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| Game title |
Version |
Latest Report |
Message |
| はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.16.5 |
2025-10-23 |
sceDmacMemcpy(dest=09743a90, src=0973fa90, size=16384): overlapping read |
| はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.16.5 |
2025-10-23 |
sceDmacMemcpy(dest=0973fe60, src=0973be60, size=16384): overlapping read |
| SBK®08 Superbike World Championship |
v1.16.5 |
2025-10-23 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 09119990): duplicate handler |
| SBK®08 Superbike World Championship |
v1.16.5 |
2025-10-23 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 0907b8a0): duplicate handler |
| SBK®08 Superbike World Championship |
v1.16.5 |
2025-10-23 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08f61fe0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.16.5 |
2025-10-20 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096dd330): duplicate handler |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.16.5 |
2025-10-17 |
Unknown GetPointer 0000c100 PC 0881c428 LR 0881c438 |
| はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.16.5 |
2025-10-16 |
sceDmacMemcpy(dest=0975d900, src=09759900, size=16384): overlapping read |
| はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.16.5 |
2025-10-14 |
sceDmacMemcpy(dest=097ce400, src=097cd400, size=4096): overlapping read |
| SBK®08 Superbike World Championship |
v1.16.5 |
2025-10-13 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 0939d080): duplicate handler |
| SBK®08 Superbike World Championship |
v1.16.5 |
2025-10-13 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08fdcd90): duplicate handler |
| SBK®08 Superbike World Championship |
v1.16.5 |
2025-10-13 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08e7e300): duplicate handler |
| SBK®08 Superbike World Championship |
v1.16.5 |
2025-10-13 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08e7ab80): duplicate handler |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.16.5 |
2025-10-10 |
Jump to invalid address: 073900f8 |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.16.5 |
2025-10-10 |
Branch in Jump delay slot at 09ce3fb8 in block starting at 09ce3fa0 |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.16.5 |
2025-10-10 |
Jump to invalid address: 0739004c |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.16.5 |
2025-10-10 |
Branch in Jump delay slot at 09ce3fb4 in block starting at 09ce3fa0 |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.16.5 |
2025-10-10 |
Jump to invalid address: 0738ffa0 |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.16.5 |
2025-10-10 |
Jump to invalid address: 07339240 |
| MYFP26 ENGLISH |
v1.18.1 |
2025-10-20 |
Unknown GetPointer 00000140 PC 08824cf4 LR 088113dc |
| MYFP26 ENGLISH |
v1.18.1 |
2025-10-20 |
Unknown GetPointerWrite 00000000 PC 08824cf4 LR 088113dc |
| MYFP26 ENGLISH |
v1.18.1 |
2025-10-29 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| MYFP26 ENGLISH |
v1.8.0 |
2025-10-29 |
MIPSCompileOp: Invalid instruction 46800499 |
| MYFP26 ENGLISH |
v1.8.0 |
2025-10-29 |
Unknown GetPointer 00000000 PC 0881c2d8 LR 0881c2e8 |
| Gladiator Begins |
v1.16.5 |
2025-09-26 |
Branch in branch delay slot at 0896736c with different target |
| Gladiator Begins |
v1.16.5 |
2025-09-25 |
__KernelStopThread: thread 3704 does not exist (helper deleted) |
| Crash™ Tag Team Racing |
v1.16.5 |
2025-09-24 |
80630006=sceAtracSetDataAndGetID(09cdc440, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.16.5 |
2025-09-24 |
80630006=sceAtracSetDataAndGetID(09cc7d40, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.16.5 |
2025-09-24 |
80630006=sceAtracSetDataAndGetID(09cb7340, 00014000): invalid RIFF header |
| GTA: Liberty City Stories |
v1.16.5 |
2025-09-22 |
WriteToHardware: Invalid address 00000004 near PC 08ad66dc LR 08aa3214 |
| GTA: Liberty City Stories |
v1.16.5 |
2025-09-22 |
ReadFromHardware: Invalid address 0aaf0640 near PC 08ad66dc LR 08aa3214 |
| WWE SmackDown vs. RAW 2009 |
v1.19.3 |
2025-09-23 |
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 r8p0-00dev0 [Revision 96995].
