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| Game title |
Version |
Latest Report |
Hits |
Message |
| Resistance: Retribution™ |
v1.17.1 |
2024-08-05 |
1 |
Unknown GetPointerWrite 23171f58 PC 08d09d20 LR 08cd6754 |
| God of War®: Ghost of Sparta |
v1.17.1 |
2024-08-06 |
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 r10p0-00dev0 [Revision 96995].
01730544:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01730544:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 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 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 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 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
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 > -out |
| Army of TWO™: The 40th Day |
v1.17.1 |
2024-08-05 |
2 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| DTM Race Driver 2 |
v1.18.1 |
2025-08-15 |
2 |
Video end without audio end, potentially skipping some audio? |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-05 |
1 |
00000000=sceUtilityScreenshotInitStart(09cac628) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-05 |
3 |
00000000=sceUtilityScreenshotInitStart(09cac5e8) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-05 |
2 |
00000000=sceUtilityScreenshotInitStart(09cac5a8) |
| Equipe Passe de Pacths |
v1.17.1 |
2024-08-05 |
2 |
sceNetAdhocMatchingInit(32768) at 08a71984 |
| Prince of Persia: The Forgotten Sands™ |
v1.17.1 |
2024-08-05 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09465114, 4, 00000000, 0) |
| Prince of Persia: The Forgotten Sands™ |
v1.17.1 |
2024-08-05 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09465114, 4, 00000000, 0) |
| RIDE 4 |
v1.18.1 |
2025-08-17 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09087440): duplicate handler |
| RIDE 4 |
v1.18.1 |
2026-05-28 |
90 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090840f0): duplicate handler |
| PES 2014 |
v1.17.1 |
2024-08-05 |
1 |
Jump to invalid address: 075024c0 PC 08b0a98c LR 088681cc |
| PES 2014 |
v1.17.1 |
2024-08-05 |
1 |
Jump to invalid address: 07501e00 PC 08b0a988 LR 088681cc |
| PES 2014 |
v1.17.1 |
2024-08-05 |
1 |
Jump to invalid address: 07501740 PC 08b0a984 LR 088681cc |
| PES 2014 |
v1.17.1 |
2024-08-05 |
1 |
Jump to invalid address: 07501080 PC 08b0a980 LR 088681cc |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-08-05 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c38264, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-08-05 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c38264, 4, 00000000, 0) |
| WWE 2K24 STANDART EDITION |
v1.17.1 |
2024-08-05 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data |
| WWE 2K24 STANDART EDITION |
v1.17.1 |
2024-08-08 |
5 |
80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data |
| SBK® Superbike World Championship |
v1.17.1 |
2024-08-05 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 095a1ea0): duplicate handler |
| RIDE 4 |
v1.18.1 |
2026-05-28 |
94 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092a9d40): duplicate handler |
| ユーディーのアトリエ〜グラムナート |
v1.17.1 |
2024-08-05 |
98 |
80630006=sceAtracSetDataAndGetID(09c93ec0, 000c0728): invalid RIFF header |
| MONSTER HUNTER PORTABLE 3rd |
v1.17.1 |
2024-08-05 |
1 |
WriteToHardware: Invalid address 00000246 near PC 0889e278 LR 0889e278 |
| GOD EATER 2 |
v1.17.1 |
2024-08-05 |
1 |
80630006=sceAtracSetData(0, 09351530, 00010000): invalid RIFF header |
| World Soccer Winning Eleven 9
Ubiquitous Evolution |
v1.17.1 |
2024-08-05 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 08a650c4, 4, 00000000, 0) |
| World Soccer Winning Eleven 9
Ubiquitous Evolution |
v1.17.1 |
2024-08-05 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08a650c4, 4, 00000000, 0) |
| World Soccer Winning Eleven 9
Ubiquitous Evolution |
v1.17.1 |
2025-01-09 |
2 |
sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006 |
| Shepherd's Crossing 2 |
v1.17.1 |
2024-08-05 |
1 |
00000000=sceUtilityScreenshotInitStart(09664280) |
| Lego Star Wars II: The Original Trilogy |
v1.17.1 |
2024-08-05 |
1 |
Unaligned icache invalidation of 087027f8 (087027f8 + 0) at PC=08845668 |
| Grand Theft Auto®: Chinatown Wars™ |
v1.17.1 |
2024-08-05 |
3 |
