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
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)

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