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| Game title |
Version |
Latest Report |
Hits |
Message |
| MONSTER HUNTER PORTABLE 3rd |
v1.17.1 |
2024-07-26 |
1 |
MIPSCompileOp: Invalid instruction 7400006e |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-07-26 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0926d810): duplicate handler |
| LEGO® Indiana Jones™: TOA |
v1.17.1 |
2024-07-26 |
1 |
Unaligned icache invalidation of 086c8f78 (086c8f78 + 0) at PC=0896f274 |
| Need For Speed™ Underground Rivals |
v1.17.1 |
2024-07-26 |
2 |
80630011=sceAtracSetHalfwayBufferAndGetID(08bff040, 00000000, 00040000): buffer too small |
| WWE 2K19 by GamerNafZ™ and Finn |
v1.17.1 |
2024-07-26 |
17 |
80630011=sceAtracSetHalfwayBufferAndGetID(08bff040, 00000000, 00040000): buffer too small |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-07-26 |
1 |
MIPSCompileOp: Invalid instruction 9faf3310 |
| Dragon Ball Z Shin Budokai |
v1.17.1 |
2024-07-26 |
1 |
Unknown GetPointerWrite 00000000 PC 08816154 LR 0881615c |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-07-26 |
1 |
MIPSCompileOp: Invalid instruction eef22fd0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-07-26 |
1 |
MIPSCompileOp: Invalid instruction 62d658d0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-07-26 |
1 |
MIPSCompileOp: Invalid instruction b7f2e0d0 |
| LORD of APOCALYPSE |
v1.17.1 |
2024-07-26 |
1 |
Vertices without position found: (12856c40) P: ? N: s16 W: u16 (6x) I: u8 Morph: 2 (through) (44b) |
| LORD of APOCALYPSE |
v1.18.1 |
2024-12-28 |
2 |
Block transfer invalid: 0448ea40/200 -> 001c1680/180, 801x535x2 (880,837)->(979,438) |
| LORD of APOCALYPSE |
v1.17.1 |
2024-07-26 |
1 |
Unknown GE command : edaaaaa2 |
| TRON EVOLUTION |
v1.17.1 |
2024-07-26 |
1 |
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].
01f04440:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t: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))
// 01f04440:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
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() {
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);
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);
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);
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);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
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 > - |
| TRON EVOLUTION |
v1.17.1 |
2024-07-26 |
1 |
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].
01f05551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t: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))
// 01f05551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 vec3 u_lightspecular3;
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 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 = 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;
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(to |
| TRON EVOLUTION |
v1.17.1 |
2024-07-26 |
1 |
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].
01f35551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: 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))
// 01f35551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 vec3 u_lightspecular3;
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 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 = 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;
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 = |
| TRON EVOLUTION |
v1.17.1 |
2024-07-26 |
1 |
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].
01730551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 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))
// 01730551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 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 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 = 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;
