14.4 2023-05-01 1 MIPSCompileOp: Invalid instruction 0020210e
RIDGE RACER 2 v1.14.4 2023-05-16 2 Ignoring possible texturing from framebuffer at 041ddd40 +352x128 / 256x272
RIDGE RACER 2 v1.14.4 2023-05-01 1 Ignoring possible texturing from framebuffer at 041dde40 +224x128 / 256x272
METAL SLUG Anthology v1.15.4 2023-09-21 4 UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI9fa2, 50:a4:2f:b5:9f:a2, 20000000, 0) at 088e45b8
DARKSTALKERS CHRONICLE The Chaos Tower v1.14.4 2023-05-01 22 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULJS00236DATA/DATA.CPK, 09f949b0, 00000002)
METAL SLUG Anthology v1.15.4 2023-09-21 4 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI1490, 1, 2, 09ffe9d0, 20000000, 0) at 088e4450
戦国BASARA BATTLE HEROES v1.14.4 2023-05-01 1 Replacement rowPitch=2048, but w=5120 (level=0)
Crash™ Tag Team Racing v1.14.4 2023-05-01 2 80630006=sceAtracSetDataAndGetID(09db8000, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-05-01 1 80630006=sceAtracSetDataAndGetID(09d94800, 00014000): invalid RIFF header
RIDGE RACER 2 v1.14.4 2024-02-25 2 Ignoring possible texturing from framebuffer at 04195a40 +0x104 / 256x272
eFootball PES 2020 C19 & Nibeck Tv v1.14.4 2023-05-01 1 Replacement rowPitch=256, but w=1600 (level=0)
F1 2009 v1.14.4 2023-05-01 1 Replacement rowPitch=1024, but w=1920 (level=0)
侍道ポータブル v1.14.4 2023-05-01 1 WriteToHardware: Invalid address 00000058 near PC 08948aec LR 0892960c
SBK®09 Superbike World Championship v1.14.4 2023-05-01 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09418590): duplicate handler
Burnout™ Dominator v1.14.4 2023-05-01 1 Ignoring possible texturing from framebuffer at 04176000 +768x117 / 512x272
RIDGE RACER 2 v1.14.4 2023-05-01 1 Ignoring possible texturing from framebuffer at 04195140 +512x132 / 256x272
Bejeweled 2 v1.14.4 2023-05-01 1 WriteToHardware: Invalid address 00000000 near PC 0880b170 LR 08902d38
Yu-Gi-Oh! GX Tag Force 3 v1.14.4 2023-05-01 2 Replacement rowPitch=512, but w=2048 (level=0)
Yu-Gi-Oh! GX Tag Force 3 v1.14.4 2023-05-01 4 Replacement rowPitch=1024, but w=4096 (level=0)
KINGDOM HEARTS Birth by Sleep v1.14.4 2023-05-01 1 Ignoring possible texturing from framebuffer at 04174000 +0x127 / 480x272
寂静岭:破碎的记忆 v1.14.4 2023-05-01 1 Ignoring possible texturing from framebuffer at 08bb4680 +0x-2352 / 64x256
KINGDOM HEARTS Birth by Sleep FINAL MIX v1.14.4 2023-05-01 1 Ignoring possible texturing from framebuffer at 04154000 +512x253 / 256x272
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-05-01 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(26b16a8, 1, 2, 09fbf960, 20000000, 0) at 0897eb28
Efootball 2022 Komo Valeri... v1.14.4 2023-05-01 1 Replacement rowPitch=512, but w=2200 (level=0)
Burnout™ Dominator v1.14.4 2023-05-01 1 Ignoring possible texturing from framebuffer at 04176000 +1280x72 / 512x272
Jak & Daxter™: The Lost Frontier v1.14.4 2023-05-01 1 Truncating vertex count from 21990 to 21845
FIGHTING FANTASY: WARLOCK OF FIRETOP MOUNTAIN v1.16.6 2026-10-23 6 Vertices without position found: (04000060) P: ? N: f (size: 16)
eFootball Chelito 19 v1.18.1 2025-03-08 10 WriteToHardware: Invalid address 00000004 near PC 08863d74 LR 08856c34
MX vs. ATV Extrême Limite v1.14.4 2023-05-01 1 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
MX vs. ATV Extrême Limite v1.14.4 2023-05-01 1 Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272
Efootball 2022 Komo Valeri... v1.14.4 2023-05-01 1 Replacement rowPitch=256, but w=2036 (level=0)
PES 2014 v1.14.4 2023-05-01 2 Replacement rowPitch=512, but w=2048 (level=0)
Efootball 2022 Komo Valeri... v1.14.4 2023-05-22 3 Replacement rowPitch=256, but w=2352 (level=0)
Crash® of the Titans v1.14.4 2023-05-01 2 Unknown GetPointerWrite 43987ff8 PC 08b87438 LR 08b0d348
MLB 11 The Show™ v1.18.1 2026-01-13 12 scePsmfPlayerSetPsmf*: incorrect PSMF magic (8ec0546e), bad data
Crash™ Tag Team Racing v1.14.4 2023-04-30 1 80630006=sceAtracSetDataAndGetID(093d1640, 00014000): invalid RIFF header
MLB 11 The Show™ v1.18.1 2025-07-01 8 scePsmfPlayerSetPsmf*: incorrect PSMF magic (f1c9ca69), bad data
MLB 11 The Show™ v1.18.1 2025-10-07 7 scePsmfPlayerSetPsmf*: incorrect PSMF magic (4f9326cc), bad data
