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
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-08-01 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(757f618, 00:02:02:02:02:02, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-08-01 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(757f618, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-08 3 Jump to invalid address: 0b1401a0 PC 08000000 LR 08000000
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-08-01 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(4e2ae14, d4:3e:fa:90:5c:7d, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-08-01 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(4e2ae14, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
MLB 11 The Show™ v1.17.1 2024-08-01 2 scePsmfPlayerSetPsmf*: incorrect PSMF magic (3a7bc700), bad data
Mortal Kombat: Unchained v1.17.1 2024-08-01 1 sceKernelRegisterSubIntrHandler(30, 0, 0892af28, 00000000): duplicate handler
SplinterCell v1.17.1 2024-08-01 1 Jump to invalid address: 02146c10 PC 09ffe2a8 LR 09ffe260
SplinterCell v1.17.1 2024-08-01 1 Jump to invalid address: 07ff92b0 PC 09ffe2a0 LR 09ffe260
SplinterCell v1.17.1 2024-08-01 1 Jump to invalid address: 07e9b2c0 PC 09ffe294 LR 09ffe260
SplinterCell v1.17.1 2024-08-01 1 Jump to invalid address: 07ff93f0 PC 09ffe290 LR 09ffe260
Prince of Persia: The Forgotten Sands™ v1.17.1 2024-08-01 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (8c5ddd90), bad data
Crash™ Tag Team Racing v1.17.1 2024-08-01 1 80630006=sceAtracSetDataAndGetID(09d99e80, 00014000): invalid RIFF header
eFootball Chelito 19 v1.17.1 2024-08-01 1 Branch in branch delay slot at 0805f510 with different target
eFootball Chelito 19 v1.17.1 2024-08-01 2 MIPSCompileOp: Invalid instruction 43433000
CAPCOM CLASSICS COLLECTION RELOADED v1.17.1 2024-08-01 1 sceNetAdhocMatchingInit(32768) at 088eb978
CAPCOM CLASSICS COLLECTION RELOADED v1.17.1 2024-08-01 34 scePsmfPlayerChangePlayMode(08defc4c, 0, 0): play speed not changed
BOMBA PATCH JP GAMEPLAY'S v1.17.1 2024-08-01 1 Unknown GetPointerWrite 0a0028bb PC 0897e7cc LR 08978648
SplinterCell v1.18.1 2026-03-11 8 MIPSCompileOp: Invalid instruction 0000e51e
eFOOTBALL 2020 v1.17.1 2024-08-01 1 MIPSCompileOp: Invalid instruction b4240000
eFOOTBALL 2020 v1.17.1 2024-08-01 1 MIPSCompileOp: Invalid instruction 00786855
eFOOTBALL 2020 v1.17.1 2024-08-01 1 MIPSCompileOp: Invalid instruction 75c80000
eFOOTBALL 2020 v1.17.1 2024-08-01 1 MIPSCompileOp: Invalid instruction 007b6855
eFOOTBALL 2020 v1.17.1 2024-08-01 1 MIPSCompileOp: Invalid instruction 75883053
eFOOTBALL 2020 v1.17.1 2024-08-01 1 MIPSCompileOp: Invalid instruction 75402862
eFOOTBALL 2020 v1.17.1 2024-08-01 1 MIPSCompileOp: Invalid instruction b34c0000
eFOOTBALL 2020 v1.17.1 2024-08-01 2 MIPSCompileOp: Invalid instruction 00046855
eFOOTBALL 2020 v1.18.1 2024-12-12 2 MIPSCompileOp: Invalid instruction 749c2862
eFOOTBALL 2020 v1.17.1 2024-08-01 2 MIPSCompileOp: Invalid instruction 00086855
eFOOTBALL 2020 v1.17.1 2024-08-01 1 MIPSCompileOp: Invalid instruction 74483053
Assassin's Creed: Bloodlines™ v1.17.1 2024-08-01 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c82e24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-08-01 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c82e24, 4, 00000000, 0)
初音ミク -Project DIVA- 2nd v1.17.1 2024-08-01 2 00000000=sceUtilityScreenshotInitStart(0927a660)
