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
Marvel™ Ultimate Alliance v1.17.1 2024-07-22 1 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l1 rate 000f
Marvel™ Ultimate Alliance v1.17.1 2024-07-22 1 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l0 rate 0001
Marvel™ Ultimate Alliance v1.17.1 2024-07-22 1 807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 0002
Marvel™ Ultimate Alliance v1.17.1 2024-07-22 6 sceMp3Init: invalid data: not layer 3
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-07-22 1 sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 00000cc2): duplicate handler
実況パワフルプロ野球2010 v1.17.1 2024-07-22 1 sceNetAdhocMatchingInit(16384) at 088b837c
WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER v1.17.3 2025-02-28 3 80630006=sceAtracSetData(3, 08d4b180, 000055d4): invalid RIFF header
SBK®09 Superbike World Championship v1.17.1 2024-07-22 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0941bfc0): duplicate handler
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-07-22 1 00000000=sceUtilityScreenshotInitStart(09d3d0a8)
LEGO® Batman™: The Videogame v1.17.1 2024-07-22 1 Unaligned icache invalidation of 08604e38 (08604e38 + 0) at PC=089741fc
LEGO® Batman™: The Videogame v1.17.1 2024-07-22 1 Unaligned icache invalidation of 08608078 (08608078 + 0) at PC=089741fc
METAL SLUG Anthology v1.17.1 2024-07-22 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI2841, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4
LEGO® Batman™: The Videogame v1.17.1 2024-08-02 2 Unaligned icache invalidation of 086cebf8 (086cebf8 + 0) at PC=089741fc
WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER v1.18.1 2025-05-26 6 80630007=sceAtracSetData(2, 08d13140, 000033c8): atracID uses different codec type than data
EA FC 2024 BY MR-PATCH v1.18.1 2026-02-09 33 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
LEGO® Indiana Jones™: The Original Adventures v1.17.1 2024-07-22 1 Unaligned icache invalidation of 086ca4b8 (086ca4b8 + 0) at PC=0896f274
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-22 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09e47094, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-22 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e47094, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-22 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09e37164, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-22 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e37164, 4, 00000000, 0)
eFootball PES 2021 DraycEM "C19" v1.17.1 2024-07-22 1 Unknown GetPointerWrite 00000489 PC 08872bb4 LR 08872c1c
Spider-Man 3 v1.17.1 2024-07-22 1 WriteToHardware: Invalid address 00000d40 near PC 08a13c94 LR 08a13c94
LEGO® Indiana Jones™: The Original Adventures v1.17.1 2024-09-20 3 Unaligned icache invalidation of 086090f8 (086090f8 + 0) at PC=0896f274
God of War®: Ghost of Sparta v1.17.1 2024-07-21 1 WriteToHardware: Invalid address 3eadf41b near PC 0882d640 LR 0882d608
eFootball Euro y Copa America By T. Bendezu v1.17.1 2024-07-24 9 807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0000
eFootball Euro y Copa America By T. Bendezu v1.17.1 2024-07-24 9 sceMp3Init: invalid data: not layer 3
METAL SLUG Anthology v1.17.1 2024-07-21 3 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIbf7f, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4
METAL SLUG Anthology v1.17.1 2024-07-21 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(TRIbf7f, 74:85:b5:29:bf:7f, 20000000, 0) at 088e683c
LEGO® Batman™: The Videogame v1.17.1 2024-07-21 1 Unaligned icache invalidation of 086c3b38 (086c3b38 + 0) at PC=089741fc
SBK®09 Superbike World Championship v1.17.1 2024-07-21 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096340d0): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-07-21 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096c5750): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-07-21 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0969dae0): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-07-21 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09205e70): duplicate handler
PES peruvian 2024 v1.17.1 2024-07-21 1 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
SBK®09 Superbike World Championship v1.17.1 2024-07-21 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09231200): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-07-21 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092314d0): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-07-21 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09644030): duplicate handler
Medal of Honor Heroes™ v1.20.4 2026-10-08 13 Block transfer invalid: 00000010/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0)
