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| Game title |
Version |
Latest Report |
Hits |
Message |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2024-03-17 |
1 |
MIPSCompileOp: Invalid instruction 7abe4773 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2024-03-17 |
1 |
Branch in branch delay slot at 08fa9844 with different target |
| eFootball Chelito 19 |
v1.14.4 |
2024-03-16 |
53 |
Unusual bezier/spline vtype: 1200c783, morph: 0, bones: 4 |
| Def Jam® Fight For NY™: The Takeover |
v1.14.4 |
2024-03-15 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 00000a38): duplicate handler |
| eFootball Chelito 19 |
v1.14.4 |
2024-03-15 |
1 |
Replacement rowPitch=2048, but w=6104 (level=0) |
| WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER |
v1.18.1-362-g01b4eb41be |
2026-10-13 |
189 |
Unknown GetPointerWrite 00000000 PC 08bf4028 LR 08bf4038 |
| eFottball Hend Asean |
v1.14.4 |
2024-03-14 |
1 |
Replacement rowPitch=1024, but w=1920 (level=0) |
| eFottball Hend Asean |
v1.14.4 |
2024-03-14 |
1 |
Replacement rowPitch=2048, but w=3200 (level=0) |
| eFottball Hend Asean |
v1.14.4 |
2024-03-30 |
2 |
Replacement rowPitch=256, but w=4268 (level=0) |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-08-18 |
232 |
80630007=sceAtracSetData(2, 08d4b180, 00002f00): atracID uses different codec type than data |
| WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER |
v1.9.4 |
2026-10-29 |
520 |
80630007=sceAtracSetData(3, 08d4b180, 00004d00): atracID uses different codec type than data |
| WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER |
v1.9.4 |
2026-10-18 |
542 |
80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data |
| WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER |
v1.9.4 |
2026-09-12 |
429 |
80630007=sceAtracSetData(2, 08d13140, 00006ed8): atracID uses different codec type than data |
| WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER |
v1.9.4 |
2026-10-29 |
3,920 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
| WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER |
v1.19.3 |
2026-10-29 |
1,083 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
| EFOOTBALL NEW PATCH SEASON 2024 |
v1.14.4 |
2024-03-13 |
1 |
Replacement rowPitch=512, but w=1920 (level=0) |
| SBK®09 Superbike World Championship |
v1.14.4 |
2024-03-13 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09684a90): duplicate handler |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-08-09 |
6,340 |
80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-08-09 |
6,343 |
80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first |
| eFootball Chelito 19 |
v1.14.4 |
2024-03-12 |
4 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:133: 'comp' : redefinition
ERROR: 0:134: 'type' : redefinition
ERROR: 0:182: 'comp' : redefinition
ERROR: 0:183: 'type' : redefinition
ERROR: 0:231: 'comp' : redefinition
ERROR: 0:232: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
05000000:c0c00b30 HWX T N Tex Bones:4 Light: LightUberShader WScale 2 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))
// 05000000:c0c00b30 HWX T N Tex Bones:4 Light: LightUberShader WScale 2 Cull
in mediump vec4 w1;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
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 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);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875;
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_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 |
| eFootball Chelito 19 |
v1.14.4 |
2024-03-12 |
4 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:135: 'comp' : redefinition
ERROR: 0:136: 'type' : redefinition
ERROR: 0:184: 'comp' : redefinition
ERROR: 0:185: 'type' : redefinition
ERROR: 0:233: 'comp' : redefinition
ERROR: 0:234: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
05000000:c1000b30 HWX T N Tex Bones:5 Light: LightUberShader WScale 2 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))
// 05000000:c1000b30 HWX T N Tex Bones:5 Light: LightUberShader WScale 2 Cull
in mediump vec4 w1;
in mediump float w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
