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| 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 |