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
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-30 1 MIPSCompileOp: Invalid instruction 01fb01f5
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-30 1 MIPSCompileOp: Invalid instruction 01ef01e9
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-30 1 MIPSCompileOp: Invalid instruction 01870181
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-30 1 MIPSCompileOp: Invalid instruction 0145013f
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-30 1 MIPSCompileOp: Invalid instruction 00ce00bb
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-30 1 MIPSCompileOp: Invalid instruction 00a80095
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-30 1 MIPSCompileOp: Invalid instruction 00850075
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-30 1 MIPSCompileOp: Invalid instruction 004c003e
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-30 1 WriteToHardware: Invalid address 397f2680 near PC 088048b4 LR 08902da0
Resistance: Retribution™ v1.17.1 2024-07-29 1 Unknown GetPointerWrite 0b111568 PC 08d09d20 LR 08cd6754
God of War®: Ghost of Sparta v1.17.1 2024-07-29 1 WriteToHardware: Invalid address 00000367 near PC 08832b14 LR 08832b14
PES FL 2022 v1.17.1 2024-07-29 2 807f00fd=sceMp3Init(00000000): invalid sample rate v0 l1 rate 03
NFL STREET 3 v1.17.1 2024-07-29 1 Block transfer invalid: 00000010/0 -> 040cc000/0, 1024x1024x2 (0,0)->(0,0)
NASCAR® v1.17.1 2024-07-29 1 Unknown GE command : 39cae900
SOCOM U.S. Navy SEALs: Tactical Strike v1.17.1 2024-07-29 19 Unusual bezier/spline vtype: 120017c1, morph: 0, bones: 1
Crash® of the Titans v1.17.1 2024-07-29 1 80630007=sceAtracSetData(2, 08bd5600, 00018700): atracID uses different codec type than data
Crash® of the Titans v1.17.1 2024-07-29 5 80630007=sceAtracSetData(2, 08bd5600, 00015700): atracID uses different codec type than data
Crash® of the Titans v1.17.1 2024-07-29 2 80630007=sceAtracSetData(2, 08bd5600, 0000fe00): atracID uses different codec type than data
Crash® of the Titans v1.17.1 2024-07-29 7 80630007=sceAtracSetData(2, 08b9d5c0, 00038000): atracID uses different codec type than data
Crash® of the Titans v1.17.1 2024-07-29 1 80630007=sceAtracSetData(2, 08bd5600, 000035a0): atracID uses different codec type than data
Crash® of the Titans v1.17.1 2024-07-29 1 80630007=sceAtracSetData(2, 08bd5600, 000020a0): atracID uses different codec type than data
EVANGELION ヱヴァンゲリヲン:序 v1.17.1 2024-07-29 1 sceKernelCreateSema(KSAP_ThLockSema) unsupported attr parameter: 00000011
EVANGELION ヱヴァンゲリヲン:序 v1.17.1 2024-07-29 1 sceKernelCreateSema(KSAP_FnLockSema) unsupported attr parameter: 00000011
Sonic Rivals™ v1.17.1 2024-10-02 3 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:182: 'outerProduct' : no matching overloaded function found ERROR: 0:182: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 00080000:00007b08 HWX C T N Spline TessC TessT TessRevN #version 300 es // Driver: Adreno (TM) 306 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00080000:00007b08 HWX C T N Spline TessC TessT TessRevN in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0, 0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z); ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; _col[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[1] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; _col[1] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba; index_u = (2 + point_pos.x); index_v =
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-29 1 sceNetAdhocMatchingInit(32768) at 0896053c
EA SPORTS™ FIGHT NIGHT Round 3 v1.17.1 2024-07-29 1 WriteToHardware: Invalid address 00000f60 near PC 08c47e7c LR 08c47ecc
EA SPORTS™ FIGHT NIGHT Round 3 v1.17.1 2024-07-29 1 WriteToHardware: Invalid address 00000000 near PC 08c47e7c LR 08c47ecc
BOMBERMAN v1.17.1 2024-07-29 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(2LKHM2c, 2, 2, 09fff470, 30000000, 0) at 088cd098
eFootball PES 2024 "SNE" v1.17.1 2024-08-16 27 807f00fd=sceMp3Init(00000001): invalid bitrate v0 l0 rate 0000
eFootball PES 2024 "SNE" v1.17.1 2024-08-02 5 807f00fd=sceMp3Init(00000001): invalid bitrate v3 l3 rate 000f
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-29 1 sceNetAdhocMatchingInit(3000) at 088c68f0
FOOTBALLMANAGERHANDHELD2010 v1.17.1 2024-07-29 39 UNIMPL sceIoDevctl("disc0:/PSP_GAME/USRDIR", 02425823, 00000000, 0, 09fff660, 4)
Prince of Persia - Rival Swords v1.17.1 2024-07-29 1 Block transfer invalid: 005a2e00/0 -> 00f20210/0, 783x264x2 (961,520)->(531,64)
Ben 10 Ultimate Alien: Cosmic Destruction v1.17.1 2024-07-29 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (ba86a351), bad data
NASCAR® v1.17.1 2024-07-29 1 Unknown GE command : 39f5790e
Grand Theft Auto: Vice City Stories v1.17.1 2024-07-29 1 WriteToHardware: Invalid address 000004e4 near PC 08b5852c LR 08aab8f0