Rocky Balboa v1.14.4 2023-04-30 1 Branch in JumpReg delay slot at 08fca08c in block starting at 08fca044
Rocky Balboa v1.14.4 2023-04-30 1 MIPSCompileOp: Invalid instruction 00010005
Rocky Balboa v1.14.4 2023-04-30 1 MIPSCompileOp: Invalid instruction 0101fa01
Crash™ Tag Team Racing v1.14.4 2023-04-30 2 80630006=sceAtracSetDataAndGetID(09512c80, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-04-30 1 80630006=sceAtracSetDataAndGetID(098bf6c0, 00014000): invalid RIFF header
Def Jam® Fight For NY™: The Takeover v1.17.1 2025-01-11 10 00000400=sceGeEdramSetAddrTranslation(00000800)
Assassin's Creed: Bloodlines™ v1.14.4 2023-04-30 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bd5f44, 4, 00000000, 0)
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-04-30 1 Replacement rowPitch=128, but w=640 (level=0)
eFootball ALDAIR KITMAKER v1.14.4 2023-04-30 1 Replacement rowPitch=256, but w=2000 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-04-30 1 MIPSCompileOp: Invalid instruction ccde0db0
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.14.4 2023-04-30 1 00000000=sceUtilityScreenshotInitStart(098899d8)
MONSTER HUNTER FREEDOM UNITE™ v1.14.4 2023-04-30 1 80630006=sceAtracSetDataAndGetID(08c78c80, 00067000): invalid RIFF header
Resistance: Retribution™ v1.14.4 2023-04-30 1 WriteToHardware: Invalid address 00000010 near PC 08c6eb7c LR 08c6f5e0
eFootball PES 2021 DraycEM "C19" v1.14.4 2023-04-30 1 Replacement rowPitch=128, but w=480 (level=0)
eFootball PES 2021 By GABRIEL v1.14.4 2023-04-30 1 Replacement rowPitch=384, but w=512 (level=0)
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-04-30 1 sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 00000ec4): duplicate handler
eFootball PES 2021 By TM ARTS v1.14.4 2023-04-30 1 Replacement rowPitch=256, but w=504 (level=0)
eFootball Chelito 19 v1.14.4 2023-04-30 1 Replacement rowPitch=128, but w=280 (level=0)
eFootball Chelito 19 v1.14.4 2023-04-30 1 Unknown GetPointerWrite 00000009 PC 08a02afc LR 08efedbc
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.17.1 2024-07-30 5 Jump to invalid address: 0023fdfc PC 09367f3c LR 00000001
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.18.1-41-g447a78e453 2025-05-10 21 MIPSCompileOp: Invalid instruction 40780000
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.18.1-41-g447a78e453 2025-05-10 7 MIPSCompileOp: Invalid instruction 0606ff7f
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.18.1-41-g447a78e453 2025-05-10 7 MIPSCompileOp: Invalid instruction 00000505
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.18.1-41-g447a78e453 2025-05-10 7 MIPSCompileOp: Invalid instruction 0404ff7f
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.18.1-41-g447a78e453 2025-05-10 14 MIPSCompileOp: Invalid instruction 40460000
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.17.1 2024-07-30 6 Trying to compile instruction 00004032 that can't be interpreted
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.18.1-41-g447a78e453 2025-05-10 7 MIPSCompileOp: Invalid instruction 0202ff7f
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.18.1-41-g447a78e453 2025-05-10 7 MIPSCompileOp: Invalid instruction 404b0000
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.18.1-41-g447a78e453 2025-05-10 7 MIPSCompileOp: Invalid instruction 00004041
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.18.1-41-g447a78e453 2025-05-10 7 MIPSCompileOp: Invalid instruction 0000ff7f
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.18.1-41-g447a78e453 2025-05-10 7 MIPSCompileOp: Invalid instruction 406eff1c
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.17.1 2024-07-30 6 Trying to compile instruction 000001b0 that can't be interpreted
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.17.1 2024-07-30 6 Trying to compile instruction 00000530 that can't be interpreted
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.17.1 2024-09-13 7 Trying to compile instruction 00001334 that can't be interpreted
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.17.1 2024-09-13 7 Trying to compile instruction 05ff1000 that can't be interpreted
Assassin's Creed: Bloodlines™ v1.14.4 2023-06-09 5 Replacement rowPitch=256, but w=1024 (level=0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-04-30 1 Replacement rowPitch=128, but w=512 (level=0)
