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| 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 |