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.17.1 2024-07-29 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 r8p0-00dev0 [Revision 96995]. 01f10044:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 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)) // 01f10044:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp: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 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; 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 - 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); 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 > -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;
eFootball PES 2024 "SNE" v1.17.1 2024-08-02 138 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 000f
Prince of Persia - Rival Swords v1.17.1 2024-07-29 22 Unknown GE command : d1d66adf
eFootball 2024 Beta By Tutoriales Bendezu v1.17.1 2024-07-29 1 00000400=sceGeEdramSetAddrTranslation(00000800)
Ben 10 Ultimate Alien: Cosmic Destruction v1.17.1 2024-07-29 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (3c26737b), bad data
PES MY 2024 v1.17.1 2024-09-09 20 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
MONSTER HUNTER PORTABLE 3rd v1.17.1 2024-07-29 1 Unknown GetPointerWrite ccccceb0 PC 0880c468 LR 08880e64
eFootball Chelito 19 v1.17.1 2024-08-19 5 Unknown GetPointerWrite 00000000 PC 08a02a0c LR 08808460
WWE 2K22 PRICELESS ALACRITY V1.0.2 v1.17.1 2024-07-29 2 80630007=sceAtracSetData(3, 08d4b180, 00004000): atracID uses different codec type than data
WWE 2K22 PRICELESS ALACRITY V1.0.2 v1.17.1 2024-07-29 2 80630007=sceAtracSetData(2, 08d4b180, 00004000): atracID uses different codec type than data
WWE 2K22 PRICELESS ALACRITY V1.0.2 v1.17.1 2024-07-29 1 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
MONOPOLY v1.17.1 2024-07-29 1 Unknown GE command : 03b50707
TOKYOヤマノテBOYS Portable SUPER MINT DISC v1.17.1 2025-04-21 11 00000400=sceGeEdramSetAddrTranslation(00000800)
METAL SLUG Anthology v1.17.1 2024-07-29 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (6cd12b56), bad data
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-29 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c76a84, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-29 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c76a84, 4, 00000000, 0)
PES FL 2022 v1.17.1 2024-07-29 1 Unknown GetPointerWrite 00000000 PC 08808440 LR 08808448
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-29 1 WriteToHardware: Invalid address 10f1cd6c near PC 0880dcc8 LR 0880dcc8
eFootball Chelito 19 v1.17.1 2024-07-29 1 sceNetAdhocMatchingInit(32768) at 0895eb7c
SBK® Superbike World Championship v1.17.1 2024-10-27 2 sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 0943f010): duplicate handler
WWE 2K24 v1.17.1 2024-07-29 1 80630007=sceAtracSetData(3, 08d13140, 00038000): atracID uses different codec type than data
WWE 2K24 v1.19.3 2025-10-04 2 sceNetAdhocMatchingInit(32768) at 08a587d0
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.9.4 2025-04-04 2 80630007=sceAtracSetData(2, 08d4b180, 00006ff0): atracID uses different codec type than data
eFootball v.2 by Tbose Jama v1.18.1 2025-04-28 2 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
eFootball PC - V. v1.9.4 2026-10-01 445 80630006=sceAtracSetDataAndGetID(09a25200, 00001800): invalid RIFF header
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-29 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b792a4, 4, 00000000, 0)
Daxter v1.17.1 2024-08-17 2 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 r8p0-01rel0 [Revision 96995]. 01730444:00010b28 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01730444:00010b28 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: 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 mediump mat4 u_texmtx; 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 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 = color0.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 = mul(vec4(position, 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 > -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_Position
eFootball Chelito 19 v1.17.1 2024-07-29 1 MIPSCompileOp: Invalid instruction 000115f7
God of War®: Ghost of Sparta v1.17.1 2024-07-29 1 WriteToHardware: Invalid address 000002a0 near PC 08aa9b2c LR 08aa9a6c
Need For Speed™ Underground Rivals v1.17.1 2024-07-29 1 WriteToHardware: Invalid address 42dc2260 near PC 0893c804 LR 0893c724
METAL GEAR SOLID PEACE WALKER v1.17.1 2024-07-29 1 WriteToHardware: Invalid address 150acb20 near PC 088c39f0 LR 088c4c3c
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-29 1 MIPSCompileOp: Invalid instruction 71719ecc
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-29 1 MIPSCompileOp: Invalid instruction 717a403c