Unknown GetPointerWrite 0000003f PC 08ae5044 LR 08ae5098 |
| The Godfather™ Mob Wars |
v1.17.1 |
2024-08-05 |
1 |
scePsmfPlayerChangePlayMode(095ff120, 0, 0): play speed not changed |
| The Godfather™ Mob Wars |
v1.17.1 |
2024-08-05 |
1 |
scePsmfPlayerChangePlayMode(095ff120, 3, 0): play speed not changed |
| Crash™ Tag Team Racing |
v1.17.1 |
2024-08-05 |
6 |
80630006=sceAtracSetDataAndGetID(09593cc0, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.17.1 |
2024-08-05 |
3 |
80630006=sceAtracSetDataAndGetID(096719c0, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.17.1 |
2024-08-05 |
1 |
80630006=sceAtracSetDataAndGetID(098e62c0, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.17.1 |
2024-08-05 |
1 |
80630006=sceAtracSetDataAndGetID(09aa38c0, 00014000): invalid RIFF header |
| LEGO® Indiana Jones™: TOA |
v1.17.1 |
2024-08-05 |
1 |
Unaligned icache invalidation of 086c4178 (086c4178 + 0) at PC=0896f274 |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-08-05 |
1 |
Unaligned icache invalidation of 086cdfb8 (086cdfb8 + 0) at PC=089741fc |
| The King Of Fighters - The Orochi Saga |
v1.17.1 |
2024-08-05 |
1 |
Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0 |
| The King Of Fighters - The Orochi Saga |
v1.17.1 |
2024-08-05 |
1 |
00000400=sceGeEdramSetAddrTranslation(00001000) |
| Crash™ Tag Team Racing |
v1.17.1 |
2024-08-05 |
2 |
80630006=sceAtracSetDataAndGetID(09c15d40, 00014000): invalid RIFF header |
| SMASH COURT TENNIS 3 |
v1.17.1 |
2024-08-05 |
1 |
sceNetAdhocMatchingInit(32768) at 0895b930 |
| CHILI CON CARNAGE |
v1.17.1 |
2024-08-04 |
1 |
Unknown GE command : 358637bd |
| CAPCOM CLASSICS COLLECTION RELOADED |
v1.17.1 |
2024-08-07 |
2 |
sceNetAdhocMatchingInit(32768) at 089583f8 |
| LEGO® Indiana Jones™: The Original Adventures |
v1.17.1 |
2024-08-04 |
1 |
Unaligned icache invalidation of 086cd4f8 (086cd4f8 + 0) at PC=0896f274 |
| Disney•Pixar Cars 2 |
v1.17.1 |
2024-08-04 |
1 |
UNTESTED sceNetAdhocPollSocket(09a9faa0, 1, 0, 1) at 0897e948 |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-08-04 |
1 |
Unaligned icache invalidation of 08610d78 (08610d78 + 0) at PC=089741fc |
| Disney•Pixar Cars 2 |
v1.17.1 |
2024-08-04 |
1 |
UNTESTED sceNetAdhocPollSocket(0964cd70, 1, 0, 1) at 0897e948 |
| TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-08-04 |
1 |
WriteToHardware: Invalid address 0000002c near PC 0880dcc8 LR 0880dcc8 |
| Petz® Dogz® Family |
v1.17.1 |
2024-08-04 |
1 |
00000000=sceUtilityScreenshotInitStart(098879ac) |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-08-04 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096251b0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-08-04 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091ec040): duplicate handler |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-08-04 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096347c0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-08-04 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09213500): duplicate handler |
| Kenka Bancho: Badass Rumble |
v1.17.1 |
2024-08-04 |
1 |
00000000=sceUtilityScreenshotInitStart(08edcb60) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2024-11-24 |
3 |
Jump in likely branch delay slot with link at 096bf6c0 |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-08-04 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09209180): duplicate handler |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.17.1 |
2024-08-04 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (87ba5a80), bad data |
| God of War®: Ghost of Sparta |
v1.17.1 |
2024-08-06 |
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 r10p0-00dev0 [Revision 96995].
01f34151:00000f29 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34151:00000f29 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: 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 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() {
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;
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 >= 0.0) {
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 ;
}
l |
| God of War®: Ghost of Sparta |
v1.17.1 |
2024-08-06 |
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 r10p0-00dev0 [Revision 96995].