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)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u |
| World Rally Championship |
v1.18.1 |
2025-01-22 |
4 |
WriteToHardware: Invalid address 00000890 near PC 08000000 LR 08000000 |
| MLB 11 The Show™ |
v1.17.1 |
2024-07-26 |
2 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (2b697f60), bad data |
| MLB 11 The Show™ |
v1.17.1 |
2024-07-26 |
2 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (2b492590), bad data |
| eFOOTBALL VJPATCH 2024 |
v1.17.1 |
2024-07-26 |
1 |
Unknown GetPointerWrite 00000000 PC 08824ce4 LR 088113c4 |
| METAL SLUG Anthology |
v1.17.1 |
2024-07-26 |
2 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(TRIb73d, dc:45:33:d5:b7:3d, 20000000, 0) at 088e683c |
| MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-07-26 |
1 |
WriteToHardware: Invalid address 00000008 near PC 08890de8 LR 08890df4 |
| MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-07-26 |
1 |
WriteToHardware: Invalid address 00000004 near PC 08890de8 LR 08890df4 |
| MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-07-26 |
1 |
WriteToHardware: Invalid address 00000000 near PC 08890de8 LR 08890df4 |
| PES 2014 |
v1.17.1 |
2024-08-09 |
9 |
807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0003 |
| WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ |
v1.7.5 |
2025-09-30 |
6 |
WriteToHardware: Invalid address 0000064c near PC 08000000 LR 08000000 |
| DRAGONBALL: EVOLUTION |
v1.17.1 |
2024-07-26 |
2 |
80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header |
| MLB 10 The Show ™ |
v1.17.1 |
2024-07-26 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (02602825), bad data |
| 真・三國無双5 Special |
v1.17.1 |
2024-07-27 |
2 |
WriteToHardware: Invalid address 0a05af6c near PC 08ab7d9c LR 08ab7d9c |
| 真・三國無双5 Special |
v1.17.1 |
2024-07-27 |
2 |
Unknown GetPointerWrite 0a05af60 PC 08ab7d9c LR 08ab7d9c |
| MLB 10 The Show ™ |
v1.17.1 |
2024-07-26 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (00004249), bad data |
| eFootball PC - V. |
v1.9.4 |
2026-06-26 |
106 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 0000 |
| MLB 10 The Show ™ |
v1.17.1 |
2024-07-26 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (bf7a11f3), bad data |
| Lego Star Wars II: The Original Trilogy |
v1.17.1 |
2024-07-26 |
1 |
Unaligned icache invalidation of 08613138 (08613138 + 0) at PC=08845668 |
| MLB 11 The Show™ |
v1.17.1 |
2024-07-26 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (00092202), bad data |
| Resistance: Retribution™ |
v1.18.1 |
2025-05-05 |
4 |
Unknown GetPointerWrite 261705a8 PC 08d09d20 LR 08cd6754 |
| PES 2013 |
v1.17.1 |
2024-07-26 |
1 |
MIPSCompileOp: Invalid instruction 443c0308 |
| PES 2013 |
v1.17.1 |
2024-08-12 |
2 |
MIPSCompileOp: Invalid instruction 02286301 |
| MYFC 25 MYUNO4U |
v1.18.1 |
2025-04-06 |
14 |
Unknown GetPointerWrite 00000000 PC 08a02a0c LR 0881615c |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.9.4 |
2025-05-28 |
39 |
80630006=sceAtracSetDataAndGetID(09a25200, 00000800): invalid RIFF header |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.7.5 |
2025-05-07 |
62 |
80630006=sceAtracSetDataAndGetID(09a25200, 00001000): invalid RIFF header |
| 喧嘩番長3~全国制覇~ |
v1.17.1 |
2024-07-26 |
2 |
00000000=sceUtilityScreenshotInitStart(0925fe60) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-07-26 |
1 |
WriteToHardware: Invalid address df72cba0 near PC 0880dcc8 LR 0880dcc8 |
| MONSTER HUNTER PORTABLE 3rd |
v1.17.1 |
2024-07-26 |
1 |
MIPSCompileOp: Invalid instruction 45200065 |
| MONSTER HUNTER PORTABLE 3rd |
v1.17.1 |
2024-07-26 |
1 |
MIPSCompileOp: Invalid instruction 6e796c65 |
| MONSTER HUNTER PORTABLE 3rd |
v1.17.1 |
2024-07-26 |
1 |
MIPSCompileOp: Invalid instruction 4620736b |
| NBA2K12 |
