Recent logs - v1.17.1

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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
Resistance: Retribution™ v1.17.1 2024-07-17 3 Vertices without position found: (06c00003) P: ? T: f (through) (12b)
Resistance: Retribution™ v1.17.1 2024-07-17 3 Vertices without position found: (0640000b) P: ? C: ? T: f (4b)
Resistance: Retribution™ v1.17.1 2024-05-31 1 Vertices without position found: (0660000b) P: ? C: ? T: f (4b)
Resistance: Retribution™ v1.17.1-491-g9cdd97c13b 2024-06-01 2 Vertices without position found: (12400004) P: ? C: ? (3b)
Resistance: Retribution™ v1.17.1 2024-05-31 1 Vertices without position found: (06400004) P: ? C: ? (3b)
Resistance: Retribution™ v1.17.1 2024-06-09 2 Vertices without position found: (06000003) P: ? T: f (12b)
Resistance: Retribution™ v1.17.1 2024-05-31 1 Vertices without position found: (06c00013) P: ? C: 565 T: f (through) (16b)
Resistance: Retribution™ v1.17.1 2024-05-31 1 Vertices without position found: (06000006) P: ? C: ? T: u16 (4b)
Resistance: Retribution™ v1.17.1 2024-05-31 1 Vertices without position found: (0660000d) P: ? C: ? T: u8 (3b)
Resistance: Retribution™ v1.17.1 2024-05-31 1 Vertices without position found: (06000017) P: ? C: 5551 T: f (16b)
Resistance: Retribution™ v1.17.1-491-g9cdd97c13b 2024-07-06 3 Vertices without position found: (12000007) P: ? C: ? T: f (4b)
Resistance: Retribution™ v1.17.1 2024-05-31 1 Vertices without position found: (06e00047) P: ? N: s16 C: ? T: f (through) (12b)
Resistance: Retribution™ v1.17.1 2024-05-31 1 Vertices without position found: (06200022) P: ? N: s8 T: u16 (10b)
Resistance: Retribution™ v1.17.1 2024-05-31 1 Vertices without position found: (12200022) P: ? N: s8 T: u16 (10b)
Resistance: Retribution™ v1.17.1 2024-05-31 1 Vertices without position found: (06c00022) P: ? N: s8 T: u16 (through) (10b)
Resistance: Retribution™ v1.17.1 2024-05-31 1 Vertices without position found: (0620000c) P: ? C: ? (3b)
Resistance: Retribution™ v1.17.1 2024-05-31 1 Vertices without position found: (06e50007) P: ? C: ? T: f Morph: 2 (through) (8b)
Resistance: Retribution™ v1.17.1 2024-05-31 1 Vertices without position found: (0660000f) P: ? C: ? T: f (4b)
Resistance: Retribution™ v1.17.1 2024-07-06 2 Vertices without position found: (1260000f) P: ? C: ? T: f (4b)
Resistance: Retribution™ v1.17.1 2024-05-31 1 Vertices without position found: (06c00005) P: ? C: ? T: u8 (through) (3b)
Resistance: Retribution™ v1.17.1 2024-05-31 1 Vertices without position found: (06a0003e) P: ? N: s8 C: 8888 T: u16 (through) (16b)
Resistance: Retribution™ v1.17.1 2024-05-31 1 Vertices without position found: (06000007) P: ? C: ? T: f (4b)
LEGO® Batman™: The Videogame v1.17.1-592-g1754fd150 2025-01-12 2 Unaligned icache invalidation of 086c91b8 (086c91b8 + 0) at PC=089741fc
.hack//Link v1.17.1 2024-05-31 3 00000000=sceUtilityScreenshotInitStart(0931dca0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-05-31 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b9fe84, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-05-31 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b9fe84, 4, 00000000, 0)
SBK®09 Superbike World Championship v1.17.1 2024-05-31 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09284ef0): duplicate handler
Pro Evolution Soccer 2012 v1.17.1 2024-05-31 2 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l0 rate 0007
.hack//Link v1.17.1 2024-05-31 2 00000000=sceUtilityScreenshotInitStart(09338aa0)
.hack//Link v1.17.1 2024-05-31 1 00000000=sceUtilityScreenshotInitStart(0933b0c0)
WWE 2K24 v1.17.1 2024-05-31 1 80630007=sceAtracSetData(2, 08d13140, 00006ed8): atracID uses different codec type than data
Prince of Persia The Forgotten Sands™ v1.17.1 2024-05-31 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09480e14, 4, 00000000, 0)
Prince of Persia The Forgotten Sands™ v1.17.1 2024-05-31 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09480e14, 4, 00000000, 0)
LEGO® Indiana Jones™: The Original Adventures v1.17.1 2024-12-18 2 Unaligned icache invalidation of 08608178 (08608178 + 0) at PC=0896f274
eFootball PES 2020 C19 & Nibeck Tv v1.17.1 2024-05-31 2 Unknown GetPointerWrite 43b8a25c PC 0888d3fc LR 0888d40c
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-05-31 1 WriteToHardware: Invalid address 18014550 near PC 0880dcc8 LR 0880dcc8
