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
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 00003b55
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 07a60001
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2024-08-12 2 MIPSCompileOp: Invalid instruction 00000154
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 079a0001
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2024-08-12 3 Branch in JumpReg delay slot at 09588020 in block starting at 09588000
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2024-08-12 3 MIPSCompileOp: Invalid instruction 07060001
Grand Theft Auto®: Chinatown Wars™ v1.17.1 2024-08-12 6 MIPSCompileOp: Invalid instruction 00000115
KINGDOM HEARTS Birth by Sleep v1.17.1 2024-08-12 1 Unknown GetPointerWrite c5a45898 PC 08873744 LR 08873754
Prince of Persia® Rival Swords v1.17.1 2024-08-12 1 Unknown GetPointerWrite 00000844 PC 08bb6b94 LR 08bb6b94
God of War®: Ghost of Sparta v1.17.1 2024-08-12 1 WriteToHardware: Invalid address 000001a0 near PC 088f5bf0 LR 0893a71c
God of War®: Ghost of Sparta v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 03c05035
God of War®: Ghost of Sparta v1.17.1 2024-08-12 2 WriteToHardware: Invalid address 0a000000 near PC 08aef19c LR 08aef19c
FIFA 14 - Por v1.17.1 2024-08-12 1 Block transfer invalid: 09eaf0e0/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0)
LEGO® Indiana Jones™: The Original Adventures v1.17.1 2024-08-12 1 Unaligned icache invalidation of 0860d2f8 (0860d2f8 + 0) at PC=0896f274
eFootball 2024 V1 v1.17.1 2024-08-12 1 WriteToHardware: Invalid address 00000004 near PC 08863d6c LR 08856c34
eFootball 2024 v1.18.1 2025-08-12 12 WriteToHardware: Invalid address 00000004 near PC 08856d1c LR 08856d28
LEGO® Batman™: The Videogame v1.17.1-334-g1786a4ddb 2025-09-24 2 Unaligned icache invalidation of 086014b8 (086014b8 + 0) at PC=089741fc
SBK-07 v1.17.1 2024-08-12 4 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 094407e0): duplicate handler
LEGO® Batman™: The Videogame v1.17.1 2024-08-12 1 Unaligned icache invalidation of 08614938 (08614938 + 0) at PC=089741fc
eFootball Euro y Copa America By T. Bendezu v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 9d089d09
eFootball Euro y Copa America By T. Bendezu v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 9cf09cec
eFootball Euro y Copa America By T. Bendezu v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 9ce79c78
eFootball Euro y Copa America By T. Bendezu v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 9c769c67
eFootball Euro y Copa America By T. Bendezu v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 9c609c5a
eFootball Euro y Copa America By T. Bendezu v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 9c3e9c46
eFootball Euro y Copa America By T. Bendezu v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 9c329c47
eFootball Euro y Copa America By T. Bendezu v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 9c309c21
eFootball Euro y Copa America By T. Bendezu v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 9c249c25
eFootball Euro y Copa America By T. Bendezu v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 9c1b9c2e
eFootball Euro y Copa America By T. Bendezu v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 9c049c0a
eFootball Euro y Copa America By T. Bendezu v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 9c129c08
eFootball Euro y Copa America By T. Bendezu v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 9c069c0c
eFootball Euro y Copa America By T. Bendezu v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 9c139c09
eFootball Euro y Copa America By T. Bendezu v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 9c149c15
eFootball Euro y Copa America By T. Bendezu v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 7adf97f2
eFootball Euro y Copa America By T. Bendezu v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 9f4f97ed
eFootball Euro y Copa America By T. Bendezu v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 621d8c98
eFootball Euro y Copa America By T. Bendezu v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 4e55864d
eFootball Chelito 19 v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 0001dfff
eFootball Chelito 19 v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 7777af90
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.18.1 2025-02-10 5 00000000=sceUtilityScreenshotInitStart(09a8d208)
WWE 2K24 v1.18.1 2025-06-01 92 80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header
