Recent logs - v1.9.4

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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
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2025-11-02 4 80630007=sceAtracSetData(2, 08d4b180, 00019cb8): atracID uses different codec type than data
EA-Sports FC PC-V v1.9.4 2026-11-08 34,725 80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16)
ソードアート・オンライン -インフィニティ・モーメント- v1.18.1-984-gfd4809490b 2026-10-23 21,898 AT3 header map lacks entry for bpf: 0 channels: 0
HUNTER×HUNTER ワンダーアドベンチャー v1.18.1-945-gb0182ed0e6 2026-09-30 15,767 AT3 header map lacks entry for bpf: 0 channels: 0
Need For Speed™ ProStreet v1.19.3 2026-04-17 16 Can't draw: No current render step. Step count: 0
Syphon Filter®: Logan's Shadow v1.17.1-506-g612f879e4 2024-05-20 7 WriteToHardware: Invalid address 00000078 near PC 088e29a8 LR 08b80f88
Syphon Filter®: Logan's Shadow v1.17.1-506-g612f879e4 2024-05-20 7 ReadFromHardware: Invalid address 00000000 near PC 08869558 LR 08869574
Syphon Filter®: Logan's Shadow v1.17.1-506-g612f879e4 2024-05-20 7 WriteToHardware: Invalid address 0000007c near PC 088e3ba4 LR 088e3c04
Syphon Filter®: Logan's Shadow v1.17.1-506-g612f879e4 2024-05-20 7 WriteToHardware: Invalid address 00000074 near PC 088e3ba4 LR 088e3c04
Syphon Filter®: Logan's Shadow v1.17.1-506-g612f879e4 2024-05-20 7 ReadFromHardware: Invalid address 0000001a near PC 088e9084 LR 08b7fa58
Syphon Filter®: Logan's Shadow v1.17.1-506-g612f879e4 2024-05-20 7 ReadFromHardware: Invalid address 0000000c near PC 089341d0 LR 08934228
Tomb Raider: Anniversary™ v1.17.1-334-g1786a4ddb 2025-08-14 2 sceDmacMemcpy(dest=041af800, src=08db94a0, size=5120): overlapping read
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.8.0 2026-05-20 1,165 80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header
Dragon Ball Z: Tenkaichi Tag Team v1.18.1-993-ge80941403a 2026-11-08 774,368 AT3 header map lacks entry for bpf: 0 channels: 0
EA-Sports FC PC-V v1.9.4 2026-11-08 4,194 Unknown GetPointer 00000000 PC 0884d7b4 LR 0884d7d4
EA-Sports FC PC-V v1.9.4 2026-11-11 826,905 Savedata version requested: 3
EA-Sports FC PC-V v1.18.1-993-ge80941403a 2026-11-08 23,379 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
PES FL 2022 v1.20.3 2026-08-30 83 sceNetAdhocMatchingInit(32768) at 08a71984
Pro Evolution Soccer 2010 v1.18.1 2025-07-30 3 Can't draw: No current render step. Step count: 0
Medal of Honor Heroes™ v1.18.1 2025-10-27 8 Can't draw: No current render step. Step count: 0
The Sims™ 2 v1.18.1 2025-10-24 17 Can't draw: No current render step. Step count: 0
PETER JACKSON'S KING KONG v1.18.1 2025-07-01 6 Can't draw: No current render step. Step count: 0
eFootball v.2 by Tbose Jama v1.20.4 2026-11-08 886 Savedata version requested: 3
LEGO® Batman™: The Videogame v1.17.1-334-g1786a4ddb 2024-10-25 3 Unaligned icache invalidation of 086cd3b8 (086cd3b8 + 0) at PC=089741fc
WWE 2K22 v1.18.1 2026-05-14 10 80630007=sceAtracSetData(2, 08d13140, 00006ed8): atracID uses different codec type than data
SPORTS FC24 DL EDITION v1.19.3 2025-11-17 1,441 Savedata version requested: 3
PES FL 2022 v1.19.3 2026-03-27 8 Can't draw: No current render step. Step count: 0
Disney•Pixar UP v1.17.1-334-g1786a4ddb 2025-07-06 7 __KernelStopThread: thread 654 does not exist (helper deleted)
Silent Hill: Shattered Memories v1.18.1 2025-03-27 7 __KernelStopThread: thread 856 does not exist (helper deleted)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1-87-gda0168f41a 2026-10-31 15,234 sceKernelCreateThread(name=nipvp): unsupported attributes 00001007
LEGO® Batman™: The Videogame v1.17.1-334-g1786a4ddb 2025-08-09 2 Unaligned icache invalidation of 086cc038 (086cc038 + 0) at PC=089741fc
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-04-17 34 80630007=sceAtracSetData(2, 08d4b180, 00007f00): atracID uses different codec type than data
Lego Star Wars II: The Original Trilogy v1.17.1-334-g1786a4ddb 2025-07-09 2 Unaligned icache invalidation of 08704578 (08704578 + 0) at PC=088454a0
WWE 2K22 v1.17.1-334-g1786a4ddb 2026-05-15 9 80630007=sceAtracSetData(2, 08d4b180, 00003100): atracID uses different codec type than data
Manhunt2 v1.18.1-768-g2e297426e9 2026-10-10 1,056 sceKernelCreateThread(name=ManhuntUnlock): unsupported attributes 00001007