MLB 11 The Show™ v1.17.1 2024-05-31 2 scePsmfPlayerSetPsmf*: incorrect PSMF magic (bde57530), bad data
LEGO® Batman™: The Videogame v1.17.1 2024-05-31 1 Unaligned icache invalidation of 0860feb8 (0860feb8 + 0) at PC=089741fc
Ratchet & Clank: Size Matters - Public Beta v1.17.1 2024-05-31 1 NpSignin Init Params: 00000000, 00000000, 00000000, 00000000
MLB 11 The Show™ v1.17.1 2024-05-31 2 scePsmfPlayerSetPsmf*: incorrect PSMF magic (bde7db40), bad data
MLB 11 The Show™ v1.17.1 2024-05-31 2 scePsmfPlayerSetPsmf*: incorrect PSMF magic (bddd6d30), bad data
LEGO® Batman™: The Videogame v1.17.1 2024-05-31 3 Failed to truncate file.
.hack//Link v1.17.1 2024-05-31 1 00000000=sceUtilityScreenshotInitStart(09337ee0)
WWE 2K24 v1.17.1 2026-01-23 13 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
MONSTER HUNTER PORTABLE 2nd G v1.17.1 2024-05-31 2 MIPSCompileOp: Invalid instruction 0404000f
MONSTER HUNTER PORTABLE 2nd G v1.18.1 2024-12-17 3 Branch in branch delay slot at 044e4000 with different target
TALES OF THE WORLD RADIANT MYTHOLOGY 2 v1.17.1 2024-05-31 1 80020190=sceKernelStartModule(000006e3, 00000000, 00000000, 09f909d0, 00000000): out of memory, 00040000 stack requested
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.17.1 2024-05-31 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 0947cce0): duplicate handler
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.17.1 2024-05-31 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 08ea36a0): duplicate handler
eFottball PPSSPP v1.17.1 2024-06-01 3 sceNetAdhocMatchingInit(32768) at 08a71984
God of War®: Ghost of Sparta v1.17.1 2024-08-12 7 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]. 01f34151:00000f29 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f34151:00000f29 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull 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 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; 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_lightspecular2 * specularColor * ldot ; } l
God of War®: Ghost of Sparta v1.17.1 2024-08-12 5 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]. 01f34151:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f34151:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull 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 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; 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_lightspecular2 * specularColor * ldot ; } lightSum0.rg
Prince of Persia - Revelations v1.17.1 2024-05-31 1 80630006=sceAtracSetDataAndGetID(09bb04c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.17.1 2024-05-31 1 80630006=sceAtracSetDataAndGetID(095b3ec0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.17.1 2024-05-31 3 80630006=sceAtracSetDataAndGetID(095f0140, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.17.1 2024-05-31 1 80630006=sceAtracSetDataAndGetID(099ae4c0, 00000800): invalid RIFF header
FIFA 14 v1.17.1 2024-05-31 1 Branch in branch delay slot at 08b0d680 with different target
Prince of Persia - Revelations v1.17.1 2024-05-31 1 80630006=sceAtracSetDataAndGetID(096f02c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.17.1 2024-05-31 1 80630006=sceAtracSetDataAndGetID(096f8200, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.17.1 2024-05-31 1 80630006=sceAtracSetDataAndGetID(096f3000, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.17.1 2024-05-31 1 80630006=sceAtracSetDataAndGetID(0982b980, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.17.1 2024-05-31 13 80630006=sceAtracSetDataAndGetID(096a0340, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.17.1 2024-05-31 1 80630006=sceAtracSetDataAndGetID(09ba7fc0, 00000800): invalid RIFF header
Grand Theft Auto: Vice City Stories v1.17.1 2024-05-31 1 WriteToHardware: Invalid address 00000030 near PC 08afeb94 LR 08afeb94
World Rally Championship v1.17.1 2024-05-31 1 sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006
LEGO® Indiana Jones™: TOA v1.17.1 2024-05-31 1 Unaligned icache invalidation of 0860bff8 (0860bff8 + 0) at PC=0896f274
喧嘩番長ポータブル v1.17.1 2024-05-31 1 Vertices without position found: (00000060) P: ? N: f (16b)
NARUTO SHIPPUDEN: Ultimate Ninja Heroes 3 v1.17.1 2024-05-31 5 00000000=sceUtilityScreenshotInitStart(09a8ce68)
