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
Toy Story 3 v1.14.4 2023-08-14 1 WriteToHardware: Invalid address 000001eb near PC 08b9163c LR 08b58c08
Forza Horizon 5 v1.9.4 2025-12-08 521 80000107=sceDisplaySetFrameBuf(00000000, 512, 1, 0): must change latched framebuf first
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.15.4 2024-10-30 2 00000000=sceGeEdramSetAddrTranslation(00000000)
RIDGE RACER® v1.14.4 2023-08-20 2 Ignoring possible texturing from framebuffer at 04193ac0 +512x125 / 256x272
eFootball PES 2021 By GABRIEL v1.18.1 2025-05-22 6 Unknown GetPointerWrite 00000000 PC 08824ce4 LR 088113c4
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-08-13 1 WriteToHardware: Invalid address 00002800 near PC 089adbb4 LR 089adbb4
DBAF TTT Ultimate Combat DEMO v1.14.4 2023-08-13 1 Replacement rowPitch=1024, but w=1884 (level=0)
DBAF TTT Ultimate Combat DEMO v1.14.4 2023-08-13 1 Replacement rowPitch=512, but w=2560 (level=0)
eFootball Play-C v1.18.1-968-g41b93c895c 2026-11-04 4,533 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
CARS v1.14.4 2023-08-28 3 Ignoring possible texturing from framebuffer at 04174000 +0x64 / 256x128
Pro Evolution Soccer 2010 v1.14.4 2023-08-13 1 sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006
Pro Evolution Soccer 2010 v1.14.4 2023-08-13 1 80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first
BEN 10: Protector of Earth v1.14.4 2023-08-13 1 sceNetAdhocMatchingInit(32768) at 089998dc
eFootball 2024 Beta By Tutoriales Bendezu v1.8.0 2026-09-25 13,366 ReadFCR: Unexpected reg 21
eFootball 2024 Beta By Tutoriales Bendezu v1.14.4 2023-09-03 2 Replacement rowPitch=512, but w=4320 (level=0)
eFootball Chelito 19 v1.14.4 2023-08-12 1 80630007=sceAtracSetData(2, 08bd5600, 0000fe00): atracID uses different codec type than data
eFootball Chelito 19 v1.14.4 2023-08-12 1 80630007=sceAtracSetData(2, 08bd5600, 00004c00): atracID uses different codec type than data
eFootball Chelito 19 v1.14.4 2023-08-12 1 80630007=sceAtracSetData(2, 08bd5600, 00012e00): atracID uses different codec type than data
eFootball Chelito 19 v1.14.4 2023-08-12 2 80630007=sceAtracSetData(2, 08bd5600, 00005000): atracID uses different codec type than data
eFootball Chelito 19 v1.14.4 2023-08-12 7 80630007=sceAtracSetData(2, 08bd5600, 00015700): atracID uses different codec type than data
eFootball Chelito 19 v1.14.4 2023-08-12 1 80630007=sceAtracSetData(2, 08b9d5c0, 00006ed8): atracID uses different codec type than data
eFootball Chelito 19 v1.14.4 2023-08-12 1 80630007=sceAtracSetData(2, 08bd5600, 0000dda0): atracID uses different codec type than data
eFootball Chelito 19 v1.14.4 2023-08-12 1 80630007=sceAtracSetData(2, 08bd5600, 0001b3b0): atracID uses different codec type than data
eFootball Chelito 19 v1.14.4 2023-08-12 1 80630007=sceAtracSetData(2, 08bd5600, 000143a0): atracID uses different codec type than data
eFootball Chelito 19 v1.14.4 2023-08-12 2 80630007=sceAtracSetData(2, 08bd5600, 00018700): atracID uses different codec type than data
eFootball Chelito 19 v1.14.4 2023-08-12 2 80630007=sceAtracSetData(2, 08bd5600, 0000d800): atracID uses different codec type than data
eFootball Play-C v1.9.4 2026-11-08 42,422 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFottball Hend Asean v1.14.4 2023-08-12 1 Replacement rowPitch=512, but w=2352 (level=0)
RESISTANCE® ~報復の刻~ v1.16.6 2024-01-27 2 Imm vertex used secondary color
RESISTANCE® ~報復の刻~ v1.14.4 2023-08-12 1 Unknown GE command : ede70000
WWE'12 v1.14.4 2023-09-23 2 Replacement rowPitch=256, but w=1476 (level=0)
Formula One 06 v1.14.4 2023-08-11 1 Replacement rowPitch=64, but w=5120 (level=0)
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.6.3 2024-12-12 18 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
RA-PATCH EDISI FIFA WORLD CUP 2022 v1.14.4 2023-08-11 1 Replacement rowPitch=512, but w=6000 (level=0)
Crash™ Tag Team Racing v1.14.4 2023-08-11 4 80630006=sceAtracSetDataAndGetID(09b58a00, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-08-11 1 80630006=sceAtracSetDataAndGetID(09b3c940, 00014000): invalid RIFF header
Dragon Ball Z Shin Budokai v1.14.4 2023-08-11 1 WriteToHardware: Invalid address 641817a0 near PC 08815e08 LR 08815ec4
Resistance: Retribution™ v1.14.4 2023-08-11 1 Using texture with dynamic CLUT: texfmt=4, clutfmt=3
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-08-11 1 80630007=sceAtracSetData(2, 08d4b180, 00004f20): atracID uses different codec type than data
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-08-11 1 80630007=sceAtracSetData(2, 08d4b180, 00002f00): atracID uses different codec type than data
