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
eFootball RH12 SEASON 5 v1.14.4 2023-07-24 2 Replacement rowPitch=128, but w=1024 (level=0)
eFootball RH12 SEASON 5 v1.14.4 2023-07-24 3 Replacement rowPitch=512, but w=1200 (level=0)
eFottball Hend Asean v1.14.4 2023-07-23 1 Replacement rowPitch=512, but w=5760 (level=0)
PRO EVOLUTION SOCCER VANDAMME EDITION v1.14.4 2023-07-23 1 Replacement rowPitch=512, but w=1712 (level=0)
eFootball Chelito 19 v1.15.4 2023-09-12 4 Unknown GetPointerWrite 00001b24 PC 08872bf8 LR 08872c1c
eFootball RH12 SEASON 5 v1.14.4 2023-07-23 1 Replacement rowPitch=512, but w=6360 (level=0)
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-07-23 1 Replacement rowPitch=256, but w=1796 (level=0)
WWE SmackDown vs. RAW 2011 v1.14.4 2023-07-25 2 Replacement rowPitch=128, but w=5120 (level=0)
WWE SmackDown vs. RAW 2011 v1.14.4 2023-07-26 2 Replacement rowPitch=512, but w=2560 (level=0)
ドラゴンボール タッグバーサス v1.18.1-670-g63c7c73fa0 2025-08-18 5 Branch in branch delay slot at 08fa239c with different target
ドラゴンボール タッグバーサス v1.18.1-670-g63c7c73fa0 2025-08-18 6 MIPSCompileOp: Invalid instruction 43ee8d9a
WWE 2K21 PRICELESS ALACRITY V3.0.1 v1.18.1 2025-07-04 37 Unknown GetPointerWrite 00000000 PC 08bf4030 LR 08bf4038
eFootball PES 2021 By GABRIEL v1.14.4 2023-07-23 1 Replacement rowPitch=256, but w=1560 (level=0)
SBK® Superbike World Championship v1.16.6 2023-11-29 2 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 08f84790): duplicate handler
METAL SLUG Anthology v1.14.4 2023-07-22 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIb9f1, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4
WWE 2K22 EN ESPAÑOL BY ANT PLAY AIPS v1.18.1 2025-01-08 65 80630007=sceAtracSetData(2, 08d4b180, 0000516c): atracID uses different codec type than data
WWE 2K22 EN ESPAÑOL BY ANT PLAY AIPS v1.17.1 2024-07-30 19 80630007=sceAtracSetData(2, 08d4b180, 0000a814): atracID uses different codec type than data
WWE 2K22 EN ESPAÑOL BY ANT PLAY AIPS v1.17.1 2024-07-29 18 80630007=sceAtracSetData(2, 08d4b180, 000114c4): atracID uses different codec type than data
WWE 2K22 EN ESPAÑOL BY ANT PLAY AIPS v1.17.1 2024-05-12 8 80630007=sceAtracSetData(2, 08d4b180, 0000c3fc): atracID uses different codec type than data
Gran Turismo® v1.14.4 2023-07-22 1 Error in shader compilation: info: Compile failed. WARNING: 0:62: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:66: 'function_call_constructor@uint_uint@33' : used without being initialised WARNING: 0:92: 'function_call_constructor@float_float@113' : used without being initialised WARNING: 0:97: 'function_call_constructor@vec3_vec3@117' : used without being initialised WARNING: 4 compilation warnings. 01000000:803a0338 HWX C N Tex UVEnv Light: LightUberShader 2: c:0 t:0 3: c:0 t:0 Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:803a0338 HWX C N Tex UVEnv Light: LightUberShader 2: c:0 t:0 3: c:0 t:0 Cull in vec3 position; in mediump vec3 normal; 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 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_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 = c
Gran Turismo® v1.14.4 2023-07-22 1 Error in shader compilation: info: Compile failed. WARNING: 0:59: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:89: 'function_call_constructor@float_float@119' : used without being initialised WARNING: 0:94: 'function_call_constructor@vec3_vec3@123' : used without being initialised WARNING: 3 compilation warnings. 01000000:80000128 HWX C Light: LightUberShader Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000128 HWX C Light: LightUberShader Cull in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; defaul