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 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, u_bone4);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875;
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_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. |
| eFootball Chelito 19 |
v1.14.4 |
2024-03-12 |
4 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:136: 'comp' : redefinition
ERROR: 0:137: 'type' : redefinition
ERROR: 0:185: 'comp' : redefinition
ERROR: 0:186: 'type' : redefinition
ERROR: 0:234: 'comp' : redefinition
ERROR: 0:235: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
05000000:c1400b30 HWX T N Tex Bones:6 Light: LightUberShader WScale 2 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))
// 05000000:c1400b30 HWX T N Tex Bones:6 Light: LightUberShader WScale 2 Cull
in mediump vec4 w1;
in mediump vec2 w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
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 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);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875;
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_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:
|
| eFootball Chelito 19 |
v1.14.4 |
2024-03-12 |
4 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:137: 'comp' : redefinition
ERROR: 0:138: 'type' : redefinition
ERROR: 0:186: 'comp' : redefinition
ERROR: 0:187: 'type' : redefinition
ERROR: 0:235: 'comp' : redefinition
ERROR: 0:236: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
05000000:c1c00b30 HWX T N Tex Bones:8 Light: LightUberShader WScale 2 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))
// 05000000:c1c00b30 HWX T N Tex Bones:8 Light: LightUberShader WScale 2 Cull
in mediump vec4 w1, w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
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 * 1.999969482421875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875;
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_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 |
| eFootball Chelito 19 |
v1.14.4 |
2024-03-12 |
4 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:137: 'comp' : redefinition
ERROR: 0:138: 'type' : redefinition
ERROR: 0:186: 'comp' : redefinition
ERROR: 0:187: 'type' : redefinition
ERROR: 0:235: 'comp' : redefinition
ERROR: 0:236: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
05000000:c1800b30 HWX T N Tex Bones:7 Light: LightUberShader WScale 2 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))
// 05000000:c1800b30 HWX T N Tex Bones:7 Light: LightUberShader WScale 2 Cull
in mediump vec4 w1;
in mediump vec3 w2;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
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 * 1.999969482421875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875;
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_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*distan |
| TEKKEN 6 |
v1.14.4 |
2024-03-12 |
1 |
Error in shader program link: info: Fragment info
-------------
0(16) : error C7011: implicit cast from "int" to "uint"
fs: reinterpret
#version 150
// Driver: GeForce 9200/PCI/SSE2/3DNOW! - GLSL 150
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
uint packColor(vec2 val) {
return uint(val.r * 255.99) | (uint(val.g * 255.99) << 8u);
}
vec4 unpackColor(uint color) {
vec4 outColor = vec4(float(color & 0x1FU), float((color >> 5u) & 0x1FU), float((color >> 10u) & 0x1FU), 0.0);
outColor.rgb *= 1.0 / 31.0;
outColor.a = float(color >> 15);
return outColor;
}
in highp vec2 v_texcoord; // TEXCOORD0
uniform vec2 texSize;
uniform float scaleFactor;
out vec4 fragColor0;
void main() {
vec4 val = texture(tex, v_texcoord.xy);
float u = mod(floor(v_texcoord.x * texSize.x * 2.0), 2.0);
vec4 outColor = unpackColor(u == 0.0 ? packColor(val.rg) : packColor(val.ba));
fragColor0 = outColor;
}
vs: draw2d_vs
#version 150
// Driver: GeForce 9200/PCI/SSE2/3DNOW! - GLSL 150
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec2 a_position;
in vec2 a_texcoord0;
out highp vec2 v_texcoord; // TEXCOORD0 (0)
void main() {
v_texcoord = a_texcoord0;
gl_Position = vec4(a_position, 0.0, 1.0);
}