07f71000:41400b29 HWX C T N LM Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 WScale 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))
// 07f71000:41400b29 HWX C T N LM Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 WScale 3 Cull
attribute mediump vec4 w1;
attribute mediump vec2 w2;
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 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 vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
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 vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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() {
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;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
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 = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = color0.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular3 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient3 * 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 / |
| WWE SmackDown vs. RAW 2008 |
v1.16.5 |
2025-09-22 |
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 r8p0-00dev0 [Revision 96995].
07f71000:41400b29 HWX C T N LM Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 WScale 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))
// 07f71000:41400b29 HWX C T N LM Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 WScale 3 Cull
attribute mediump vec4 w1;
attribute mediump vec2 w2;
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 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 vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
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 vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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() {
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;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
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 = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = color0.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular3 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient3 * 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 / |
| WWE SmackDown vs. RAW 2010 |
v1.16.5 |
2025-09-21 |
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 r8p0-00dev0 [Revision 96995].
07f71000:41400b29 HWX C T N LM Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 WScale 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))
// 07f71000:41400b29 HWX C T N LM Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 WScale 3 Cull
attribute mediump vec4 w1;
attribute mediump vec2 w2;
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 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 vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
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 vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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() {
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;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
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 = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = color0.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular3 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient3 * 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 / |
| WWE SmackDown vs. RAW 2007 |
v1.16.5 |
2025-09-20 |
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 r8p0-00dev0 [Revision 96995].
07f71000:41400b29 HWX C T N LM Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 WScale 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))
// 07f71000:41400b29 HWX C T N LM Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 WScale 3 Cull
attribute mediump vec4 w1;
attribute mediump vec2 w2;
