Recent logs - v1.17.1-334-g1786a4ddb

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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
LEGO® Batman™: The Videogame v1.17.1-334-g1786a4ddb 2025-11-03 8 Unaligned icache invalidation of 0860bff8 (0860bff8 + 0) at PC=089741fc
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-08-04 107 80630007=sceAtracSetData(2, 08d4b180, 000040e8): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-08-04 107 80630007=sceAtracSetData(2, 08d4b180, 000033c8): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-08-04 119 80630007=sceAtracSetData(2, 08d4b180, 00002d38): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-08-04 123 80630007=sceAtracSetData(2, 08d4b180, 00002c20): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-08-04 185 80630007=sceAtracSetData(2, 08d4b180, 00003080): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-08-29 237 80630007=sceAtracSetData(2, 08d4b180, 00003100): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-09-07 55 80630007=sceAtracSetData(3, 08d13140, 00038000): atracID uses different codec type than data
Tony Hawk's Project 8™ v1.17.4-1 2025-04-06 12 Unaligned icache invalidation of 0889d630 (0889d630 + 0) at PC=0889b1a0
PES FL 2022 v1.18.1 2026-06-09 303 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-12-01 23 Unknown GetPointerWrite 00000000 PC 08a9e008 LR 088ebde4
ダンジョンエクスプローラー『盟約の扉』 v1.19.3 2025-11-15 4 sceNetAdhocMatchingInit(32768) at 0880a0ac
Crash® of the Titans v1.18.1 2026-05-26 21 Unknown GetPointerWrite 00028384 PC 08c59c48 LR 08b0d348
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-08-09 442 80630007=sceAtracSetData(2, 08d4b180, 00004d00): atracID uses different codec type than data
PES MY 2024 v1.17.1-334-g1786a4ddb 2025-10-06 66 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
PES MY 2024 v1.17.1-334-g1786a4ddb 2025-10-08 44 Unknown GetPointerWrite 00000000 PC 08808430 LR 08808448
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 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
WWE 2K22 EN ESPAÑOL BY ANT PLAY AIPS v1.17.1-334-g1786a4ddb 2025-06-29 9 80630007=sceAtracSetData(2, 08d4b180, 000081e4): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.8.0 2026-09-05 42 80630007=sceAtracSetData(2, 08d4b180, 000084b8): atracID uses different codec type than data
eFootball PC - V. v1.20.4 2026-11-08 14,582 sceNetAdhocMatchingInit(32768) at 08a719b8
LEGO® Indiana Jones™: The Original Adventures v1.17.1-334-g1786a4ddb 2025-08-19 4 Unaligned icache invalidation of 086c6638 (086c6638 + 0) at PC=0896f274
eFootball PC - V. v1.18.1-993-ge80941403a 2026-11-08 31,685 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
LEGO® Indiana Jones™: The Original Adventures v1.17.1-334-g1786a4ddb 2025-04-27 2 Unaligned icache invalidation of 086c6bb8 (086c6bb8 + 0) at PC=0896f274
PES FL 2022 v1.18.1 2025-05-19 4 Unknown GetPointerWrite deadbeef PC 08871364 LR 0887137c
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2025-03-27 3 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r9p0-01rel0 [Revision 96995]. 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)), worldno
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2025-03-27 3 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r9p0-01rel0 [Revision 96995]. 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)), worldno
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2025-03-27 3 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r9p0-01rel0 [Revision 96995]. 01b34051:00000f09 HWX C T N LM RevN Light: 0: c:1 t:0 1: 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)) // 01b34051:00000f09 HWX C T N LM RevN Light: 0: c:1 t:0 1: 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_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_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; 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; gl_Position = outPos; }
LEGO® Indiana Jones™: The Original Adventures v1.17.1-334-g1786a4ddb 2025-04-30 2 Unaligned icache invalidation of 08606db8 (08606db8 + 0) at PC=0896f274
LEGO® Batman™: The Videogame v1.17.1-334-g1786a4ddb 2025-08-26 3 Unaligned icache invalidation of 086caaf8 (086caaf8 + 0) at PC=089741fc
LEGO® Indiana Jones™: The Original Adventures v1.17.1-334-g1786a4ddb 2024-12-14 2 Unaligned icache invalidation of 0860a038 (0860a038 + 0) at PC=0896f274
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-10-07 163 80630007=sceAtracSetData(2, 08d4b180, 00006000): atracID uses different codec type than data
PES FL 2022 v1.17.1-334-g1786a4ddb 2024-10-31 3 Unknown GetPointerWrite 00000032 PC 08872ba4 LR 08872c0c
Crash® of the Titans v1.18.1 2025-09-03 15 Unknown GetPointerWrite 00024414 PC 08c59c48 LR 08b0d348
Crash® of the Titans v1.18.1 2025-06-10 9 Unknown GetPointerWrite 000300c0 PC 08c59c48 LR 08b0d348
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2026-10-08 160 Unknown GetPointerWrite 00000000 PC 08996a8c LR 0893cb50
LEGO® Batman™: The Videogame v1.17.1-334-g1786a4ddb 2024-10-29 2 Unaligned icache invalidation of 086cd8f8 (086cd8f8 + 0) at PC=089741fc
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2025-03-27 6 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r9p0-01rel0 [Revision 96995]. 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) light
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 3 Vertices without position found: (1240000e) P: ? C: ? T: u16 (4b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 3 Vertices without position found: (04c00613) P: ? C: 565 T: f W: f (1x) (through) (20b)
SSX On Tour v1.18.1 2025-08-12 18 Unusual bezier/spline vtype: 12c00613, morph: 0, bones: 1
SSX On Tour v1.18.1 2025-08-12 20 Unusual bezier/spline vtype: 12a00b43, morph: 0, bones: 1