|
| DYNASTY WARRIORS |
v1.14.4 |
2024-03-11 |
51 |
80630006=sceAtracSetData(0, 09469248, 0006bbc8): invalid RIFF header |
| Snoopy vs. The Red Baron |
v1.14.4 |
2024-03-11 |
5 |
80630006=sceAtracSetData(0, 09469248, 0006bbc8): invalid RIFF header |
| グランナイツヒストリー |
v1.16.6 |
2024-08-15 |
2 |
00000000=sceUtilityScreenshotInitStart(08dee3c0) |
| グランナイツヒストリー |
v1.14.4 |
2024-03-11 |
1 |
00000000=sceUtilityScreenshotInitStart(08de2280) |
| 武装神姫バトルマスターズMk.2 |
v1.18-2-gca94c0215f |
2025-04-19 |
15 |
sceNetAdhocMatchingInit(32768) at 089b315c |
| eFootball Play-C |
v1.18.1 |
2025-08-31 |
21 |
Unknown GetPointerWrite 00000000 PC 088287f8 LR 08828800 |
| eFootball PC - V. |
v1.20.4 |
2026-11-08 |
14,582 |
sceNetAdhocMatchingInit(32768) at 08a719b8 |
| eFootball PC - V. |
v1.9.4 |
2026-11-08 |
139,242 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| eFootball Play-C |
v1.18.1 |
2026-10-19 |
344 |
Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460 |
| Myuno eFootball 24 |
v1.9.4 |
2025-09-02 |
96 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| eFootball PC - V. |
v1.9.4 |
2026-11-07 |
47,573 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16) |
| eFootball PC - V. |
v1.9.4 |
2026-11-07 |
2,587 |
80630006=sceAtracSetDataAndGetID(09a25200, 00001000): invalid RIFF header |
| eFottball Hend Asean |
v1.14.4 |
2024-03-08 |
1 |
Replacement rowPitch=2048, but w=8192 (level=0) |
| eFootball PC - V. |
v1.18.1-993-ge80941403a |
2026-11-08 |
31,685 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| Myuno eFootball 24 |
v1.18.1 |
2025-06-27 |
619 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| Mortal Kombat: Unchained |
v1.14.4 |
2024-03-08 |
1 |
Failed decrypting the PRX (ret = -4, size = 3007768, psp_size = 3008112)! |
| SBK®09 Superbike World Championship |
v1.17.1-1069-g17fc508535 |
2024-09-20 |
3 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08e9f320): duplicate handler |
| SBK®09 Superbike World Championship |
v1.9.4 |
2026-06-07 |
23 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09152be0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.9.4 |
2026-06-07 |
16 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090a7830): duplicate handler |
| eFootball Chelito 19 |
v1.14.4 |
2024-03-06 |
1 |
Replacement rowPitch=512, but w=4000 (level=0) |
| SBK®09 Superbike World Championship |
v1.14.4 |
2024-03-06 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0915f7e0): duplicate handler |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.15.4 |
2024-05-19 |
6 |
MIPSCompileOp: Invalid instruction 0000003f |
| eFootball PES 2023 By ESTEEM GAMING |
v1.14.4 |
2025-12-28 |
4 |
Replacement rowPitch=512, but w=1800 (level=0) |
| SBK®09 Superbike World Championship |
v1.14.4 |
2024-03-05 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091208e0): duplicate handler |
| Need for Speed™ Shift |
v1.14.4 |
2024-03-05 |
1 |
Ignoring possible texturing from framebuffer at 04176000 +256x150 / 512x272 |
| SBK®09 Superbike World Championship |
v1.14.4 |
2024-03-05 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096142b0): duplicate handler |
| No Gravity - The Plague Of Mind |
v1.14.4 |
2025-03-31 |
2 |
Ignoring possible texturing from framebuffer at 04174000 +0x240 / 128x272 |
| NARUTO SHIPPUDEN: Ultimate Ninja Heroes 3 |
v1.14.4 |
2024-03-04 |
1 |
00000000=sceUtilityScreenshotInitStart(09a815e8) |
| eFootball PES 2021 DraycEM "C19" |
v1.14.4 |
2024-03-04 |
1 |
Replacement rowPitch=128, but w=2400 (level=0) |
| MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.17.1 |
2024-05-19 |
8 |
MIPSCompileOp: Invalid instruction 002900fd |
| MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.17.1 |
2024-05-19 |
7 |
MIPSCompileOp: Invalid instruction 004200bf |
| MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.17.1 |
2024-05-19 |
8 |
MIPSCompileOp: Invalid instruction 002d00b5 |
| MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.18.1 |
2025-03-11 |
10 |
MIPSCompileOp: Invalid instruction 0000003b |
| EFOOTBALL NEW PATCH SEASON 2024 |
v1.14.4 |
2024-03-03 |
1 |
Replacement rowPitch=512, but w=6360 (level=0) |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.14.4 |