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-09-05 587 80630007=sceAtracSetData(2, 08d4b180, 00020000): atracID uses different codec type than data
Scooby-Doo! Who's Watching Who v1.18.1 2025-08-21 4 Can't draw: No current render step. Step count: 0
eFootball PC - V. v1.18.1-846-gab47c3cb1f 2026-11-07 2,231 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
PES FL 2022 v1.9.4 2026-04-19 106 sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read
LEGO® Indiana Jones™: The Original Adventures v1.17.1-334-g1786a4ddb 2025-05-16 3 Unaligned icache invalidation of 086c77f8 (086c77f8 + 0) at PC=0896f274
PES 2019 VANDAMMEEDITION v1.17.1-334-g1786a4ddb 2025-08-19 3 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08a1f474
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-06-13 27 Jump to invalid address: 02a035c0
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-20 8 Jump to invalid address: 02a03540
PES FL 2022 v1.8.0 2025-06-03 17 sceDmacMemcpy(dest=040cc000, src=08701400, size=1043456): overlapping read
FIFA 14 v1.18.1 2025-10-04 8 Branch in Jump delay slot at 08f48e24 in block starting at 08f48e18
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
PES MY 2024 v1.17.1-334-g1786a4ddb 2025-10-06 35 Unknown GetPointer 00000000 PC 0884a908 LR 0884a928
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
MediEvil Resurrection v1.17.1-334-g1786a4ddb 2025-01-11 2 Can't draw: No current render step. Step count: 0
PES FL 2022 v1.18.1 2026-06-09 303 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
Ben 10 Alien Force: Vilgax Attacks v1.17.4-1 2025-09-01 4 Can't draw: No current render step. Step count: 0
Silent Hill: Shattered Memories v1.17.1-334-g1786a4ddb 2025-10-15 11 __KernelStopThread: thread 788 does not exist (helper deleted)
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
Resistance: Retribution™ v1.17.1-334-g1786a4ddb 2024-08-29 2 Jump to invalid address: 033a0a20
eFootball Chelito 19 v1.18.1 2026-10-05 20 Unknown GetPointer 002a0000 PC 0884a918 LR 0884a938
Mortal Kombat: Unchained v1.17.1-334-g1786a4ddb 2026-07-21 2 __KernelStopThread: thread 695 does not exist (helper deleted)
PES MY 2024 v1.17.1-334-g1786a4ddb 2025-12-23 7 Unknown GetPointer 00000000 PC 0881c410 LR 0881c420
eFootball Chelito 19 v1.17.1-334-g1786a4ddb 2024-11-27 2 ReadFromHardware: Invalid address 00000000 near PC 0881c198 LR 0881c16c
eFootball Chelito 19 v1.18.1 2025-05-27 9 Unknown GetPointer 00290000 PC 0884a918 LR 0884a938
PES MY 2024 v1.17.1-334-g1786a4ddb 2025-10-06 66 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
Juiced: Eliminator v1.18.1 2025-03-25 10 __KernelStopThread: thread 435 does not exist (helper deleted)
PES MY 2024 v1.17.1-334-g1786a4ddb 2025-09-28 39 Unknown GetPointer 00000140 PC 08824a48 LR 088113c4
PES MY 2024 v1.17.1-334-g1786a4ddb 2025-10-08 44 Unknown GetPointerWrite 00000000 PC 08808430 LR 08808448
eFootball PC - V. v1.18.1-945-gb0182ed0e6 2026-11-06 4,013 Unknown GetPointer 00000000 PC 0884a918 LR 0884a938
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
PES MY 2024 v1.17.1-334-g1786a4ddb 2026-04-30 53 sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read
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
PES MY 2024 v1.20.3-3-g86379a82d3 2026-11-10 5,901 Savedata version requested: 3
ASPHALT : URBAN GT 2 v1.17.1-334-g1786a4ddb 2025-08-04 2 __KernelStopThread: thread 418 does not exist (helper deleted)
eFootball 2024 Beta By Tutoriales Bendezu v1.18.1 2026-02-18 11 ReadFromHardware: Invalid address 0000006c near PC 08220f54 LR 08220f4c
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
Spider-Man: Friend or Foe v1.18.1 2025-09-24 11 Can't draw: No current render step. Step count: 0
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
PES FL 2022 v1.18.1 2025-02-27 8 Unknown GetPointer 00000000 PC 0887285c LR 08872874
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. v1.9.4 2026-11-05 5,810 Unknown GetPointer 00000000 PC 0884d7b4 LR 0884d7d4
PES FL 2022 v1.9.4 2026-11-10 17,430 Savedata version requested: 3
eFootball PC - V. v1.9.4 2026-11-11 986,060 Savedata version requested: 3
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
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