v1.17.1 |
2026-10-16 |
17 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| PES MY 2024 |
v1.17.1 |
2024-07-28 |
8 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
| eFootball Play-C |
v1.17.1 |
2024-07-26 |
1 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER |
v1.17.1 |
2025-03-30 |
3 |
80630006=sceAtracSetData(2, 08d4b180, 00006194): invalid RIFF header |
| SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.17.1 |
2024-07-26 |
1 |
Error in shader compilation: info: Fragment shader failed to compile with the following errors:
ERROR: 0:2: error(#61) Required extension isn't found, extension 'GL_ARB_shader_stencil_export' is not supported
ERROR: error(#273) 1 compilation errors. No code generated
stencil_fs
#version 330
#extension GL_ARB_shader_stencil_export : require
// Driver: ATI Radeon 3000 Graphics - GLSL 330
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
float roundAndScaleTo255f(in float x) { return floor(x * 255.99); }
in highp vec2 v_texcoord; // TEXCOORD0
uniform float stencilValue;
out vec4 fragColor0;
void main() {
vec4 index = texture(tex, v_texcoord.xy);
vec4 outColor = index.aaaa;
gl_FragStencilRefARB = int(roundAndScaleTo255f(index.a));
fragColor0 = outColor;
}
|
| Kenka Bancho: Badass Rumble |
v1.17.1-334-g1786a4ddb |
2024-11-08 |
4 |
00000000=sceUtilityScreenshotInitStart(091b24c0) |
| Kenka Bancho: Badass Rumble |
v1.17.1-334-g1786a4ddb |
2025-01-02 |
13 |
00000000=sceUtilityScreenshotInitStart(091b2b00) |
| Persona3 PORTABLE |
v1.17.1 |
2024-07-26 |
1 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Best First-Person Survival Horror Games.mhtml, 09eccd28, 00000002) |
| Persona3 PORTABLE |
v1.17.1 |
2024-07-26 |
1 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Batman's New Space Armor Is Powerful Enough to Take on Darkseid Himself.mhtml, 09eccd28, 00000002) |
| Persona3 PORTABLE |
v1.17.1 |
2024-07-26 |
1 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Assassin's Creed Origins actor heard a line while filming House of the Dragon that he liked so much he snuck it into his Metroidvania-style adventure game _ GamesRadar+.mhtml, 09eccd28, 00000002) |
| Persona3 PORTABLE |
v1.17.1 |
2024-07-26 |
1 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/As cries for Dino Crisis and Mega Man revivals intensify, Capcom says it has to think about the _gameplay and specific appeal that an IP holds_ _ GamesRadar+.mhtml, 09eccd28, 00000002) |
| Persona3 PORTABLE |
v1.17.1 |
2024-07-26 |
1 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/AMD Ryzen 9000 reviews will be posted day before launch - VideoCardz.com.mhtml, 09eccd28, 00000002) |
| Persona3 PORTABLE |
v1.17.1 |
2024-07-26 |
1 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/5 images of nebula, galaxy, stars and more captured by NASA Hubble Space Telescope.mhtml, 09eccd28, 00000002) |
| Persona3 PORTABLE |
v1.17.1 |
2024-07-26 |
1 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/5 images of nebula, galaxy, stars and more captured by NASA Hubble Space Telescope (1).mhtml, 09eccd28, 00000002) |
| Full Auto 2 Battlelines |
v1.17.1 |
2024-07-26 |
1 |
sceNetAdhocMatchingInit(65536) at 088a752c |
| PES 2014 |
v1.17.1 |
2024-07-26 |
1 |
Unknown GE command : 11ffffff |
| Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-07-26 |
1 |
WriteToHardware: Invalid address 00000140 near PC 08a11864 LR 08a115c4 |
| TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-07-26 |
1 |
sceNetAdhocMatchingInit(204800) at 08a16e80 |
| WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ |
v1.9.4 |
2024-10-27 |
15 |
80630007=sceAtracSetData(3, 08d4b180, 00004500): atracID uses different codec type than data |
| MYFC 25 MYUNO4U |
v1.18.1 |
2025-03-21 |
17 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
| WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ |
v1.9.4 |
2026-03-02 |
109 |