Diabolik: The Original Sin v1.14.4 2023-07-22 1 Error in shader compilation: info: Compile failed. WARNING: 0:59: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:89: 'function_call_constructor@float_float@119' : used without being initialised WARNING: 0:94: 'function_call_constructor@vec3_vec3@123' : used without being initialised WARNING: 3 compilation warnings. 01000000:80000928 HWX C T Light: LightUberShader Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000928 HWX C T Light: LightUberShader Cull in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; de
eFootball PES 2021 By GABRIEL v1.14.4 2023-07-22 1 Replacement rowPitch=2048, but w=7600 (level=0)
RA-PATCH EDISI FIFA WORLD CUP 2022 v1.14.4 2023-07-22 1 Unknown GetPointerWrite 00000000 PC 08811228 LR 088113dc
eFootball Play-C v1.20.4 2026-11-12 6,838 sceNetAdhocMatchingInit(32768) at 08a719b8
eFootball PES 2022 By ERYE CHANNEL v1.14.4 2023-07-21 1 Replacement rowPitch=256, but w=2048 (level=0)
Daxter v1.14.4 2023-07-21 2 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9d390, 4, 00000000, 0)
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.14.4 2023-10-09 3 Replacement rowPitch=512, but w=2560 (level=0)
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.14.4 2023-07-21 1 Replacement rowPitch=512, but w=4268 (level=0)
Pro Evolution Soccer 6 v1.14.4 2023-07-21 1 Ignoring possible texturing from framebuffer at 04154000 +0x128 / 128x272
Grand Theft Auto: Vice City Stories v1.14.4 2023-07-21 1 WriteToHardware: Invalid address 000004e4 near PC 08923aa8 LR 08923aa8
APE ACADEMY 2 v1.18 2024-12-26 13 sceKernelCreateThread(name=x002): unsupported attributes 00000006
APE ACADEMY 2 v1.18 2024-12-26 6 sceKernelCreateThread(name=game): unsupported attributes 00000006
APE ACADEMY 2 v1.18.1 2025-06-01 6 sceKernelCreateThread(name=ID0911_hitori): unsupported attributes 00000006
APE ACADEMY 2 v1.18.1 2025-06-01 3 sceKernelCreateThread(name=ID0912_opening): unsupported attributes 00000006
APE ACADEMY 2 v1.18.1 2025-06-01 3 sceKernelCreateThread(name=ID0903_main): unsupported attributes 00000006
APE ACADEMY 2 v1.18.1 2025-06-01 4 sceKernelCreateThread(name=ID0901_title): unsupported attributes 00000006
APE ACADEMY 2 v1.18.1 2025-06-01 4 sceKernelCreateThread(name=menu): unsupported attributes 00000006
APE ACADEMY 2 v1.18.1 2025-06-01 4 sceKernelCreateThread(name=system): unsupported attributes 00000006
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-07-20 1 Unknown GE command : 4e5f3ec0
Crash® of the Titans v1.14.4 2023-07-20 1 Unknown GetPointerWrite 3f3d6dd0 PC 08b8770c LR 08b0d61c
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.14.4 2023-07-20 1 Replacement rowPitch=512, but w=4336 (level=0)
WWE 2K22 EN ESPAÑOL BY ANT PLAY AIPS v1.17.1 2024-08-08 53 80630007=sceAtracSetData(2, 08d4b180, 000011e4): atracID uses different codec type than data
eFootball RH12 SEASON 5 v1.14.4 2023-07-28 2 Replacement rowPitch=512, but w=2200 (level=0)
BEN 10: Protector of Earth v1.14.4 2023-07-20 1 Replacement rowPitch=512, but w=5120 (level=0)
Grand Theft Auto: Liberty City Stories v1.15.4 2025-04-25 9 Truncating vertex count from 31680 to 21845
eFottball Hend Asean v1.14.4 2024-03-22 3 Replacement rowPitch=1024, but w=3200 (level=0)
WWE All Stars v1.14.4 2023-07-20 1 80630006=sceAtracSetDataAndGetID(08b9a100, 0001a044): invalid RIFF header