01f34151:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34151:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: 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 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() {
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;
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 >= 0.0) {
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.rg |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-08-04 |
1 |
Unaligned icache invalidation of 08610af8 (08610af8 + 0) at PC=089741fc |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-08-04 |
1 |
Unaligned icache invalidation of 08610ab8 (08610ab8 + 0) at PC=089741fc |
| Star Wars®: Battlefront II™ |
v1.17.1 |
2024-08-04 |
1 |
Unknown GE command : fc000004 |
| Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.17.1 |
2024-08-04 |
1 |
WriteToHardware: Invalid address 00000498 near PC 08b33b98 LR 08b33b98 |
| WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER |
v1.17.1 |
2024-08-04 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00004318): atracID uses different codec type than data |
| Lego Star Wars II: The Original Trilogy |
v1.17.1 |
2024-08-04 |
1 |
Unaligned icache invalidation of 08602d38 (08602d38 + 0) at PC=08845668 |
| RA-PATCH EDISI FIFA WORLD CUP 2022 |
v1.17.1 |
2024-08-04 |
1 |
Unknown GetPointerWrite 00000002 PC 08a02afc LR 08872c1c |
| PES EVOLVED EDITION |
v1.17.1 |
2024-08-11 |
18 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
| MediEvil Resurrection |
v1.17.1 |
2024-11-26 |
2 |
sceNetAdhocMatchingInit(131072) at 09b9bb0c |
| WWE 2007 SmackDown vs Raw |
v1.17.1 |
2024-08-04 |
1 |
80630007=sceAtracSetData(2, 08be95c0, 00001300): atracID uses different codec type than data |
| WWE 2007 SmackDown vs Raw |
v1.17.1 |
2024-08-04 |
2 |
80630007=sceAtracSetData(2, 08be95c0, 00001200): atracID uses different codec type than data |
| WWE 2007 SmackDown vs Raw |
v1.17.1 |
2024-08-04 |
2 |
80630007=sceAtracSetData(2, 08be95c0, 00001100): atracID uses different codec type than data |
| WWE 2007 SmackDown vs Raw |
v1.17.1 |
2024-08-04 |
3 |
80630007=sceAtracSetData(2, 08be95c0, 0000d800): atracID uses different codec type than data |
| WWE 2007 SmackDown vs Raw |
v1.17.1 |
2024-08-04 |
3 |
80630007=sceAtracSetData(2, 08be95c0, 00005000): atracID uses different codec type than data |
| WWE 2007 SmackDown vs Raw |
v1.17.1 |
2024-08-04 |
1 |
80630007=sceAtracSetData(2, 08be95c0, 00008460): atracID uses different codec type than data |
| WWE 2007 SmackDown vs Raw |
v1.17.1 |
2024-08-04 |
1 |
80630007=sceAtracSetData(2, 08be95c0, 00002fa0): atracID uses different codec type than data |
| WWE 2007 SmackDown vs Raw |
v1.17.1 |
2024-08-04 |
6 |
80630007=sceAtracSetData(2, 08bb1580, 00038000): atracID uses different codec type than data |
| PES MY 2024 |
v1.17.1 |
2024-10-30 |
24 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1 |
2024-08-04 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 00000b88): duplicate handler |
| PES MY 2024 |
v1.17.1 |
2024-09-30 |
2 |
sceNetAdhocMatchingInit(32768) at 08a71984 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-08-04 |
1 |
WriteToHardware: Invalid address f5adf03c near PC 0880dcc8 LR 0880dcc8 |
| eFOOTBALL 2020 |
v1.17.1 |
2024-08-04 |
1 |
MIPSCompileOp: Invalid instruction 006c683f |
| eFOOTBALL 2020 |
v1.18.1 |
2024-11-13 |
2 |
MIPSCompileOp: Invalid instruction 0075683f |
| eFOOTBALL 2020 |
v1.17.1 |
2024-08-04 |
1 |
MIPSCompileOp: Invalid instruction 0078683f |
| eFOOTBALL 2020 |
v1.17.1 |
2024-08-04 |
1 |
MIPSCompileOp: Invalid instruction 0000683f |
| eFOOTBALL 2020 |
v1.17.1 |
2024-08-04 |
1 |
MIPSCompileOp: Invalid instruction 007e6845 |
| eFOOTBALL 2020 |
v1.17.1 |
2024-08-04 |
1 |
MIPSCompileOp: Invalid instruction 0023683f |
| eFOOTBALL 2020 |
v1.18.1 |
2024-11-13 |
5 |
MIPSCompileOp: Invalid instruction 0004683f |
| eFOOTBALL 2020 |
v1.18.1 |
2024-11-13 |
4 |
MIPSCompileOp: Invalid instruction 0008683f |
| ISO BT3 PORTABLE:VICTOR MODDER TTT |
v1.17.1 |
2024-08-04 |
1 |
Decoding texture from VRAM mirror at 04444440 swizzle=1 |
| SBK® Superbike World Championship |
v1.17.1 |
2024-08-04 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 08f52fd0): duplicate handler |
| God of War®: Ghost of Sparta |
v1.17.1 |
2024-08-05 |
7 |
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].
01f14404:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 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))
// 01f14404:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 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 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 = color0;
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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
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;
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 || proj |
| Hot Wheels Ultimate Racing |
v1.17.1 |
2024-08-04 |
2 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(LELDFBBN, 30:91:d1:15:3b:4b, 15000000, 0) at 0882a05c |
| Hot Wheels Ultimate Racing |
v1.17.1 |
2024-08-04 |
3 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(LELDFBBN, 1, 2, 09fff5c0, 15000000, 0) at 08829f34 |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-08-04 |
1 |
MIPSCompileOp: Invalid instruction 65f20000 |
| Dragon Ball TAG VS |
v1.17.1 |
2024-08-04 |
1 |
MFIC instruction hit (70020024) at 08224940 |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-08-04 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(D1I1I1Lm, 6c:df:d7:d1:9f:d3, 10000000, 0) at 089ae254 |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-08-04 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(D1I1I1LY, 3, 3, 09fff4e0, 10000000, 0) at 089b3c34 |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-08-04 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(D1I1I1Lp, 3, 3, 09fff4e0, 10000000, 0) at 089b3c34 |