eFootball v1.17.1 2024-07-04 2 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball 2024 By RH12 Official v1.17.1 2024-05-31 10 Unknown GetPointerWrite 00000000 PC 08815fc0 LR 08815fd4
Crash™ Tag Team Racing v1.17.1 2024-05-31 3 80630006=sceAtracSetDataAndGetID(09dbbf80, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.17.1 2024-05-31 2 80630006=sceAtracSetDataAndGetID(09d9e0c0, 00014000): invalid RIFF header
SBK®09 Superbike World Championship v1.17.1 2024-05-31 3 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09127810): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-05-31 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092b13d0): duplicate handler
Crash™ Tag Team Racing v1.17.1 2024-05-31 2 80630006=sceAtracSetDataAndGetID(09e2abc0, 00014000): invalid RIFF header
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-05-31 1 00000000=sceUtilityScreenshotInitStart(09caa048)
PES 2014 v1.17.1 2024-05-31 1 Unknown GetPointerWrite 00000492 PC 08872bb4 LR 08872c1c
Pro Evolution Soccer 2014 v1.17.1 2024-05-31 1 MIPSCompileOp: Invalid instruction cf87cf00
Yu-Gi-Oh! GX Tag Force 3 v1.17.1 2024-05-31 1 Unknown GE command : fb3e2d34
Yu-Gi-Oh! GX Tag Force 3 v1.17.1 2024-05-31 1 Unknown GE command : fb3e2d28
God of War®: Ghost of Sparta v1.17.1 2024-08-13 4 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]. 01730544:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:1 MatUp:3 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01730544:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:1 MatUp:3 Cull 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 vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; 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 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); 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); 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); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular2 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * 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; 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 > -out
Ben 10 Ultimate Alien Cosmic Destruction v1.17.1 2024-05-31 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (000005d7), bad data
SBK®09 Superbike World Championship v1.17.1 2024-05-31 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 094041a0): duplicate handler
EFOOTBALL 2023 BY TEGA GAMING v1.17.1 2024-05-31 1 sceIoIoctl(disc0:/UMD_DATA.BIN, 01020001, 00000000, 0, 08b84800, 800)
Daxter v1.20.4 2026-10-13 2 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb8ce0, 4, 00000000, 0)
SBK®09 Superbike World Championship v1.17.1 2024-05-31 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096ad140): duplicate handler
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-06-22 2 WriteToHardware: Invalid address 120b7c80 near PC 0880de08 LR 0880de08
eFootball 2024 By Komo Valeri v1.18.1-539-g79940fe58a 2026-11-02 2,875 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
LEGO® Indiana Jones™: TOA v1.17.1 2024-06-06 2 Unaligned icache invalidation of 08614338 (08614338 + 0) at PC=0896f274
LEGO® Indiana Jones™: TOA v1.17.1 2024-05-31 1 Unaligned icache invalidation of 08609378 (08609378 + 0) at PC=0896f274
EFOOTBALL NEW PATCH SEASON 2024 v1.17.1 2024-05-31 1 Unknown GetPointerWrite c6c7bb59 PC 0888d3ec LR 0888d3fc
MLB 11 The Show™ v1.17.1 2024-05-31 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (bdf015a0), bad data
WWE'12 v1.17.1 2024-05-31 3 Unknown GetPointerWrite 7cc69fc5 PC 08bfbdfc LR 08bfbe04
FIFA 14 v1.17.1 2024-05-31 1 Trying to relocate non-loaded section (null)
LEGO® Indiana Jones™: The Original Adventures v1.17.1 2024-09-14 2 Unaligned icache invalidation of 086c4ff8 (086c4ff8 + 0) at PC=0896f274
MLB 11 The Show™ v1.17.1 2024-05-30 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (bde73aa0), bad data
Tony Hawk's Project 8™ v1.17.1 2024-05-30 1 Unaligned icache invalidation of 088655d8 (088655d8 + 0) at PC=08863584
Assassin's Creed: Bloodlines™ v1.17.1 2024-05-30 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb4d04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-05-30 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb4d04, 4, 00000000, 0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-08-08 3 00000000=sceUtilityScreenshotInitStart(09cabe68)

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