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04050003) P: ? T: f Morph: 2 (24b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04920017) P: ? C: 5551 T: f Morph: 5 (through) (80b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04d7000d) P: ? C: ? T: u8 Morph: 6 (through) (18b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04d70004) P: ? C: ? Morph: 6 (through) (18b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04d70003) P: ? T: f Morph: 6 (through) (72b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04400007) P: ? C: ? T: f (4b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04c00004) P: ? C: ? (through) (3b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04e00009) P: ? C: ? T: u8 (through) (3b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04800021) P: ? N: s8 T: u8 (through) (8b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04400054) P: ? N: s16 C: 5551 (12b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (0405003f) P: ? N: s8 C: 8888 T: f Morph: 2 (40b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (0400000f) P: ? C: ? T: f (4b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04e00012) P: ? C: 565 T: u16 (through) (10b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (0400000e) P: ? C: ? T: u16 (4b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04700004) P: ? C: ? Morph: 5 (15b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (12200003) P: ? T: f (12b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04240006) P: ? C: ? T: u16 Morph: 2 (8b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04200003) P: ? T: f (12b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04c00009) P: ? C: ? T: u8 (through) (3b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04000009) P: ? C: ? T: u8 (3b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04400003) P: ? T: f (12b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04600054) P: ? N: s16 C: 5551 (12b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04600048) P: ? N: s16 C: ? (10b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04200012) P: ? C: 565 T: u16 (10b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04040003) P: ? T: f Morph: 2 (24b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04400016) P: ? C: 5551 T: u16 (10b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (12400016) P: ? C: 5551 T: u16 (10b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (0400001b) P: ? C: 4444 T: f (16b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (1200001b) P: ? C: 4444 T: f (16b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04400004) P: ? C: ? (3b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04200010) P: ? C: 565 (6b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04400008) P: ? C: ? (3b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 7 Vertices without position found: (04340004) P: ? C: ? Morph: 6 (18b)
WWE 2K22 v1.9.4 2026-10-25 22 80630006=sceAtracSetData(2, 08d4b180, 00000920): invalid RIFF header
WWE 2K22 v1.9.4 2026-10-16 40 80630007=sceAtracSetData(2, 08d4b180, 00004500): atracID uses different codec type than data
WWE 2K22 v1.18.1 2026-06-12 100 80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data
WWE 2K22 v1.9.4 2026-10-25 97 80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data
WWE 2K22 v1.9.4 2026-10-16 185 80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data
WWE 2K22 v1.9.4 2026-10-16 366 80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data
WWE 2K22 v1.18.1 2026-07-26 69 80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 8 Vertices without position found: (12000004) P: ? C: ? (3b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 8 Vertices without position found: (0400001e) P: ? C: 8888 T: u16 (12b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 8 Vertices without position found: (04250014) P: ? C: 5551 Morph: 2 (12b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 8 Vertices without position found: (04800025) P: ? N: s8 C: ? T: u8 (through) (6b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 8 Vertices without position found: (12200007) P: ? C: ? T: f (4b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 8 Vertices without position found: (04200007) P: ? C: ? T: f (4b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 8 Vertices without position found: (04800010) P: ? C: 565 (through) (6b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 8 Vertices without position found: (12200004) P: ? C: ? (3b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 8 Vertices without position found: (04a50010) P: ? C: 565 Morph: 2 (through) (12b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 8 Vertices without position found: (0480000f) P: ? C: ? T: f (through) (4b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 8 Vertices without position found: (04400005) P: ? C: ? T: u8 (3b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 8 Vertices without position found: (12400005) P: ? C: ? T: u8 (3b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 8 Vertices without position found: (04a00031) P: ? N: s8 C: 565 T: u8 (through) (10b)
SSX On Tour v1.19.1 2025-08-27 16 Block transfer invalid: 00000000/0 -> 00882220/0, 751x956x2 (0,0)->(1,0)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 8 Vertices without position found: (04000004) P: ? C: ? (3b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 8 Vertices without position found: (04440003) P: ? T: f Morph: 2 (24b)
SSX On Tour v1.17.1-491-g9cdd97c13b 2025-08-12 8 Vertices without position found: (04710007) P: ? C: ? T: f Morph: 5 (20b)

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