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
METAL SLUG Anthology v1.17.1-334-g1786a4ddb 2024-07-15 2 AT3 header map lacks entry for bpf: 0 channels: 0
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-15 1 Branch in branch delay slot at 090a3620 with different target
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-15 1 Branch in branch delay slot at 090a361c with different target
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-15 1 Branch in branch delay slot at 090a3618 with different target
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-15 1 Branch in branch delay slot at 090a3614 with different target
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-15 1 Branch in branch delay slot at 090a3610 with different target
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-15 1 Branch in branch delay slot at 090a360c with different target
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-15 1 Branch in branch delay slot at 090a3608 with different target
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-15 1 Branch in branch delay slot at 090a3604 with different target
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-15 1 Branch in branch delay slot at 090a3600 with different target
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-15 1 Branch in branch delay slot at 090a35fc with different target
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-15 1 Branch in branch delay slot at 090a35f8 with different target
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-15 1 Branch in branch delay slot at 090a35f4 with different target
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-15 1 Branch in branch delay slot at 090a35f0 with different target
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-15 1 Branch in branch delay slot at 090a35ec with different target
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-15 1 Branch in branch delay slot at 090a35e8 with different target
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-15 1 Branch in branch delay slot at 090a35e4 with different target
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-15 1 Branch in branch delay slot at 090a35e0 with different target
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-15 1 Branch in branch delay slot at 090a35dc with different target
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-15 1 Branch in branch delay slot at 090a35d8 with different target
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-15 1 Branch in branch delay slot at 090a35d4 with different target
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-15 1 Branch in branch delay slot at 090a35d0 with different target
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-15 1 Branch in branch delay slot at 090a35cc with different target
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-15 1 Branch in branch delay slot at 090a35c8 with different target
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-15 1 Branch in branch delay slot at 090a35c4 with different target
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-15 1 Branch in branch delay slot at 090a35c0 with different target
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-12-20 2 MIPSCompileOp: Invalid instruction 7c7893c8
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-12-20 2 MIPSCompileOp: Invalid instruction 7c7c3cb8
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-12-20 2 MIPSCompileOp: Invalid instruction 73000011
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-12-20 2 MIPSCompileOp: Invalid instruction 41234123
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-12-20 2 MIPSCompileOp: Invalid instruction 41230e19
Resistance: Retribution™ v1.17.1-334-g1786a4ddb 2024-07-15 1 MIPSCompileOp: Invalid instruction 00000801
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-10-07 32 80630007=sceAtracSetData(2, 08d4b180, 00004e08): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.18.1 2025-12-16 7 80630007=sceAtracSetData(2, 08d4b180, 0000f9c0): atracID uses different codec type than data
