Recent logs - v1.17.1-334-g1786a4ddb

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Showing the 100 newest messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
SBK-07 v1.17.1-334-g1786a4ddb 2026-07-11 93 No DL ID available to enqueue
SBK-07 v1.17.1-334-g1786a4ddb 2026-07-11 1 Unknown GE command : fedb8cd1
SBK-07 v1.17.1-334-g1786a4ddb 2026-07-11 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09375ce0): duplicate handler
SBK-07 v1.17.1-334-g1786a4ddb 2026-07-11 2 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 095506a0): duplicate handler
SBK-07 v1.17.1-334-g1786a4ddb 2026-07-10 1 Unknown GetPointerWrite 47160eb5 PC 08b5dac4 LR 08817acc
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-10 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 895038088
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-10 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1102283970
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-10 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1524065174
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-10 2 80630011=sceAtracSetDataAndGetID(09a25200, 00000800): too small for WAVE chunk at 1074102438
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1772536304
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-10 2 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 842308548
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 2100674984
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -738623488
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 1 80630011=sceAtracSetDataAndGetID(09a25200, 00000800): too small for WAVE chunk at 1080369424
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 13538666
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -1407750410
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-10 3 80630011=sceAtracSetDataAndGetID(09a25200, 00003800): too small for WAVE chunk at 996396730
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1768467182
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -2123401712
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1158519476
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -669695596
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 585944634
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 1 80630011=sceAtracSetDataAndGetID(09a25200, 00000800): too small for WAVE chunk at -1724885280
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 1 80630011=sceAtracSetDataAndGetID(09a25200, 00003800): too small for WAVE chunk at -394067856
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -1871293232
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 608776782
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -536786328
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1437335850
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 1 80630011=sceAtracSetDataAndGetID(09a25200, 00000800): too small for WAVE chunk at 1828913322
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 1 80630011=sceAtracSetDataAndGetID(09a25200, 00000800): too small for WAVE chunk at -877376052
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -838979742
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 871589838
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-10 3 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -456304412
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00003800): too small for WAVE chunk at -1132170848
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 2 80630011=sceAtracSetDataAndGetID(09a25200, 00003800): too small for WAVE chunk at -1645708822
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 2021283304
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 845417218
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 88919290
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 2 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -811093562
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 2 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 958120372
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 2 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1466697130
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 2 80630011=sceAtracSetDataAndGetID(09a25200, 00000800): too small for WAVE chunk at 1638575874
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 2 80630011=sceAtracSetDataAndGetID(09a25200, 00002000): too small for WAVE chunk at -660345080
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-10 2 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1181991866
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 2 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -298422240
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -142628050
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 283322392
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 8991838
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 2 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -321195198
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -1708894288
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -810180272
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1238053974
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 2 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1442955474
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 2 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 351435770
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 2 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -1337628120
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00000800): too small for WAVE chunk at -2048907712
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -1791234858
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1736055012
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1712507764
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 608801424
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 2 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -445875822
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -2144968186
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -850389930
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 231098516
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00000800): too small for WAVE chunk at -1843130066
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1498659132
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 3 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1868920184
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00002000): too small for WAVE chunk at -1948393478
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 608801324
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 2 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -1121782174
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 3 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -1431639086
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -1787322906
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 1274527252
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -141958336
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-04 1 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 608801360
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-05 3 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -2046071614
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2026-07-10 8 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at -1272138820
eFootball Mx CL26 v1.17.1-334-g1786a4ddb 2026-06-25 1 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
EFOOTBALL PES FL 2026 v1.17.1-334-g1786a4ddb 2026-06-14 4 MIPSCompileOp: Invalid instruction 72a3b6d0
EFOOTBALL PES FL 2026 v1.17.1-334-g1786a4ddb 2026-06-14 1 MIPSCompileOp: Invalid instruction 71e48788
EFOOTBALL PES FL 2026 v1.17.1-334-g1786a4ddb 2026-05-31 1 MIPSCompileOp: Invalid instruction 71e76070
Medal of Honor Heroes™ 2 v1.17.1-334-g1786a4ddb 2026-05-30 1 WriteToHardware: Invalid address 00000001 near PC 08b61d40 LR 08b7072c
Grand Theft Auto: Liberty City Stories v1.17.1-334-g1786a4ddb 2026-05-26 1 Unknown GetPointerWrite 0a006ec5 PC 08aed618 LR 08a2d9d0
eFootball Chelito 19 v1.17.1-334-g1786a4ddb 2026-07-19 5 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
eFootball Chelito 19 v1.17.1-334-g1786a4ddb 2026-07-24 12 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
MYFP26 ENGLISH v1.17.1-334-g1786a4ddb 2026-08-03 9 Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460
eFootball Chelito 19 v1.18.1-162-gfe38e8822c 2026-11-02 267 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
EFOOTBALL PES FL 2026 v1.17.1-334-g1786a4ddb 2026-05-03 1 MIPSCompileOp: Invalid instruction 716f6965
EFOOTBALL PES FL 2026 v1.17.1-334-g1786a4ddb 2026-05-03 1 MIPSCompileOp: Invalid instruction 01000301
EFOOTBALL PES FL 2026 v1.17.1-334-g1786a4ddb 2026-05-03 1 MIPSCompileOp: Invalid instruction 05060540
EFOOTBALL PES FL 2026 v1.17.1-334-g1786a4ddb 2026-05-03 2 MIPSCompileOp: Invalid instruction 00000001
EFOOTBALL PES FL 2026 v1.17.1-334-g1786a4ddb 2026-05-03 1 MIPSCompileOp: Invalid instruction 00000655
EFOOTBALL PES FL 2026 v1.17.1-334-g1786a4ddb 2026-05-03 1 MIPSCompileOp: Invalid instruction 00000601
EFOOTBALL PES FL 2026 v1.17.1-334-g1786a4ddb 2026-05-03 1 MIPSCompileOp: Invalid instruction 00000168
EFOOTBALL PES FL 2026 v1.17.1-334-g1786a4ddb 2026-05-03 1 MFIC instruction hit (7168dc64) at 08000020
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2026-05-03 1 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r10p0-00rel0 [Revision 96995]. 01730155:00000f09 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 MatUp:3 #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01730155:00000f09 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 MatUp:3 attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(-normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); 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_lightspecular0 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); 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_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { 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) ligh
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2026-05-03 2 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 r10p0-00rel0 [Revision 96995]. 01730155:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 MatUp:3 #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01730155:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 MatUp:3 attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); 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_lightspecular0 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); 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_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { 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_
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2026-05-03 2 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 r10p0-00rel0 [Revision 96995]. 01f34551:00000f09 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3 #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f34551:00000f09 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3 attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(-normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { 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_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { 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_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * 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)), worldn
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2026-05-03 2 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 r10p0-00rel0 [Revision 96995]. 01f34551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3 #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f34551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3 attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { 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_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { 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_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * 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);
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2026-05-03 2 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 r10p0-00rel0 [Revision 96995]. 01f34515:00000f09 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f34515:00000f09 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(-normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); 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_lightspecular0 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * 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_lightspecular1 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * 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)), worldn

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