SBK®09 Superbike World Championship v1.17.1 2024-07-21 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096290f0): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-07-21 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08fe9b40): duplicate handler
GTA: Liberty City Stories v1.18.1 2025-03-15 2 WriteToHardware: Invalid address 000004bc near PC 08ad6154 LR 08ad6154
Disney•Pixar Cars 2 v1.17.1 2024-07-21 1 UNTESTED sceNetAdhocPollSocket(099b9330, 1, 0, 1) at 0897efd8
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-21 1 WriteToHardware: Invalid address 11e27860 near PC 0880de70 LR 0880de08
WWE SmackDown vs. RAW 2010 Revamped Edition v1.18.1 2024-12-26 3 80630007=sceAtracSetData(2, 08bd5600, 000026a0): atracID uses different codec type than data
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-21 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bbdbe4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-21 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bbdbe4, 4, 00000000, 0)
WWE SmackDown vs. RAW 2010 Revamped Edition v1.17.1 2025-03-16 4 80630007=sceAtracSetData(2, 08bd5600, 00002e20): atracID uses different codec type than data
SBK®09 Superbike World Championship v1.17.1 2024-07-21 1 800200d2=scePsmfPlayerSetPsmf(08ff9900, disc0:/PSP_GAME/USRDIR/MOVIES/PSP/INTRO.PMF): too many streams in PSMF video, bogus data
eFootball PES 2020 C19 & Nibeck Tv v1.17.1 2024-07-21 1 Branch in JumpReg delay slot at 08e82008 in block starting at 08e7f298
Field Commander™ v1.17.1 2024-07-21 1 Jump to invalid address: 02ba7ee0 PC 08c8c020 LR 0888db20
Field Commander™ v1.17.1 2024-07-21 1 Jump to invalid address: 02ba7ee0 PC 08c8c014 LR 0888db20
Field Commander™ v1.17.1 2024-07-21 1 Jump to invalid address: 02ba7ee0 PC 08c8c008 LR 0888db20
Field Commander™ v1.17.1 2024-07-21 1 Jump to invalid address: 02ba7ee0 PC 08c8bffc LR 0888db20
Field Commander™ v1.17.1 2024-07-21 1 Jump to invalid address: 0322fa80 PC 08c8bff8 LR 0888db20
Field Commander™ v1.17.1 2024-07-21 1 Jump to invalid address: 061bffc0 PC 08c8bff0 LR 0888db20
Field Commander™ v1.17.1 2024-07-21 1 Jump to invalid address: 02b823f0 PC 08c8bfec LR 0888db20
Field Commander™ v1.17.1 2024-07-21 1 Jump to invalid address: 02b82390 PC 08c8bfc4 LR 0888db20
Field Commander™ v1.17.1 2024-07-21 1 Jump to invalid address: 02b82270 PC 08c8bfc0 LR 0888db20
Field Commander™ v1.17.1 2024-07-21 2 MIPSCompileOp: Invalid instruction 00071e9f
Field Commander™ v1.17.1 2024-07-21 1 Jump to invalid address: 0322fe40 PC 08c8bfb4 LR 0888db20
Field Commander™ v1.17.1 2024-07-21 1 Jump to invalid address: 0322fa80 PC 08c8bfb0 LR 0888db20
Field Commander™ v1.17.1 2024-07-21 1 Trying to compile instruction 40000000 that can't be interpreted
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-21 1 WriteToHardware: Invalid address 12200e40 near PC 0880de70 LR 0880de08
Field Commander™ v1.17.1 2024-07-21 2 80630006=sceAtracSetDataAndGetID(08bcdbc0, 00011190): invalid RIFF header
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-21 1 WriteToHardware: Invalid address dead4ebf near PC 0883b99c LR 0883b960
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-21 1 MIPSCompileOp: Invalid instruction 05c673d0
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-21 1 MIPSCompileOp: Invalid instruction 77a272d0
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-21 1 MIPSCompileOp: Invalid instruction 78f4efd0
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-21 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c003c4, 4, 00000000, 0)
Lego Star Wars II: The Original Trilogy v1.17.1 2024-07-21 1 Unaligned icache invalidation of 08607ef8 (08607ef8 + 0) at PC=088454a0
ISO BT3 PORTABLE:VICTOR MODDER TTT v1.17.1 2024-07-21 1 WriteToHardware: Invalid address 0d287100 near PC 08832b70 LR 08832b70
eFooTBall Play Cesar Patch v1.17.1 2024-07-21 1 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 0000
WWE SmackDown vs. RAW 2009 v1.17.1 2024-07-21 3 80630007=sceAtracSetData(2, 08bd6108, 00002e00): atracID uses different codec type than data
WWE SmackDown vs. RAW 2009 v1.17.1 2024-07-21 1 80630007=sceAtracSetData(2, 08bd6108, 00008200): atracID uses different codec type than data
初音ミク -Project DIVA- extend v1.17.1 2024-07-21 1 00000000=sceUtilityScreenshotInitStart(0927e218)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-07-21 1 WriteToHardware: Invalid address 000009d0 near PC 08000000 LR 08000000
FIFA 14 - Por v1.17.1 2024-07-21 1 Block transfer invalid: 09ec2800/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0)
WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER v1.18.1 2025-07-02 11 80630006=sceAtracSetData(3, 08d4b180, 00007334): invalid RIFF header
WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER v1.17.3 2025-08-06 6 80630007=sceAtracSetData(2, 08d13140, 000034e0): atracID uses different codec type than data