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 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 vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
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 vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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() {
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;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz;
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 = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = color0.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular3 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient3 * 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 / |
| eFootball 2025 by MP |
v1.16.5 |
2025-09-20 |
Unknown GetPointer 00580000 PC 0884a918 LR 0884a938 |
| eFootball 2025 by MP |
v1.16.5 |
2025-09-19 |
Unknown GetPointer 00941800 PC 0884d7b4 LR 0884d7d4 |
| Justice League Heroes |
v1.16.5 |
2025-09-18 |
sceDmacMemcpy(dest=040cc000, src=086f8140, size=557056): overlapping read |
| Gran Turismo® |
v1.16.5 |
2025-09-18 |
__KernelStopThread: thread 331 does not exist (ApctlThread deleted) |
| SOULCALIBUR: Broken Destiny |
v1.16.5 |
2025-09-16 |
Could not setup streams, unexpected stream count: 7168 |
| SOULCALIBUR: Broken Destiny |
v1.16.5 |
2025-09-16 |
Unexpected mpeg first timestamp: 5000000600 / 343597385216 |
| MYFP26 ENGLISH |
v1.9.4 |
2025-10-29 |
Savedata version requested: 3 |
| 真・三國無雙 MULTI RAID 2 |
v1.16.5 |
2025-09-09 |
sceDmacMemcpy(dest=04171000, src=09b52218, size=4096): overlapping read |
| "eFootball Mod Full Asia Musim 2024 by TRMD" |
v1.19.3 |
2025-10-20 |
Game install with no files / data |
| eFootball PC - V. |
v1.16.5 |
2025-09-17 |
Unknown GetPointer 00000020 PC 08815fc0 LR 08815fd4 |
| eFootball PC - V. |
v1.16.5 |
2025-09-17 |
Unknown GetPointerWrite 00000000 PC 08815fc0 LR 08815fd4 |
| eFootball RB - V. |
v1.18.1 |
2025-10-28 |
Unknown GetPointer 00000000 PC 0884d7b4 LR 0884d7d4 |
| eFootball RB - V. |
v1.9.4 |
2025-10-29 |
sceDmacMemcpy(dest=040cc000, src=086ce940, size=1251008): overlapping read |
| eFootball RB - V. |
v1.9.4 |
2025-10-29 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| eFootball RB - V. |
v1.18.1 |
2025-10-28 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| eFootball RB - V. |
v1.9.4 |
2025-10-29 |
Savedata version requested: 3 |
| PES 2017 PATCH BY SKAYY PATCH |
v1.9.4 |
2025-10-28 |
Savedata version requested: 3 |
| "eFootball Mod Full Asia Musim 2024 by TRMD" |
v1.18.1 |
2025-10-26 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
| eFootball SM - V. |
v1.16.5 |
2025-09-03 |
Unknown GetPointer 002a0200 PC 0884a918 LR 0884a938 |
| EA FC 2024 BFARIS X LIO |
v1.17.1 |
2025-10-16 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| EA FC 2024 BFARIS X LIO |
v1.18.1 |
2025-10-28 |
Unknown GetPointer 00000000 PC 0881c2d8 LR 0881c2e8 |
| EA FC 2024 BFARIS X LIO |
v1.18.1-592-gf88b6abb5d |
2025-10-22 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| EA FC 2024 BFARIS X LIO |
v1.19.3-612-g313d1fa390 |
2025-10-29 |
Savedata version requested: 3 |
| 真・三國無雙 MULTI RAID 2 |
v1.16.5 |
2025-08-29 |
sceDmacMemcpy(dest=04171000, src=09b230d8, size=4096): overlapping read |
| GUILTYGEAR XX ΛCORE PLUS |
v1.16.5 |
2025-08-28 |
80630006=sceAtracSetDataAndGetID(08b3d9c4, 00008000): invalid RIFF header |
| UFC® Undisputed™ 2010 |
v1.16.5 |
2025-08-27 |
__KernelStopThread: thread 537 does not exist (helper deleted) |
| UFC® Undisputed™ 2010 |
v1.16.5 |
2025-08-27 |
__KernelStopThread: thread 543 does not exist (helper deleted) |
| 真・三國無雙 MULTI RAID 2 |
v1.16.5 |
2025-08-26 |
sceDmacMemcpy(dest=04171000, src=09b36ad8, size=4096): overlapping read |
| 遊☆戯☆王 5D's タッグフォース6 |
v1.16.5 |
2025-08-26 |
__KernelStopThread: thread 4197 does not exist (helper deleted) |
| EA FC 2024 BY SPARTAN JR 11 |
v1.16.5 |
2025-09-17 |
Unknown GetPointer 00000020 PC 08815fc0 LR 08815fd4 |