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2024-07-21 4 Vulkan error in shader compilation: info: ERROR: 0:38: 'gl_Position' : identifier not previously declared ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 00000000:00000128 HWX C Cull layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (location = 0) in vec3 position; layout (location = 5) in vec4 color0; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; 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(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; v_color0 = color0; v_texcoord = splat3(0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (u_depthRange.y >= 1.0) { gl_ClipDistance[0] = outPos.z; } else if (u_depthRange.x + u_depthRange.y <= 65534.0) { gl_ClipDistance[0] = outPos.w - outPos.z; } else { gl_ClipDistance[0] = 0.0; } vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001; if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2024-07-21 4 Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 40000000:00000002 THR Flat layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (location = 0) in vec4 position; layout (location = 2) in float fog; layout (location = 1) in vec2 texcoord; layout (location = 5) in vec4 color0; layout (location = 1) flat out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; }
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2024-07-21 4 Vulkan error in shader compilation: info: ERROR: 0:53: 'gl_Position' : identifier not previously declared ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 01000000:80000b20 HWX T N Light: LightUberShader Cull layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (std140, set = 0, binding = 4) uniform lightVars { vec4 u_ambient; vec3 u_matdiffuse; vec4 u_matspecular; vec3 u_matemissive; uint u_lightControl; // light ubershader control bits vec3 u_lightpos[4]; vec3 u_lightdir[4]; vec3 u_lightatt[4]; vec4 u_lightangle_spotCoef[4]; vec3 u_lightambient[4]; vec3 u_lightdiffuse[4]; vec3 u_lightspecular[4]; }; layout (location = 0) in vec3 position; layout (location = 2) in vec3 normal; layout (location = 1) in vec2 texcoord; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; 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 = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; uint comp; uint type; float attenuation; for (uint i = 0; i < 4; i++) { if ((u_lightControl & (0x1u << i)) != 0x0u) { comp = (u_lightControl >> uint(0x4u + 0x4u * i)) & 0x3u; type = (u_lightControl >> uint(0x4u + 0x4u * i + 0x2u)) & 0x3u; toLight = u_lightpos[i]; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt[i], vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir[i], toLight); if (angle >= u_lightangle_spotCoef[i].x) { lightScale = attenuation * (u_lightangle_spotCoef[i].y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef[i].y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0; } diffuse = (u_lightdiffuse[i] * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u && 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; } lightSum1 += u_lightspecular[i] * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient[i] * ambientColor.rgb + diffuse) * lightScale; } } v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uv
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2024-07-21 4 Vulkan error in shader compilation: info: ERROR: 0:39: 'gl_Position' : identifier not previously declared ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 00000000:00000928 HWX C T Cull layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (location = 0) in vec3 position; layout (location = 1) in vec2 texcoord; layout (location = 5) in vec4 color0; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; 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(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (u_depthRange.y >= 1.0) { gl_ClipDistance[0] = outPos.z; } else if (u_depthRange.x + u_depthRange.y <= 65534.0) { gl_ClipDistance[0] = outPos.w - outPos.z; } else { gl_ClipDistance[0] = 0.0; } vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001; if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2024-07-21 4 Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 40000000:00000020 Flat Cull layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (location = 0) in vec4 position; layout (location = 2) in float fog; layout (location = 1) in vec2 texcoord; layout (location = 5) in vec4 color0; layout (location = 1) flat out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; mat2 displayRotation = mat2( u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0), u_rotation == 1.0 ? 1.0 : (u_rotation == 3.0 ? -1.0 : 0.0), u_rotation == 3.0 ? 