WWE All Stars v1.14.4 2023-07-20 1 80630006=sceAtracSetDataAndGetID(08b9a100, 00006ff0): invalid RIFF header
WWE All Stars v1.14.4 2023-07-20 1 80630006=sceAtracSetDataAndGetID(08b9a100, 00017ad0): invalid RIFF header
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.14.4 2023-07-20 1 Replacement rowPitch=256, but w=2256 (level=0)
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.14.4 2023-10-07 2 Replacement rowPitch=1024, but w=2848 (level=0)
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.16.6 2024-05-22 17 Unknown GetPointerWrite 00000000 PC 08808430 LR 08808448
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-07-19 1 00000000=sceUtilityScreenshotInitStart(09cae048)
FIFA STREET 2 v1.14.4 2023-07-19 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:138: 'comp' : redefinition ERROR: 0:139: 'type' : redefinition ERROR: 0:187: 'comp' : redefinition ERROR: 0:188: 'type' : redefinition ERROR: 0:236: 'comp' : redefinition ERROR: 0:237: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 03000000:c1800b38 HWX C T N Tex Bones:7 Light: LightUberShader WScale 1 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)) // 03000000:c1800b38 HWX C T N Tex Bones:7 Light: LightUberShader WScale 1 Cull in mediump vec4 w1; in mediump vec3 w2; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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
FIFA STREET 2 v1.14.4 2023-07-19 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:138: 'comp' : redefinition ERROR: 0:139: 'type' : redefinition ERROR: 0:187: 'comp' : redefinition ERROR: 0:188: 'type' : redefinition ERROR: 0:236: 'comp' : redefinition ERROR: 0:237: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 03000000:c1c00b38 HWX C T N Tex Bones:8 Light: LightUberShader WScale 1 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)) // 03000000:c1c00b38 HWX C T N Tex Bones:8 Light: LightUberShader WScale 1 Cull in mediump vec4 w1, w2; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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;
WWE All Stars v1.14.4 2023-07-19 1 80630006=sceAtracSetDataAndGetID(08b9a100, 00011cc0): invalid RIFF header
WWE All Stars v1.14.4 2023-07-20 2 80630006=sceAtracSetDataAndGetID(08b9a100, 0000d4d4): invalid RIFF header
WWE All Stars v1.14.4 2023-07-19 2 80630006=sceAtracSetDataAndGetID(08b9a100, 0000b3c0): invalid RIFF header
WWE All Stars v1.14.4 2023-07-19 1 80630006=sceAtracSetDataAndGetID(08b9a100, 0000ea70): invalid RIFF header
WWE All Stars v1.14.4 2023-07-19 3 80630006=sceAtracSetDataAndGetID(08b9a100, 00003da0): invalid RIFF header
eFootball Chelito 19 v1.14.4 2023-07-19 1 Unknown GetPointerWrite 00000900 PC 08872bb4 LR 08872c1c
eFootball RH12 SEASON 5 v1.14.4 2023-07-19 1 Replacement rowPitch=256, but w=1600 (level=0)
eFootball By TM ARTS v1.14.4 2023-08-13 2 Replacement rowPitch=1024, but w=12000 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-07-19 1 WriteToHardware: Invalid address 02040008 near PC 08a552d0 LR 08a552d0
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.14.4 2023-07-19 1 80630007=sceAtracSetData(2, 08d4b180, 00006ed8): atracID uses different codec type than data
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.14.4 2023-07-19 1 80630007=sceAtracSetData(2, 08d4b180, 00003fd0): atracID uses different codec type than data
WWE SmackDown vs. RAW 2009 v1.14.4 2023-07-19 1 80630007=sceAtracSetData(2, 08bd6108, 00003060): atracID uses different codec type than data
WWE SmackDown vs. RAW 2009 v1.14.4 2023-07-19 1 80630007=sceAtracSetData(2, 08bd6108, 00003360): atracID uses different codec type than data