2024-03-02 |
1 |
Replacement rowPitch=256, but w=1160 (level=0) |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.14.4 |
2024-03-04 |
2 |
Replacement rowPitch=512, but w=1260 (level=0) |
| eFootball |
v1.14.4 |
2024-03-01 |
1 |
Replacement rowPitch=128, but w=280 (level=0) |
| eFootball Play-C |
v1.18.1-138-g129c64c6b8 |
2026-09-05 |
106 |
Unknown GetPointerWrite 00000000 PC 08816154 LR 0881615c |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.14.4 |
2024-03-01 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (7fac8495), bad data |
| SBK-07 |
v1.14.4 |
2024-03-01 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 091aaa70): duplicate handler |
| WWE SmackDown vs. RAW 2010 |
v1.14.4 |
2024-02-28 |
1 |
80630007=sceAtracSetData(3, 08bd5640, 00010000): atracID uses different codec type than data |
| eFootball PES 2023 "SNE" |
v1.14.4 |
2024-02-28 |
1 |
MIPSCompileOp: Invalid instruction 000042f7 |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
1 |
Replacement rowPitch=256, but w=1984 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
2 |
Replacement rowPitch=128, but w=1024 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
1 |
Replacement rowPitch=128, but w=6360 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
1 |
Replacement rowPitch=512, but w=4096 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
1 |
Replacement rowPitch=512, but w=4000 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
1 |
Replacement rowPitch=512, but w=7200 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
2 |
Replacement rowPitch=1024, but w=2036 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
1 |
Replacement rowPitch=256, but w=5120 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
1 |
Replacement rowPitch=1024, but w=1200 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
1 |
Replacement rowPitch=1024, but w=9600 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
2 |
Replacement rowPitch=256, but w=8192 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
2 |
Replacement rowPitch=2048, but w=4096 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
1 |
Replacement rowPitch=512, but w=4968 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-27 |
1 |
Replacement rowPitch=512, but w=6360 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-27 |
2 |
Replacement rowPitch=256, but w=512 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-27 |
1 |
Replacement rowPitch=512, but w=2880 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-27 |
1 |
Replacement rowPitch=128, but w=4320 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-27 |
1 |
Replacement rowPitch=256, but w=6496 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-27 |
1 |
Replacement rowPitch=256, but w=1200 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
8 |
Replacement rowPitch=1024, but w=4096 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
4 |
Replacement rowPitch=512, but w=1024 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
4 |
Replacement rowPitch=1024, but w=2048 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-27 |
1 |
Replacement rowPitch=512, but w=2400 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-27 |
1 |
Replacement rowPitch=1024, but w=2000 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
5 |
Replacement rowPitch=1024, but w=4400 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-27 |
1 |
Replacement rowPitch=256, but w=3736 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-27 |
3 |
Replacement rowPitch=256, but w=2048 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-27 |
1 |
Replacement rowPitch=256, but w=4000 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
4 |
Replacement rowPitch=512, but w=1332 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
2 |
Replacement rowPitch=256, but w=4260 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
5 |
Replacement rowPitch=2048, but w=4000 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
5 |
Replacement rowPitch=128, but w=7680 (level=0) |
| eFootball PES PPSSPP Mazdy Official |
v1.14.4 |
2024-02-28 |
12 |
Replacement rowPitch=2048, but w=5120 (level=0) |