Marvel™: Ultimate Alliance 2 v1.17.1 2024-08-01 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 r8p0-00dev0 [Revision 96995]. 01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 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)) // 01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 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 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 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); 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; 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_color1 = splat3(0.0); 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; flo
LEGO® Batman™: The Videogame v1.17.1 2024-08-01 1 Unaligned icache invalidation of 086c5d38 (086c5d38 + 0) at PC=089741fc
Ben 10 Ultimate Alien Cosmic Destruction v1.17.1 2024-08-01 8 scePsmfPlayerSetPsmf*: incorrect PSMF magic (400e52f8), bad data
DUKE NUKEM - Critical Mass v1.17.1 2024-08-01 1 80630006=sceAtracSetDataAndGetID(0a38aae0, 0000630c): invalid RIFF header
GTA: Liberty City Stories v1.17.1 2024-08-01 1 ELF relocation HI16/1(16) pair (instead of LO16) at 0888f814 / 0888f818
GTA: Liberty City Stories v1.17.1 2024-08-01 1 ELF relocation HI16/1(16) pair (instead of LO16) at 0888f6a0 / 0888f6a4
GTA: Liberty City Stories v1.17.1 2024-08-01 1 ELF relocation HI16/1(16) pair (instead of LO16) at 0888208c / 08882090
Assassin's Creed: Bloodlines™ v1.17.1 2024-08-01 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09e38684, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-08-01 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e38684, 4, 00000000, 0)
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-01 1 MIPSCompileOp: Invalid instruction 01ee2001
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-01 1 MIPSCompileOp: Invalid instruction ef4fe2f1
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-01 1 MIPSCompileOp: Invalid instruction 4ee10000
The Simpsons™ Game v1.17.1 2024-08-01 20 80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header
Assassin's Creed: Bloodlines™ v1.17.1 2024-08-01 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bac6b4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-08-01 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bac6b4, 4, 00000000, 0)
eFootball Chelito 19 v1.17.1 2024-08-01 2 MIPSCompileOp: Invalid instruction 00003dbf
eFootball Chelito 19 v1.17.1 2024-08-01 1 MIPSCompileOp: Invalid instruction 00012be9
Daxter v1.17.1 2024-08-01 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9ea80, 4, 00000000, 0)
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-08-01 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(8f7adf7, dc:fa:b6:4c:ce:ec, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-08-01 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(8f7adf7, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-08-01 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(cacf622, 20:fa:36:7b:70:45, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-08-01 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(cacf622, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-08-01 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(7be8fb9, 20:fa:36:7b:70:45, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-08-01 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(47ddf0d, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-08-01 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(7be8fb9, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
WWE SmackDown vs. RAW 2011 v1.17.1 2024-08-01 1 80630007=sceAtracSetData(2, 08d13140, 000027c0): atracID uses different codec type than data
Half-Minute Hero v1.17.1 2024-12-13 2 Unknown GetPointerWrite 11001000 PC 08000000 LR 08000000
Spider-Man: Friend or Foe v1.17.1 2024-08-01 1 Failed to allocate memory for ELF!
Spider-Man: Friend or Foe v1.17.1 2024-08-01 1 Traditional relocations unsupported.