| EA FC 2024 BY SPARTAN JR 11 |
v1.16.5 |
2025-09-17 |
Unknown GetPointerWrite 00000000 PC 08815fc0 LR 08815fd4 |
| EA FC 2024 BY SPARTAN JR 11 |
v1.18.1 |
2025-10-23 |
Unknown GetPointer 00000140 PC 08824cf4 LR 088113dc |
| EA FC 2024 BY SPARTAN JR 11 |
v1.16.5 |
2025-09-26 |
Unknown GetPointerWrite 00000000 PC 08824cf4 LR 088113dc |
| eFootball PC - V. |
v1.16.5 |
2025-08-20 |
MIPSCompileOp: Invalid instruction 46800499 |
| eFootbaFaris ppsspp78dial de Clubes By T. Bendezu |
v1.18.1 |
2025-10-26 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.9.4 |
2025-10-26 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0886af74 |
| 真・三國無雙 MULTI RAID 2 |
v1.16.5 |
2025-08-16 |
sceDmacMemcpy(dest=04171000, src=09b16ad8, size=4096): overlapping read |
| eFootball Patch Zipdy |
v1.18.1 |
2025-08-19 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| eFootball Patch Zipdy |
v1.16.5 |
2025-08-14 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16) |
| eFootball Patch Zipdy |
v1.19.3 |
2025-09-20 |
Savedata version requested: 3 |
| SBK-07 |
v1.16.5 |
2025-08-11 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08ec33b0): duplicate handler |
| SBK-07 |
v1.16.5 |
2025-08-11 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 096132b0): duplicate handler |
| SBK-07 |
v1.16.5 |
2025-08-11 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09129ff0): duplicate handler |
| EA-Sports FC Lop-Play |
v1.9.4 |
2025-10-29 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| EA FC 2024 BY SPARTAN JR 11 |
v1.18.1-107-g6c64608359 |
2025-10-27 |
Unknown GetPointer 00000140 PC 08824a58 LR 088113dc |
| EA-Sports FC Lop-Play |
v1.18.1 |
2025-10-23 |
Unknown GetPointer 00000140 PC 08824cf4 LR 088113dc |
| EA-Sports FC Lop-Play |
v1.18.1 |
2025-10-23 |
Unknown GetPointerWrite 00000000 PC 08824cf4 LR 088113dc |
| EA FC 2024 BY SPARTAN JR 11 |
v1.18.1-1103-g8b1bf43283 |
2025-10-27 |
Unknown GetPointer 00000020 PC 08815fc8 LR 08815fd4 |
| 遊☆戯☆王 5D's タッグフォース6 |
v1.16.5 |
2025-08-09 |
__KernelStopThread: thread 1265 does not exist (helper deleted) |
| EA-Sports FC Lop-Play |
v1.18.1-362-g01b4eb41be |
2025-10-29 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| eFootbaFaris ppsspp78dial de Clubes By T. Bendezu |
v1.9.4 |
2025-10-29 |
Savedata version requested: 3 |
| EA-Sports FC Lop-Play |
v1.9.4 |
2025-10-29 |
Savedata version requested: 3 |
| SBK®09 Superbike World Championship |
v1.16.5 |
2025-08-05 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091f8b10): duplicate handler |
| SBK®09 Superbike World Championship |
v1.16.5 |
2025-08-05 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09405fe0): duplicate handler |
| Pro Evolution Soccer 2013 |
v1.16.5 |
2025-08-04 |
Unknown GetPointer 0067431b PC 0884a900 LR 0884a920 |
| Pro Evolution Soccer 2013 |
v1.16.5 |
2025-08-04 |
Unknown GetPointer 001f1308 PC 0884a900 LR 0884a920 |
| EA FC 2024 BY SPARTAN JR 11 |
v1.18.1-107-g6c64608359 |
2025-10-29 |
Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460 |
| eFootball 2026 StaR Patch |
v1.9.4 |
2025-10-29 |
Savedata version requested: 3 |
| EA FC 2024 BY SPARTAN JR 11 |
v1.18.1-846-gab47c3cb1f |
2025-10-28 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
| EA FC 2024 BY SPARTAN JR 11 |
v1.18.1-846-gab47c3cb1f |
2025-10-20 |
Unknown GetPointer 00000140 PC 08824a58 LR 088113dc |
| EA FC 2024 BY SPARTAN JR 11 |
v1.9.4 |
2025-10-29 |
Unknown GetPointer 00000000 PC 0881c2d8 LR 0881c2e8 |
| eFootball Chelito 19 |
v1.16.5 |
2025-08-02 |
Bad SAS Mix output address: 08b26d80, grain=164361872 |
| EA FC 2024 BY SPARTAN JR 11 |
v1.18.1-846-gab47c3cb1f |
2025-10-28 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| EA FC 2024 BY SPARTAN JR 11 |
v1.9.4 |
2025-10-29 |
MIPSCompileOp: Invalid instruction 46800499 |
| EA FC 2024 BY SPARTAN JR 11 |
v1.9.4 |
2025-10-29 |
Savedata version requested: 3 |