eFootball PES 2021 "Guardianes 21" Ediciones PESMX 21 v1.17.1 2024-08-12 1 MIPSCompileOp: Invalid instruction 00001ebc
LEGO® Batman™: The Videogame v1.17.1 2024-08-11 1 Unaligned icache invalidation of 08604af8 (08604af8 + 0) at PC=089741fc
LEGO® Batman™: The Videogame v1.17.1 2024-08-11 1 Unaligned icache invalidation of 086c52f8 (086c52f8 + 0) at PC=089741fc
MLB 11 The Show™ v1.18.1 2025-01-06 2 scePsmfPlayerSetPsmf*: unexpected streamID cc
MLB 11 The Show™ v1.17.1 2024-08-11 1 scePsmfPlayerSetPsmf*: unexpected streamID d4
MLB 11 The Show™ v1.17.1 2024-08-11 1 scePsmfPlayerSetPsmf*: unexpected streamID 23
MLB 11 The Show™ v1.17.1 2024-08-11 1 scePsmfPlayerSetPsmf*: unexpected streamID 82
MLB 11 The Show™ v1.17.1 2024-08-11 1 scePsmfPlayerSetPsmf*: unexpected streamID 33
MLB 11 The Show™ v1.17.1 2024-08-11 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (b0ce4dbb), bad data
SplinterCell v1.17.1 2024-08-12 3 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]. 01f18444:00000b08 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:2 MatUp:1 #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)) // 01f18444:00000b08 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:2 MatUp:1 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 vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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 = 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; lowp float angle; 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); angle = dot(u_lightdir3, toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb
SNK Arcade Classics Vol. 1 v1.17.1 2024-08-11 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (00130080), bad data
LEGO® Indiana Jones™: The Original Adventures v1.17.1 2024-09-12 2 Unaligned icache invalidation of 08606278 (08606278 + 0) at PC=0896f274
Assassin's Creed: Bloodlines™ v1.17.1 2024-08-11 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b5ce34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-08-11 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5ce34, 4, 00000000, 0)
FIFA 14 - Por v1.17.1 2024-10-28 2 Block transfer invalid: 09ecb3c0/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-08-11 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09cd7c94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-08-11 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09cd7c94, 4, 00000000, 0)
FIFA 14 - Por v1.17.1 2024-08-11 1 Block transfer invalid: 09eca3b0/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0)
LEGO® Batman™: The Videogame v1.17.1 2024-08-11 1 Unaligned icache invalidation of 08602878 (08602878 + 0) at PC=089741fc
Naruto Shippuden: Kizuna Drive v1.17.1 2024-08-11 1 Unknown GetPointerWrite 000000b4 PC 089d38a0 LR 089b2b38
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-11 1 MIPSCompileOp: Invalid instruction 7113f420
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-11 1 MIPSCompileOp: Invalid instruction 9cb9de20
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-11 1 MIPSCompileOp: Invalid instruction 79695160
KINGDOM HEARTS Birth by Sleep FINAL MIX v1.17.1 2024-08-11 4 Unknown GetPointerWrite 00000008 PC 08ad7714 LR 08ad7774
KINGDOM HEARTS Birth by Sleep FINAL MIX v1.17.1 2024-08-11 4 WriteToHardware: Invalid address 00000000 near PC 089c12ec LR 089c12ec
SBK-07 v1.17.1 2024-08-11 2 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09231a20): duplicate handler
KINGDOM HEARTS Birth by Sleep FINAL MIX v1.17.1 2024-08-12 2 Vertices without position found: (04000000) P: ? (3b)
Ben 10 Ultimate Alien: Cosmic Destruction v1.17.1 2024-08-11 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (c0056e07), bad data
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-09-30 127 WriteToHardware: Invalid address 00000004 near PC 08856f24 LR 08856f30
Assassin's Creed: Bloodlines™ v1.17.1 2024-08-11 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]. 01f10444:00000308 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 #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)) // 01f10444:00000308 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 attribute vec3 position; attribute mediump vec3 normal; 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 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 = 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 - 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; 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 = splat3(0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; gl_Position = outPos; }
