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
eFootball PES 2023 Danilo Gamer v1.17.1 2024-08-21 4 MIPSCompileOp: Invalid instruction cce8e8e8
eFootball PES 2023 Danilo Gamer v1.17.1 2024-08-21 4 MIPSCompileOp: Invalid instruction efe4f8f9
eFootball PES 2023 Danilo Gamer v1.18.1 2025-04-24 6 MIPSCompileOp: Invalid instruction 70707070
eFootball PES 2023 Danilo Gamer v1.17.1 2024-08-21 4 MIPSCompileOp: Invalid instruction 7070e8e7
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.17.1 2024-08-16 1 WriteToHardware: Invalid address 00000038 near PC 089dfeec LR 089df9b0
IL-2 STURMOVIK: BIRDS OF PREY v1.17.1 2024-08-16 1 Trying to relocate non-loaded section (null)
IL-2 STURMOVIK: BIRDS OF PREY v1.17.1 2024-08-16 1 00000400=sceGeEdramSetAddrTranslation(00000800)
SBK®09 Superbike World Championship v1.17.1 2024-08-16 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096fc460): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-08-16 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096e3910): duplicate handler
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-16 1 WriteToHardware: Invalid address 00ccca80 near PC 088048ac LR 08902b9c
NASCAR® v1.17.1 2024-08-16 1 Unknown GE command : 3956c8d0
NASCAR® v1.17.1 2024-08-16 1 Vertices without position found: (04b4a401) P: ? T: u8 W: u16 (3x) Morph: 6 (through) (72b)
eFootball Euro y Copa America By T. Bendezu v1.18.1-945-gb0182ed0e6 2026-10-11 249 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header
Prince of Persia - Revelations v1.18.1 2024-12-08 9 Unknown GetPointerWrite 00000000 PC 08c0280c LR 08c0286c
SBK®09 Superbike World Championship v1.17.1 2024-08-16 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096dc270): duplicate handler
PES MY 2024 v1.17.1 2024-09-17 5 Unknown GetPointerWrite 00000000 PC 08808430 LR 08808448
SBK®09 Superbike World Championship v1.17.1 2024-08-16 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096318f0): duplicate handler
FIFA 14 - Por v1.17.1 2024-08-16 1 Block transfer invalid: 09ebcb30/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0)
BEN 10: Protector of Earth v1.17.1 2024-08-16 1 Unknown GetPointerWrite 7a2d5d40 PC 08886e9c LR 08886ec4
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-16 1 Branch in JumpReg delay slot at 097d94a0 in block starting at 097d92c0
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-16 1 MIPSCompileOp: Invalid instruction 9f6fbd30
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-16 1 MIPSCompileOp: Invalid instruction 6b69bd30
SBK®09 Superbike World Championship v1.17.1 2024-08-16 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09213760): duplicate handler
PES FL 2022 v1.17.1 2024-11-01 11 sceNetAdhocMatchingInit(32768) at 08a71984
BEN 10: Protector of Earth v1.17.1 2024-08-16 1 Unknown GetPointerWrite 6b6f273f PC 08886e24 LR 08886ec4
SBK®09 Superbike World Championship v1.17.1 2024-08-16 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090a4e20): duplicate handler
BEN 10: Protector of Earth v1.17.1 2024-08-16 1 Unknown GetPointerWrite 0eba809b PC 08886e24 LR 08886ec4
SBK®09 Superbike World Championship v1.17.1 2024-08-16 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090a4eb0): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-08-16 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0925c3f0): duplicate handler
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-08-16 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(683ebc7, 6c:1d:6d:81:37:97, 20000000, 0) at 0897eeec
MLB 11 The Show™ v1.17.1 2024-08-16 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (746f6c6c), bad data
eFootball 2024 by DILZZ PROJECTS v1.18.1 2024-11-10 14 80630006=sceAtracSetDataAndGetID(09a25200, 00001000): invalid RIFF header
Pro Evolution Soccer 2012 v1.17.1 2024-08-16 31 80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first
Pro Evolution Soccer 2012 v1.17.1 2024-08-16 31 80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first
Assassin's Creed: Bloodlines™ v1.17.1 2024-08-16 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09be9774, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-08-16 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09be9774, 4, 00000000, 0)
