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| 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 |