DBAF TTT Ultimate Combat DEMO v1.14.4 2023-04-30 1 Replacement rowPitch=1024, but w=3200 (level=0)
Crash® Mind Over Mutant v1.14.4 2023-04-30 1 Truncating vertex count from 24984 to 21845
DRAGON BALL FIGHTERZ v1.14.4 2023-05-01 3 Replacement rowPitch=128, but w=532 (level=0)
eFootball Libertadores 2022 v1.14.4 2023-04-30 1 Replacement rowPitch=512, but w=2048 (level=0)
Grand Theft Auto: Liberty City Stories v1.14.4 2023-04-30 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. 01000000:80120b31 HWX T N LM Tex UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 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)) // 01000000:80120b31 HWX T N LM Tex UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; 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 =
Grand Theft Auto: Liberty City Stories v1.14.4 2023-04-30 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:123: 'comp' : redefinition ERROR: 0:124: 'type' : redefinition ERROR: 0:172: 'comp' : redefinition ERROR: 0:173: 'type' : redefinition ERROR: 0:221: 'comp' : redefinition ERROR: 0:222: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b21 HWX T N LM 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)) // 01000000:80000b21 HWX T N LM Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; 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 lowp vec3 v_color1; 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 (ldot >= 0.0) { ldot = dot(normalize(toLight + v
Grand Theft Auto: Liberty City Stories v1.14.4 2023-04-30 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:123: 'comp' : redefinition ERROR: 0:124: 'type' : redefinition ERROR: 0:172: 'comp' : redefinition ERROR: 0:173: 'type' : redefinition ERROR: 0:221: 'comp' : redefinition ERROR: 0:222: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000321 HWX N LM 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)) // 01000000:80000321 HWX N LM Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; 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 lowp vec3 v_color1; 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 (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(
Grand Theft Auto: Liberty City Stories v1.14.4 2023-04-30 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);
Grand Theft Auto: Liberty City Stories v1.14.4 2023-04-30 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:126: 'comp' : redefinition ERROR: 0:127: 'type' : redefinition ERROR: 0:175: 'comp' : redefinition ERROR: 0:176: 'type' : redefinition ERROR: 0:224: 'comp' : redefinition ERROR: 0:225: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000939 HWX C T LM Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000939 HWX C T LM Tex Light: LightUberShader Cull in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else {
Crash™ Tag Team Racing v1.14.4 2023-04-30 4 80630006=sceAtracSetDataAndGetID(095dee00, 00014000): invalid RIFF header
MONSTER HUNTER PORTABLE 2nd G v1.14.4 2024-09-14 2 Replacement rowPitch=256, but w=2048 (level=0)
MONSTER HUNTER PORTABLE 2nd G v1.14.4 2024-09-14 2 Replacement rowPitch=128, but w=1024 (level=0)
Crash™ Tag Team Racing v1.14.4 2023-04-30 3 80630006=sceAtracSetDataAndGetID(097c3040, 00014000): invalid RIFF header
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-04-30 1 MIPSCompileOp: Invalid instruction 43b96909
Assassin's Creed: Bloodlines™ v1.14.4 2023-04-30 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c45da4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-04-30 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c45da4, 4, 00000000, 0)
RIDGE RACER 2 v1.14.4 2023-04-30 1 Ignoring possible texturing from framebuffer at 0415b500 +512x135 / 256x272
Tenchu: Shadow Assassins v1.14.4 2023-04-30 1 WriteToHardware: Invalid address 11c03016 near PC 08b1eaa8 LR 08b1e6c8
無雙OROCHI 蛇魔 v1.14.4 2023-04-30 1 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
無雙OROCHI 蛇魔 v1.14.4 2023-04-30 1 Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272
Crash® Mind Over Mutant v1.14.4 2023-05-03 3 Truncating vertex count from 24714 to 21845

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