eFootball PC - V. v1.9.4 2026-04-22 26 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 000f
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-21 1 WriteToHardware: Invalid address c4dd148c near PC 0880dcc8 LR 0880dcc8
SOULCALIBUR: Broken Destiny v1.17.1 2024-09-26 53 Unusual bezier/spline vtype: 12004780, morph: 0, bones: 2
Tomb Raider: Anniversary v1.17.1 2024-07-23 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 r10p0-00rel0 [Revision 96995]. 03f14444:41c00b28 HWX C T N Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 1 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)) // 03f14444:41c00b28 HWX C T N Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 1 Cull attribute mediump vec4 w1, w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; 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 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 vec3 u_matdiffuse; 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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 = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 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); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * light
Tomb Raider: Anniversary v1.17.1 2024-07-23 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]. 01f14484:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:1 MatUp:1 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)) // 01f14484:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:1 MatUp:1 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 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 vec3 u_matdiffuse; 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 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 = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; 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); angle = dot(u_lightdir1, toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } 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); lightSum0.rgb += (u_lightambient2 * 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); li
Tomb Raider: Anniversary v1.17.1 2024-07-24 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]. 03710444:41800b28 HWX C T N Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 WScale 1 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)) // 03710444:41800b28 HWX C T N Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 WScale 1 Cull attribute mediump vec4 w1; attribute mediump vec3 w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; 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 vec4 u_ambient; uniform lowp vec3 u_matdiffuse; 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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 = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 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); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 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 p
Prince of Persia® Rival Swords v1.17.1 2024-07-21 1 Unknown GE command : fc9aac99
Prince of Persia® Rival Swords v1.17.1 2024-07-21 1 Unknown GetPointerWrite 00947a74 PC 08bb6b94 LR 08bb6b94
Marvel™ Ultimate Alliance v1.17.1 2024-07-21 32 MIPSCompileOp: Invalid instruction 7fbfffff
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-11-18 2 WriteToHardware: Invalid address 000004ec near PC 08996a8c LR 0893f308
Spider-Man 3 v1.17.1 2024-07-21 1 MIPSCompileOp: Invalid instruction 4f4f4f4f
WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER v1.18.1 2025-03-28 7 80630006=sceAtracSetData(3, 08d4b180, 0000545c): invalid RIFF header
Midnight Club: L.A. Remix® v1.17.1 2024-07-21 1 Vertices without position found: (04a00030) P: ? N: s8 C: 565 (through) (8b)
Midnight Club: L.A. Remix® v1.17.1 2024-07-21 1 Vertices without position found: (0480003c) P: ? N: s8 C: 8888 (through) (12b)
Midnight Club: L.A. Remix® v1.17.1 2024-07-21 1 Vertices without position found: (04a0002e) P: ? N: s8 C: ? T: u16 (through) (6b)
Midnight Club: L.A. Remix® v1.17.1 2024-07-21 1 Unknown GE command : 035f6d6d
WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER v1.18.1 2025-01-05 3 80630007=sceAtracSetData(2, 08d13140, 00009408): atracID uses different codec type than data
Bakugan™: Defenders of the Core v1.17.1 2024-07-21 1 WriteToHardware: Invalid address f39f07e0 near PC 08000000 LR 08000000
Lego Star Wars II: The Original Trilogy v1.17.1 2024-07-21 1 Unaligned icache invalidation of 08706538 (08706538 + 0) at PC=088454a0
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.17.1 2024-07-21 1 80630007=sceAtracSetData(2, 08d4b180, 0000311c): atracID uses different codec type than data
TEST DRIVE UNLIMITED v1.17.1 2024-07-21 1 80630006=sceAtracSetDataAndGetID(08400000, 0023967c): invalid RIFF header

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