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-04-30 5 80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-04-20 2 80630007=sceAtracSetData(2, 08d4b180, 00004500): atracID uses different codec type than data
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-10-26 21 80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-08-11 1 80630007=sceAtracSetData(2, 08d13140, 00002c20): atracID uses different codec type than data
PRO EVOLUTION SOCCER VANDAMME EDITION v1.17.1 2024-10-14 61 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
Mortal Kombat: Unchained v1.14.4 2023-08-10 1 Replacement rowPitch=512, but w=3800 (level=0)
God of War™: Ghost of Sparta v1.14.4 2023-08-10 1 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 r9p0-01rel0 [Revision 96995]. 01f34151:00000f39 HWX C T N LM RevN Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 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)) // 01f34151:00000f39 HWX C T N LM RevN Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; 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 lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; 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 = color0.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; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * specularColor * ldot ; }
God of War™: Ghost of Sparta v1.14.4 2023-08-10 1 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 r9p0-01rel0 [Revision 96995]. 01f34151:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 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)) // 01f34151:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; 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 lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; 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 = color0.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; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * specularColor * ldot ; } lightSum
God of War™: Ghost of Sparta v1.14.4 2023-08-10 1 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 r9p0-01rel0 [Revision 96995]. 01730144:00000f39 HWX C T N LM RevN Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 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)) // 01730144:00000f39 HWX C T N LM RevN Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 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 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 lowp vec3 u_lightspecular2; uniform lowp vec4 u_ambient; 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 = color0.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; 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); 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 || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } i
God of War™: Ghost of Sparta v1.14.4 2023-08-10 1 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 r9p0-01rel0 [Revision 96995]. 01730144:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 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)) // 01730144:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 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 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 lowp vec3 u_lightspecular2; uniform lowp vec4 u_ambient; 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 = color0.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; 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); 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 || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRa
FIFA 21.BY.DX.GAMEZ007 v1.14.4 2023-08-10 1 Block transfer invalid: 421dfb30/0 -> 04110000/0, 1024x48x2 (0,0)->(0,0)
Mortal Kombat: Unchained v1.14.4 2023-08-10 1 Replacement rowPitch=256, but w=2076 (level=0)
Lego Star Wars II: The Original Trilogy v1.14.4 2023-08-10 1 Unknown GetPointerWrite 11956fa0 PC 0886c5fc LR 0886c780
WWE SmackDown vs. RAW 2011 v1.9.4 2026-07-29 12 80630007=sceAtracSetData(2, 08d4b180, 0000b5f0): atracID uses different codec type than data
RIDGE RACER® v1.14.4 2023-08-09 1 Ignoring possible texturing from framebuffer at 0416b780 +0x102 / 256x272
eFottball Hend Asean v1.14.4 2023-12-29 3 Replacement rowPitch=512, but w=3072 (level=0)
Spider-Man 3 v1.14.4 2023-08-09 1 WriteToHardware: Invalid address 00000d40 near PC 08a2da88 LR 08a2dba0
WWE SmackDown vs. RAW 2011 v1.17.1 2024-09-05 5 80630007=sceAtracSetData(2, 08d4b180, 0000d148): atracID uses different codec type than data