1.0 : (u_rotation == 1.0 ? -1.0 : 0.0), u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0) ); vec4 pos = position; pos.xy = mul(displayRotation, pos.xy); vec4 outPos = pos; if (u_depthRange.y >= 1.0) { gl_ClipDistance[0] = outPos.z; } else if (u_depthRange.x + u_depthRange.y <= 65534.0) { gl_ClipDistance[0] = outPos.w - outPos.z; } else { gl_ClipDistance[0] = 0.0; } vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001; if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2024-07-21 4 Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 40000000:0000000a THR C Flat layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (location = 0) in vec4 position; layout (location = 2) in float fog; layout (location = 1) in vec2 texcoord; layout (location = 5) in vec4 color0; layout (location = 1) flat out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; }
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2024-07-21 4 Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 40000000:00000028 C Flat Cull layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (location = 0) in vec4 position; layout (location = 2) in float fog; layout (location = 1) in vec2 texcoord; layout (location = 5) in vec4 color0; layout (location = 1) flat out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; mat2 displayRotation = mat2( u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0), u_rotation == 1.0 ? 1.0 : (u_rotation == 3.0 ? -1.0 : 0.0), u_rotation == 3.0 ? 1.0 : (u_rotation == 1.0 ? -1.0 : 0.0), u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0) ); vec4 pos = position; pos.xy = mul(displayRotation, pos.xy); vec4 outPos = pos; if (u_depthRange.y >= 1.0) { gl_ClipDistance[0] = outPos.z; } else if (u_depthRange.x + u_depthRange.y <= 65534.0) { gl_ClipDistance[0] = outPos.w - outPos.z; } else { gl_ClipDistance[0] = 0.0; } vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001; if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
eFootball PES 2021 By GABRIEL v1.17.1-334-g1786a4ddb 2024-07-21 4 Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 00000000:0000000a THR C layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (location = 0) in vec4 position; layout (location = 2) in float fog; layout (location = 1) in vec2 texcoord; layout (location = 5) in vec4 color0; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; }
PES MY 2024 v1.17.1-334-g1786a4ddb 2024-07-14 1 MIPSCompileOp: Invalid instruction 4651e000
PES MY 2024 v1.17.1-334-g1786a4ddb 2024-07-14 1 MIPSCompileOp: Invalid instruction 00020dff
PES MY 2024 v1.17.1-334-g1786a4ddb 2024-07-14 1 MIPSCompileOp: Invalid instruction 43d24000
PES MY 2024 v1.17.1-334-g1786a4ddb 2024-07-14 1 MIPSCompileOp: Invalid instruction 45be0d80
PES MY 2024 v1.17.1-334-g1786a4ddb 2024-07-14 1 MIPSCompileOp: Invalid instruction 463ee400
PES MY 2024 v1.17.1-334-g1786a4ddb 2024-07-14 1 MIPSCompileOp: Invalid instruction 4651e400
PES MY 2024 v1.17.1-334-g1786a4ddb 2024-07-14 1 MIPSCompileOp: Invalid instruction 464b7ee7
PES MY 2024 v1.17.1-334-g1786a4ddb 2024-07-14 1 MIPSCompileOp: Invalid instruction 00042e3a
PES MY 2024 v1.17.1-334-g1786a4ddb 2024-07-14 1 MIPSCompileOp: Invalid instruction 016e00df
PES MY 2024 v1.17.1-334-g1786a4ddb 2024-07-14 1 MIPSCompileOp: Invalid instruction 4f52ff2c
PES MY 2024 v1.17.1-334-g1786a4ddb 2024-07-14 1 MIPSCompileOp: Invalid instruction 00000901
PES MY 2024 v1.17.1-334-g1786a4ddb 2024-07-14 1 MIPSCompileOp: Invalid instruction 00010001
PES MY 2024 v1.17.1-334-g1786a4ddb 2025-02-11 5 MIPSCompileOp: Invalid instruction 00000001
PES MY 2024 v1.17.1-334-g1786a4ddb 2024-07-14 1 MIPSCompileOp: Invalid instruction 00000101
PES MY 2024 v1.17.1-334-g1786a4ddb 2024-07-14 1 MIPSCompileOp: Invalid instruction 00070001
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.17.4-1 2025-07-30 144 AT3 header map lacks entry for bpf: 0 channels: 0
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.8.0 2026-08-09 15 80630007=sceAtracSetData(2, 08d4b180, 00007568): atracID uses different codec type than data
侍道ポータブル v1.17.1-334-g1786a4ddb 2025-03-02 6 80630006=sceAtracSetData(0, 08c73550, 00001000): multiple fmt definitions
侍道ポータブル v1.17.1-334-g1786a4ddb 2025-03-02 9 80630006=sceAtracSetData(0, 08c73210, 00001000): multiple fmt definitions
侍道ポータブル v1.17.1-334-g1786a4ddb 2024-08-12 9 80630006=sceAtracSetData(0, 08c72ed0, 00001000): multiple fmt definitions
DBZ TTT Ultimate Tenkaichi V2 v1.18.1 2025-11-29 7,267 AT3 header map lacks entry for bpf: 0 channels: 0
Dave Mirra BMX Challenge v1.17.1-334-g1786a4ddb 2024-07-13 38 Unusual bezier/spline vtype: 12004780, morph: 0, bones: 2