Ape Academy™ 2 v1.17.1 2024-08-16 2 sceNetAdhocMatchingInit(32768) at 09d57328
初音ミク -Project DIVA- 2nd お買い得版 v1.17.1 2024-08-16 1 Branch in branch delay slot at 09b5602c with different target
初音ミク -Project DIVA- 2nd お買い得版 v1.17.1 2024-08-16 1 MIPSCompileOp: Invalid instruction 000000ff
初音ミク -Project DIVA- 2nd お買い得版 v1.17.1 2024-08-16 1 Branch in branch delay slot at 09b56004 with different target
Ghost Rider v1.17.1 2024-08-16 1 WriteToHardware: Invalid address 00000dd0 near PC 08a6e610 LR 08a64ba0
Gran Turismo® v1.20.2 2026-03-16 4 Branch in branch delay slot at 0892226c with different target
Spider-Man 3 v1.17.1 2024-08-16 1 Branch in branch delay slot at 089d9ad4 with different target
Spider-Man 3 v1.17.1 2024-08-16 1 Branch in branch delay slot at 089d9ac4 with different target
Spider-Man 3 v1.17.1 2024-08-16 1 Branch in branch delay slot at 089d9ab4 with different target
Spider-Man 3 v1.17.1 2024-08-16 1 Branch in branch delay slot at 089d9aa4 with different target
Spider-Man 3 v1.17.1 2024-08-16 1 Branch in branch delay slot at 089d9a98 with different target
Spider-Man 3 v1.17.1 2024-08-16 1 Branch in branch delay slot at 089d9a8c with different target
Spider-Man 3 v1.17.1 2024-08-16 1 Branch in branch delay slot at 089d9a84 with different target
Spider-Man 3 v1.17.1 2024-08-16 1 Branch in branch delay slot at 089d9a74 with different target
Spider-Man 3 v1.17.1 2024-08-16 1 Branch in branch delay slot at 089d9a64 with different target
Spider-Man 3 v1.17.1 2024-08-16 1 Branch in branch delay slot at 089d9a58 with different target
Spider-Man 3 v1.17.1 2024-08-16 1 Branch in branch delay slot at 089d9a4c with different target
Spider-Man 3 v1.17.1 2024-08-16 1 Branch in branch delay slot at 089d9a44 with different target
Spider-Man 3 v1.17.1 2024-08-16 1 Branch in branch delay slot at 089d9a34 with different target
Spider-Man 3 v1.17.1 2024-08-16 1 Branch in branch delay slot at 089d9a24 with different target
Spider-Man 3 v1.17.1 2024-08-16 1 Branch in branch delay slot at 089d9a18 with different target
Spider-Man 3 v1.17.1 2024-08-16 1 Branch in branch delay slot at 089d9a0c with different target
Spider-Man 3 v1.17.1 2024-08-16 1 Branch in branch delay slot at 089d9a04 with different target
Spider-Man 3 v1.17.1 2024-08-16 1 Branch in branch delay slot at 089d99f4 with different target
eFootball Chelito 19 v1.17.1 2024-08-16 1 Branch in RSZeroComp delay slot at 09ce912c in block starting at 09ce8fe4
eFootball Chelito 19 v1.17.1 2024-08-16 1 Branch in RSZeroComp delay slot at 09ce912c in block starting at 09ce8fd0
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-08-16 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(7e4f682, 1, 2, 09fbf960, 20000000, 0) at 0897eb28
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-08-16 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(7940a0b, a0:78:1b:96:54:da, 20000000, 0) at 0897ed90
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-08-16 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(7940a0b, 1, 2, 09fbf960, 20000000, 0) at 0897eb28
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-08-16 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(afb6ef8, a8:13:b8:91:5d:98, 20000000, 0) at 0897ed90
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-08-16 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(afb6ef8, 1, 2, 09fbf960, 20000000, 0) at 0897eb28
LEGO® Batman™: The Videogame v1.17.1 2024-08-16 1 Unaligned icache invalidation of 086d4538 (086d4538 + 0) at PC=089741fc
God of War: Chains of Olympus v1.18.1 2025-03-12 32 80420014=__sceSasCore(08b64640, 4e082200): invalid address
eFootball Play-C v1.18.1 2025-02-14 3 Unknown GetPointerWrite 00000009 PC 08872bf8 LR 08872c1c
Lego Star Wars II: The Original Trilogy v1.17.1 2025-02-15 2 Unaligned icache invalidation of 086060f8 (086060f8 + 0) at PC=088454a0
MTX Mototrax v1.18.1 2025-03-07 4 Unknown GetPointerWrite 00000000 PC 08a28aac LR 08872610
LEGO® Batman™: The Videogame v1.17.1 2024-08-16 1 Unaligned icache invalidation of 086e9c38 (086e9c38 + 0) at PC=089741fc