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-29 2 MIPSCompileOp: Invalid instruction 717a3478
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-29 1 MIPSCompileOp: Invalid instruction 717a2714
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-29 1 MIPSCompileOp: Invalid instruction 717992e8
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-29 1 MIPSCompileOp: Invalid instruction 716b0b50
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-29 1 WriteToHardware: Invalid address b8b64f28 near PC 0880dcc8 LR 0880dcc8
Resistance: Retribution™ v1.17.1 2024-07-29 1 Unknown GE command : fbf3759c
SBK® Superbike World Championship v1.17.1 2024-07-29 1 sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 08f77c30): duplicate handler
SBK® Superbike World Championship v1.17.1 2024-07-29 1 sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 092452a0): duplicate handler
MLB 10 The Show ™ v1.17.1 2024-07-29 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (2d09869f), bad data
Ben 10 Ultimate Alien: Cosmic Destruction v1.17.1 2024-07-29 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (c219ce35), bad data
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-29 1 MIPSCompileOp: Invalid instruction ee9c6290
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-29 1 Jump in likely branch delay slot with link at 08a61e38
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-29 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09dfd214, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-29 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09dfd214, 4, 00000000, 0)
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-09-18 34 WriteToHardware: Invalid address 00000004 near PC 08863d6c LR 0884c9fc
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-29 1 MIPSCompileOp: Invalid instruction 40230668
God of War®: Ghost of Sparta v1.19.3 2026-01-01 9 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 r10p0-00dev0 [Revision 96995]. 01730144:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 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)) // 01730144:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 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 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; 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.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); 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 > -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
God of War®: Ghost of Sparta v1.19.3 2026-01-01 8 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 r10p0-00dev0 [Revision 96995]. 01730144:00000f29 HWX C T N LM RevN Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 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)) // 01730144:00000f29 HWX C T N LM RevN Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 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 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; 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.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); 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 > -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_c
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-07-19 16 WriteToHardware: Invalid address 00000004 near PC 08863d6c LR 08856c34
Rocky Balboa v1.17.1 2024-07-28 1 Unknown GetPointerWrite 05ea56b0 PC 08820b58 LR 08820b58
SBK®09 Superbike World Championship v1.17.1 2024-07-28 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09086900): duplicate handler
LEGO® Batman™: The Videogame v1.17.1 2024-09-20 4 Unaligned icache invalidation of 08607e78 (08607e78 + 0) at PC=089741fc
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-08-16 15 WriteToHardware: Invalid address 108300ac near PC 08870c24 LR 08870c24
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-08-16 15 WriteToHardware: Invalid address 1083007c near PC 08875c48 LR 08875c48
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-08-16 14 WriteToHardware: Invalid address 10830050 near PC 08870c04 LR 08870c04
Resistance: Retribution™ v1.17.1 2025-01-22 3 80631003=sceAtracSetAA3DataAndGetID(090e5d00, 00000800, 00000000, 09fd49b8[ffffffff]): invalid ea3 magic bytes
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2024-12-06 2 00000000=sceUtilityScreenshotInitStart(09caba88)
Tenchu: Shadow Assassins v1.18.1 2025-04-24 4 Unknown GetPointerWrite 00000000 PC 08b5ad90 LR 08979c08
EA FC 2024 BY MR-PATCH v1.17.1 2024-07-28 1 Unknown GetPointerWrite 00000000 PC 08808458 LR 08808460
SBK®09 Superbike World Championship v1.17.1 2024-07-28 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096580b0): duplicate handler
EA FC 2024 BY MR-PATCH v1.17.1 2024-08-06 8 807f00fd=sceMp3Init(00000000): invalid sample rate v3 l1 rate 03

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