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| 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 |