MLB 11 The Show™ v1.17.1 2024-08-01 2 scePsmfPlayerSetPsmf*: incorrect PSMF magic (3a827db0), bad data
SplinterCell v1.17.1 2024-08-01 1 Unaligned icache invalidation of 0886dd07 (0886dd08 + -1) at PC=08876644
Grand Theft Auto: Vice City Stories v1.17.1 2024-08-01 1 MIPSCompileOp: Invalid instruction 000000d4
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-01 1 WriteToHardware: Invalid address bf91c652 near PC 089c8294 LR 089c8294
MLB 11 The Show™ v1.17.1 2024-08-01 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (3a8c0020), bad data
SBK®09 Superbike World Championship v1.9.4 2025-05-17 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096faef0): duplicate handler
eFootball 2024 v1.18.1-908-gd7aa236e13 2026-11-04 3,289 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
PES FL 2022 v1.17.1 2024-08-07 6 Unknown GetPointerWrite 00000000 PC 08815fa8 LR 08815fbc
SBK®09 Superbike World Championship v1.17.1 2024-08-01 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091b45e0): duplicate handler
FIFA 14 - Por v1.17.1 2024-08-01 1 Block transfer invalid: 09ec8de0/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0)
SBK®09 Superbike World Championship v1.17.1 2024-08-01 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096d3990): duplicate handler
eFootball 2024 v1.18.1 2025-09-15 79 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
HEROES' VS v1.17.1 2024-08-02 2 Truncating vertex count from 36939 to 21845
300: March to Glory v1.17.1 2024-08-01 1 WriteToHardware: Invalid address 000026c8 near PC 0898a9c0 LR 0898a9c0
Crash™ Tag Team Racing v1.17.1 2024-08-01 1 80630006=sceAtracSetDataAndGetID(09d361c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.17.1 2024-08-02 3 80630006=sceAtracSetDataAndGetID(09c6d640, 00014000): invalid RIFF header
God of War™: Ghost of Sparta v1.17.1-32-gbc18fb145 2025-08-26 2 80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data
Crash™ Tag Team Racing v1.17.1 2024-08-01 2 80630006=sceAtracSetDataAndGetID(09b3a980, 00014000): invalid RIFF header
LEGO® Batman™: The Videogame v1.17.1 2024-08-01 2 Unaligned icache invalidation of 08610cb8 (08610cb8 + 0) at PC=089741fc
FRONTIER GATE Boost+ v1.17.1 2024-08-01 1 MIPSCompileOp: Invalid instruction 00060005
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-08-01 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(4b04690, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-01 1 WriteToHardware: Invalid address 0000009c near PC 089a6fbc LR 089a6fbc
God of War™: Ghost of Sparta v1.17.1 2024-08-01 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 r8p0-00dev0 [Revision 96995]. 07730151:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 MatUp:3 WScale 3 #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)) // 07730151:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 MatUp:3 WScale 3 attribute mediump vec4 w1; attribute mediump float 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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; 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 = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0
God of War™: Ghost of Sparta v1.17.1 2024-08-01 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]. 07f34444:41800b09 HWX C T N LM Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 WScale 3 #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)) // 07f34444:41800b09 HWX C T N LM Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 WScale 3 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 vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { 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; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; 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 = 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; toLight = u_lightpos3 - worldpos; distance = leng
God of War™: Ghost of Sparta v1.17.1 2024-08-01 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]. 07f34444:40c00b09 HWX C T N LM Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 WScale 3 #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)) // 07f34444:40c00b09 HWX C T N LM Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 WScale 3 attribute mediump vec4 w1; 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 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; 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 = 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; 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)),
God of War™: Ghost of Sparta v1.17.1 2024-08-01 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]. 07f34151:40c00b29 HWX C T N LM Bones:4 Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 WScale 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)) // 07f34151:40c00b29 HWX C T N LM Bones:4 Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 WScale 3 Cull attribute mediump vec4 w1; 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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; 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 = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight,
God of War™: Ghost of Sparta v1.17.1 2024-08-01 1 sceNetAdhocMatchingInit(32768) at 088119dc
God of War™: Ghost of Sparta v1.17.1 2024-08-01 5 80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header
LittleBigPlanet™ v1.17.1 2024-08-01 1 00000400=sceGeEdramSetAddrTranslation(00000200)
Crash™ Tag Team Racing v1.17.1 2024-08-01 1 80630006=sceAtracSetDataAndGetID(0927ef40, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.17.1 2024-08-01 1 80630006=sceAtracSetDataAndGetID(096d80c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.17.1 2024-08-01 2 80630006=sceAtracSetDataAndGetID(09b64d00, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.17.4-1 2024-10-19 2 80630006=sceAtracSetDataAndGetID(09cb9c80, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.17.1 2024-08-01 1 80630006=sceAtracSetDataAndGetID(0952d140, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.17.1 2024-08-01 1 80630006=sceAtracSetDataAndGetID(09518800, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.17.1 2024-08-01 1 80630006=sceAtracSetDataAndGetID(09535180, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.17.1 2024-08-01 1 80630006=sceAtracSetDataAndGetID(09735e00, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.17.1 2024-08-01 3 80630006=sceAtracSetDataAndGetID(09e0b580, 00014000): invalid RIFF header

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