SBK®09 Superbike World Championship v1.17.1 2024-08-11 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096357e0): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-08-11 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091d20b0): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-08-11 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091f87e0): duplicate handler
FIFA 14 - Por v1.17.1 2024-08-11 1 Block transfer invalid: 09ec1490/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0)
Tomb Raider: Legend™ v1.17.1 2024-08-11 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]. 03f14484:40c00b08 HWX C T N Bones:4 Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 1 #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)) // 03f14484:40c00b08 HWX C T N Bones:4 Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 1 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 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 * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; 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 = 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; lowp float angle; 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); angle = dot(u_lightdir1, toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } 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_lightdiffu
Tomb Raider: Legend™ v1.17.1 2024-08-11 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]. 03f18484:40c00b08 HWX C T N Bones:4 Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:2 MatUp:1 WScale 1 #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)) // 03f18484:40c00b08 HWX C T N Bones:4 Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:2 MatUp:1 WScale 1 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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() { 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 * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; 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 = 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; lowp float angle; 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); angle = dot(u_lightdir1, toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } 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
WWE SmackDown vs. RAW 2010 v1.17.1 2024-08-11 2 MIPSCompileOp: Invalid instruction d1933a36
WWE SmackDown vs. RAW 2010 v1.17.1 2024-08-11 2 MIPSCompileOp: Invalid instruction 7b716442
WWE SmackDown vs. RAW 2010 v1.17.1 2024-08-11 2 MIPSCompileOp: Invalid instruction 7b933025
Grand Theft Auto: Vice City Stories v1.17.1 2024-08-11 9 Unusual bezier/spline vtype: 12004780, morph: 0, bones: 2
Grand Theft Auto: Vice City Stories v1.17.1 2024-08-11 6 Unusual bezier/spline vtype: 12008780, morph: 0, bones: 3
SBK®09 Superbike World Championship v1.17.1 2024-08-11 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09265a00): duplicate handler
Tom Clancy's Ghost Recon® Predator v1.17.1 2026-07-01 2 80630011=sceAtracSetDataAndGetID(00000000, 00000000): buffer too small
SBK®09 Superbike World Championship v1.17.1 2024-08-11 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0908b690): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-08-13 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096c1920): duplicate handler
PES 2014 v1.17.1 2024-08-11 1 Branch in RSZeroComp delay slot at 08ef28b8 in block starting at 08ef28b0
PES 2014 v1.17.1 2024-08-11 1 Jump in likely branch delay slot with link at 08ef28ac
クロヒョウ2 龍が如く 阿修羅編 v1.17.1 2024-10-29 2 MIPSCompileOp: Invalid instruction 00001ba8
eFootball PES 2020 C19 & Nibeck Tv v1.18.1 2024-12-19 3 MIPSCompileOp: Invalid instruction 0000003b
eFootball PES 2020 C19 & Nibeck Tv v1.17.1 2024-08-11 1 MIPSCompileOp: Invalid instruction 00000037
SBK®09 Superbike World Championship v1.17.1 2024-08-11 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096f49e0): duplicate handler
eFootball TM ARTS King Premium v2.0.2.4.1.0 v1.17.1 2024-08-11 1 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-11 1 WriteToHardware: Invalid address acbfef28 near PC 08000000 LR 08000000
アイドルマスターSP パーフェクトサン v1.18.1 2025-01-10 2 UNTESTED sceNetAdhocPollSocket(09fff130, 1, 0, 1) at 089938a8
Resistance: Retribution™ v1.17.1 2024-08-11 1 WriteToHardware: Invalid address 0efac67c near PC 08c1cf78 LR 08c1cf78
SBK® Superbike World Championship v1.17.1 2024-08-11 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 08f91930): duplicate handler
Resistance: Retribution™ v1.17.1 2024-08-11 1 Unknown GE command : 293d3d3d
eFootball v1.17.1-1002-g5fd8fae8b5 2025-11-03 4 Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460

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