80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data |
| Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.17.1 |
2024-07-26 |
26 |
Unusual bezier/spline vtype: 12008780, morph: 0, bones: 3 |
| Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.17.1 |
2024-07-26 |
54 |
Unusual bezier/spline vtype: 12004780, morph: 0, bones: 2 |
| TACTICS OGRE™: Let Us Cling Together™ |
v1.17.1 |
2024-07-26 |
1 |
sceKernelCreateThread(name=god_menu): unsupported attributes 00000006 |
| Resistance: Retribution™ |
v1.17.1 |
2024-07-26 |
1 |
Unknown GetPointerWrite 19201f28 PC 08d09d20 LR 08cd6754 |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-07-26 |
1 |
Unaligned icache invalidation of 08608f78 (08608f78 + 0) at PC=089741fc |
| Grand Theft Auto: Liberty City Stories |
v1.17.1 |
2024-07-26 |
1 |
Unknown GE command : d10862ef |
| Pro Evolution Soccer 2018 - PES Libertadores v4.1 - DAEMHVJPB |
v1.18.1 |
2025-05-30 |
9 |
Unknown GetPointerWrite 00000000 PC 0880840c LR 08808424 |
| 鉄拳 DARK RESURRECTION |
v1.17.1 |
2024-07-25 |
1 |
00000400=sceGeEdramSetAddrTranslation(00000200) |
| 鉄拳 DARK RESURRECTION |
v1.17.1 |
2024-07-25 |
1 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| METAL SLUG Anthology |
v1.17.1 |
2024-07-25 |
1 |
MIPSCompileOp: Invalid instruction 0000ffff |
| METAL SLUG Anthology |
v1.17.1 |
2024-07-25 |
1 |
MIPSCompileOp: Invalid instruction 00000a01 |
| METAL SLUG Anthology |
v1.17.1 |
2024-07-25 |
1 |
MIPSCompileOp: Invalid instruction 000cffff |
| METAL SLUG Anthology |
v1.17.1 |
2024-07-25 |
1 |
Jump to invalid address: 02ab1940 PC 08dc082c LR 08dc080c |
| METAL SLUG Anthology |
v1.17.1 |
2024-07-25 |
1 |
Jump to invalid address: 02ab1a68 PC 08dc0828 LR 08dc080c |
| METAL SLUG Anthology |
v1.17.1 |
2024-07-25 |
1 |
Jump to invalid address: 02b57150 PC 08dc0990 LR 08dc080c |
| METAL SLUG Anthology |
v1.17.1 |
2024-07-25 |
1 |
MIPSCompileOp: Invalid instruction 000102ff |
| METAL SLUG Anthology |
v1.17.1 |
2024-07-25 |
1 |
Jump to invalid address: 037868b0 PC 08dc096c LR 08dc080c |
| METAL SLUG Anthology |
v1.17.1 |
2024-07-25 |
1 |
Jump to invalid address: 03704290 PC 08dc0968 LR 08dc080c |
| METAL SLUG Anthology |
v1.17.1 |
2024-07-25 |
1 |
Jump to invalid address: 022fc4f0 PC 08dc0964 LR 08dc080c |
| METAL SLUG Anthology |
v1.17.1 |
2024-07-25 |
1 |
Jump to invalid address: 029574e0 PC 08dc095c LR 08dc080c |
| METAL SLUG Anthology |
v1.17.1 |
2024-07-25 |
8 |
MIPSCompileOp: Invalid instruction 7f800001 |
| METAL SLUG Anthology |
v1.17.1 |
2024-07-25 |
1 |
Jump to invalid address: 02a998b8 PC 08dc0828 LR 08dc080c |
| LittleBigPlanet™ |
v1.17.1 |
2024-08-01 |
126 |
BREAK instruction hit |
| DBZ TTT BT4 ISO V8 BY IACG MODS |
v1.17.1 |
2024-07-25 |
1 |
00000000=sceAtracLowLevelDecode(0, 09fce250, 09fce4b0[00000130], 93ea2534, 09fce4b4[00001000]): invalid pointers |
| DBZ TTT BT4 ISO V8 BY IACG MODS |
v1.17.1 |
2024-07-25 |
1 |
WriteToHardware: Invalid address 93ea2534 near PC 0883ad10 LR 0883ad10 |
| EFOOTBALL RA-PATCH 22-23 V. FINAL |
v1.17.1 |
2024-07-25 |
2 |
807f00fd=sceMp3Init(00000000): invalid bitrate v1 l1 rate 000f |
| EFOOTBALL RA-PATCH 22-23 V. FINAL |
v1.17.1 |
2024-07-25 |
2 |
807f00fd=sceMp3Init(00000000): invalid bitrate v1 l2 rate 000e |
| EFOOTBALL RA-PATCH 22-23 V. FINAL |
v1.17.1 |
2024-07-25 |
2 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l0 rate 000f |
| Lego Star Wars II: The Original Trilogy |
v1.17.1 |
2024-07-25 |
1 |
Unaligned icache invalidation of 0870b5b8 (0870b5b8 + 0) at PC=08845668 |
| Need For Speed™ Underground Rivals |
v1.17.1 |
2024-07-25 |
1 |
Unknown GetPointerWrite 00000000 PC 089951dc LR 089a0718 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-07-25 |
1 |
MIPSCompileOp: Invalid instruction 001b72b5 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-07-25 |
1 |
MIPSCompileOp: Invalid instruction 00091a85 |