Dave Mirra BMX Challenge v1.17.1-334-g1786a4ddb 2024-07-13 19 Unusual bezier/spline vtype: 12008780, morph: 0, bones: 3
Lego Star Wars II: The Original Trilogy v1.17.1-334-g1786a4ddb 2025-01-05 4 Unaligned icache invalidation of 08706478 (08706478 + 0) at PC=088454a0
侍道ポータブル v1.17.1-334-g1786a4ddb 2024-07-13 1 80630006=sceAtracSetData(1, 08c9c190, 00001000): invalid RIFF header
侍道ポータブル v1.17.1-334-g1786a4ddb 2024-07-13 1 80630006=sceAtracSetData(1, 08c9bf10, 00001000): invalid RIFF header
BURNOUT DOMINATOR v1.17.1-334-g1786a4ddb 2025-12-12 9 MIPSCompileOp: Invalid instruction 00000001
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-09 1 MIPSCompileOp: Invalid instruction 6363adb0
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-09 2 MIPSCompileOp: Invalid instruction 63636363
DBZ BUDOKAI TENKAICHI 3 LATINO v1.17.1-334-g1786a4ddb 2024-07-09 1 MIPSCompileOp: Invalid instruction 63634242
LEGO® Batman™: The Videogame v1.17.1-334-g1786a4ddb 2024-07-08 1 Unaligned icache invalidation of 086cfdf8 (086cfdf8 + 0) at PC=089741fc
LEGO® Batman™: The Videogame v1.17.1-334-g1786a4ddb 2024-08-06 3 Unaligned icache invalidation of 086033b8 (086033b8 + 0) at PC=089741fc
MLB 11 The Show™ v1.17.1-334-g1786a4ddb 2024-07-07 1 80630007=sceAtracSetData(2, 08be95c0, 0000c060): atracID uses different codec type than data
MLB 11 The Show™ v1.17.1-334-g1786a4ddb 2024-07-07 2 80630007=sceAtracSetData(2, 08be95c0, 00010000): atracID uses different codec type than data
MLB 11 The Show™ v1.17.1-334-g1786a4ddb 2024-07-07 1 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
MLB 11 The Show™ v1.17.1-334-g1786a4ddb 2024-07-07 5 80630007=sceAtracSetData(2, 08bb1580, 00038000): atracID uses different codec type than data
Pursuit Force™: Extreme Justice v1.17.1-334-g1786a4ddb 2025-09-08 3 WriteToHardware: Invalid address 000000ec near PC 08a3da18 LR 08a0fa60
ISO BT3 PORTABLE:VICTOR MODDER TTT v1.18.1-783-g81015abef7 2026-11-07 34,787 AT3 header map lacks entry for bpf: 0 channels: 0
Assassin's Creed: Bloodlines™ v1.17.1-334-g1786a4ddb 2024-07-05 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ced414, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1-334-g1786a4ddb 2024-07-05 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ced414, 4, 00000000, 0)
DRAGON BALL Z SPARKING ZERO v1.18.1 2026-10-27 1,033 AT3 header map lacks entry for bpf: 0 channels: 0
F1 2009 v1.17.4-1 2025-06-08 102 80630006=sceAtracSetData(0, 08a27b80, 00020000): multiple fmt definitions
PES 2019 VANDAMMEEDITION v1.17.1-334-g1786a4ddb 2024-07-03 1 MIPSCompileOp: Invalid instruction 71cc2f1c
eFootball Euro y Copa America By T. Bendezu v1.18.1-991-g5fa1212699 2026-09-04 1,133 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
eFootball Euro y Copa America By T. Bendezu v1.18.1 2026-01-17 194 Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460
eFootball Libertadores 2K23 by lasso y total G v1.17.1-334-g1786a4ddb 2024-06-29 1 Unknown GetPointerWrite 68487074 PC 0888d3fc LR 0888d40c
eFootball Euro y Copa America By T. Bendezu v1.20.4 2026-08-23 6,230 sceNetAdhocMatchingInit(32768) at 08a719b8
METAL SLUG Complete v1.17.1-334-g1786a4ddb 2024-06-27 13 sceMpegRingbufferPut(): invalid mpeg data
eFootball LUCIANO GAMER v1.18.1-800-gb5c843ff72 2026-03-16 703 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-05-27 19 80630007=sceAtracSetData(2, 08d4b180, 00004318): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.18.1 2025-12-05 9 80630007=sceAtracSetData(2, 08d4b180, 000158e8): atracID uses different codec type than data
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2024-10-23 3 MIPSCompileOp: Invalid instruction 02020201
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-10-29 74 Unknown GetPointerWrite 00000000 PC 08871374 LR 0887138c
ISO BT3 PORTABLE:VICTOR MODDER TTT v1.18.1-783-g81015abef7 2026-11-07 5,148 00000400=sceGeEdramSetAddrTranslation(00000800)
PES MY 2024 v1.17.1-334-g1786a4ddb 2025-02-12 13 Unknown GetPointerWrite 00000000 PC 08808430 LR 08808448
SBK®08 Superbike World Championship v1.17.1-334-g1786a4ddb 2024-06-22 2 Unknown GetPointerWrite 0000006e PC 08afa5a8 LR 08812e40
SBK®08 Superbike World Championship v1.17.1-334-g1786a4ddb 2024-06-22 1 Unknown GetPointerWrite 0000006f PC 08afa5a8 LR 08812e40
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.17.1-334-g1786a4ddb 2025-11-02 3 80630007=sceAtracSetData(2, 08d4b180, 00001988): atracID uses different codec type than data

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