WWE SmackDown vs. RAW 2009 v1.14.4 2023-07-19 1 80630007=sceAtracSetData(2, 08bd6108, 0000a6e0): atracID uses different codec type than data
WWE SmackDown vs. RAW 2009 v1.14.4 2023-07-19 1 80630007=sceAtracSetData(2, 08bd6108, 00008e20): atracID uses different codec type than data
WWE SmackDown vs. RAW 2009 v1.14.4 2023-07-19 1 80630007=sceAtracSetData(2, 08bd6108, 00005520): atracID uses different codec type than data
ウルトラマン Fighting Evolution 0 v1.14.4 2023-07-19 1 Replacement rowPitch=256, but w=332 (level=0)
Marvel Nemesis™: Rise of the Imperfects™ v1.14.4 2023-07-19 64 Branch in RSRTComp delay slot at 08800874 in block starting at 08800874
TEKKEN 6 v1.14.4 2023-07-19 1 WriteToHardware: Invalid address 150df25c near PC 08000000 LR 08000000
RA-PATCH EDISI FIFA WORLD CUP 2022 v1.14.4 2023-07-21 2 Replacement rowPitch=128, but w=4320 (level=0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-07-19 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb2bc4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-07-19 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb2bc4, 4, 00000000, 0)
RA-PATCH EDISI FIFA WORLD CUP 2022 v1.14.4 2023-07-19 1 Replacement rowPitch=1024, but w=4320 (level=0)
WWE SmackDown vs. RAW 2011 v1.14.4 2023-07-19 1 Replacement rowPitch=256, but w=2880 (level=0)
Crash® of the Titans v1.14.4 2023-07-18 1 Unknown GetPointerWrite 40a45124 PC 08b8770c LR 08b0d61c
Resistance: Retribution™ v1.14.4 2023-07-26 2 Unknown GetPointerWrite 26569f58 PC 08ca31e0 LR 08cd6754
eFottball Hend Asean v1.14.4 2023-12-12 3 Replacement rowPitch=512, but w=5120 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-07-18 1 WriteToHardware: Invalid address 01e80008 near PC 08a552d0 LR 08a552d0
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-07-18 1 WriteToHardware: Invalid address 0a27d25d near PC 0887ed70 LR 089aa490
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-07-18 1 MIPSCompileOp: Invalid instruction b6a5be70
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-07-18 1 MIPSCompileOp: Invalid instruction 7a6af3f0
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-07-18 1 MIPSCompileOp: Invalid instruction 4705e090
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-07-18 1 WriteToHardware: Invalid address 1eadbeef near PC 0883d080 LR 0883c7a8
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-07-18 2 MIPSCompileOp: Invalid instruction b265e070
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-07-18 1 MIPSCompileOp: Invalid instruction 76cbdc10
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-08-27 2 WriteToHardware: Invalid address 03250008 near PC 08a552d0 LR 08a552d0
AMNESIA LATER v1.18.1-8-g2384c17439 2026-06-05 120 00000000=sceUtilityScreenshotInitStart(08c09034)
MLB 11 The Show™ v1.18.1 2025-05-09 22 scePsmfPlayerSetPsmf*: incorrect PSMF magic (3c04000b), bad data
金色のコルダ2 f v1.14.4 2024-10-01 16 Using texture with dynamic CLUT: texfmt=4, clutfmt=3
金色のコルダ2 f v1.18.1 2026-08-18 93 00000400=sceGeEdramSetAddrTranslation(00000800)
WipEout® Pulse v1.14.4 2023-07-19 2 Ignoring possible texturing from framebuffer at 04132000 +0x136 / 256x272
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.14.4 2023-09-18 3 Replacement rowPitch=512, but w=5120 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-07-17 1 WriteToHardware: Invalid address 2ecd1c51 near PC 089aa10c LR 089aa490
eFOOTBALL PES 2020 "C19" T. BENDEZU v1.14.4 2023-07-17 1 Replacement rowPitch=2048, but w=3072 (level=0)

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