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-08-08 1 WriteToHardware: Invalid address ff3f0000 near PC 089adbb4 LR 089adbb4
WWE'12 v1.14.4 2023-08-08 1 Replacement rowPitch=128, but w=600 (level=0)
プリニー2 ~特攻遊戯!暁のパンツ大作戦ッス!!~ v1.18.1 2026-11-08 42 00000400=sceGeEdramSetAddrTranslation(00000000)
eFootball 2023 By Tutoriales Bendezu v1.14.4 2023-08-08 1 Replacement rowPitch=512, but w=4336 (level=0)
WSBK 2022 By Dwi 23 v1.14.4 2023-08-08 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 090906e0): duplicate handler
WSBK 2022 By Dwi 23 v1.14.4 2023-08-08 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09154c40): duplicate handler
WSBK 2022 By Dwi 23 v1.14.4 2023-08-08 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 091d4ff0): duplicate handler
WSBK 2022 By Dwi 23 v1.14.4 2023-08-08 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 091c44c0): duplicate handler
WSBK 2022 By Dwi 23 v1.14.4 2023-08-08 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 091c02d0): duplicate handler
WSBK 2022 By Dwi 23 v1.16.6 2023-10-26 3 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0906ae70): duplicate handler
WSBK 2022 By Dwi 23 v1.14.4 2023-08-08 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 091c0250): duplicate handler
RIDGE RACER® v1.14.4 2023-08-08 1 Ignoring possible texturing from framebuffer at 0415b500 +512x231 / 256x272
eFootball 2024 Beta By Tutoriales Bendezu v1.14.4 2023-08-08 1 Replacement rowPitch=128, but w=1000 (level=0)
WWE'12 v1.14.4 2023-10-14 2 Replacement rowPitch=2048, but w=8192 (level=0)
eFootball 2024 Beta By Tutoriales Bendezu v1.14.4 2023-12-19 14 Replacement rowPitch=256, but w=2048 (level=0)
FIFA 2023 BETA VERSION MOD BY NP v1.14.4 2023-08-07 1 Replacement rowPitch=512, but w=1800 (level=0)
SBK®08 Superbike World Championship v1.14.4 2023-08-07 1 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 096bad70): duplicate handler
SBK®08 Superbike World Championship v1.14.4 2023-08-07 2 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 095a7bd0): duplicate handler
SBK®08 Superbike World Championship v1.14.4 2023-08-07 1 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 094801e0): duplicate handler
SBK®08 Superbike World Championship v1.14.4 2023-08-07 1 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 094422f0): duplicate handler
SBK®08 Superbike World Championship v1.14.4 2023-08-07 2 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 096d1110): duplicate handler
God of War™: Ghost of Sparta v1.14.4 2023-08-07 1 WriteToHardware: Invalid address 00000029 near PC 08a8c844 LR 08a8c844
ISO FULL PORT FINAL BY MODS LATINOS v1.18.1 2025-02-02 22 00000400=sceGeEdramSetAddrTranslation(00000800)
TEKKEN 6 v1.14.4 2023-08-07 1 Replacement rowPitch=1024, but w=3144 (level=0)
Pro Evolution Soccer 2014 v1.14.4 2024-09-16 2 Replacement rowPitch=1024, but w=3416 (level=0)
DRAGON BALL BUDOKAI TENKAICHI 3 v1.17.1 2024-07-29 17 sceNetAdhocMatchingInit(32768) at 08812da4
EFOOTBALL 2023 PSP REALISTIC MOD v1.14.4 2023-08-06 1 Replacement rowPitch=512, but w=6428 (level=0)
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.18.1 2026-05-17 297 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.14.4 2024-10-11 5 Replacement rowPitch=256, but w=1600 (level=0)
初音ミク -Project DIVA- v1.14.4 2023-08-06 8 00000000=sceUtilityScreenshotInitStart(09419770)
GTA: Liberty City Stories v1.15.4 2024-06-11 2 80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data
God of War: Chains of Olympus v1.16.1 2024-01-23 126 Unusual bezier/spline vtype: 120017c1, morph: 0, bones: 1
EFOOTBALL 2023 PSP REALISTIC MOD v1.14.4 2023-08-06 1 Replacement rowPitch=128, but w=1024 (level=0)
eFootball Play-C v1.9.4 2026-11-04 20,791 80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16)
RIDGE RACER® v1.14.4 2023-08-05 1 Ignoring possible texturing from framebuffer at 04193ac0 +512x170 / 256x272
Crash™ Tag Team Racing v1.14.4 2023-08-05 3 80630006=sceAtracSetDataAndGetID(094f6f40, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-08-05 1 80630006=sceAtracSetDataAndGetID(094f7140, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-08-05 4 80630006=sceAtracSetDataAndGetID(09724300, 00014000): invalid RIFF header
PATAPON™ 2 v1.14.4 2023-08-05 1 Unknown GetPointerWrite 000009fc PC 08a1dfe8 LR 08a1dff0
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.14.4 2024-01-30 4 Replacement rowPitch=256, but w=4000 (level=0)
HEROES' VS v1.14.4 2023-08-05 1 sceNetAdhocMatchingInit(32768) at 088ceba4
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-08-05 1 Unknown GE command : fe140018

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