BOMBERMAN v1.17.1 2024-08-16 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(JMeL06c, 2, 2, 09fff470, 30000000, 0) at 088cd098
BOMBERMAN v1.17.1 2024-08-16 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(JMeL06c, 98:4a:4c:fe:40:9d, 30000000, 0) at 088ccd70
PES 2014 v1.17.1 2024-08-16 1 MIPSCompileOp: Invalid instruction 00003938
Grand Theft Auto: Liberty City Stories v1.17.1 2024-08-16 1 WriteToHardware: Invalid address 0000028c near PC 08000000 LR 08000000
God of War: Chains of Olympus v1.17.1 2024-08-16 1 WriteToHardware: Invalid address 0102048c near PC 08000000 LR 08000000
WWE 2K24 v1.6.3 2025-05-16 4 80630007=sceAtracSetData(2, 08d4b180, 00010200): atracID uses different codec type than data
GTA: Liberty City Stories v1.17.1 2024-08-16 86 Unusual bezier/spline vtype: 120017c1, morph: 0, bones: 1
God of War: Chains of Olympus v1.17.1 2024-08-16 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 r10p0-00dev0 [Revision 96995]. 01730144:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 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)) // 01730144:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 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 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; 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.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); 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 > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin
God of War: Chains of Olympus v1.17.1 2024-08-16 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 r10p0-00dev0 [Revision 96995]. 01730144:00000f29 HWX C T N LM RevN Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 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)) // 01730144:00000f29 HWX C T N LM RevN Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 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 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; 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.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); 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 > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_c
Ben 10 Ultimate Alien: Cosmic Destruction v1.17.1 2024-08-16 1 Unknown GetPointerWrite 07b58000 PC 0889f848 LR 0894a310
God of War: Chains of Olympus v1.17.1 2024-08-25 10 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
God of War: Chains of Olympus v1.17.1 2024-08-25 14 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]. 01f34444:00010b29 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 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)) // 01f34444:00010b29 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 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 mediump mat4 u_texmtx; 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() { 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); 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 = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogd
God of War: Chains of Olympus v1.17.1 2024-08-25 12 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]. 01f24040:00000b29 HWX C T N LM Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:2 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)) // 01f24040:00000b29 HWX C T N LM Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:2 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 vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; 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() { 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 = 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); 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); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); 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 || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_c
WWE 2K24 v1.9.4 2026-10-30 137 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Efootball 2024 By CRISTIANGAMERPY & EliasEgames v1.6.3 2025-01-14 178 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
WWE 2K24 v1.7.1 2025-06-01 28 80630006=sceAtracSetData(2, 08d13140, 00000aec): invalid RIFF header
WWE 2K24 v1.17.1 2024-08-16 1 80630006=sceAtracSetData(2, 08d4b180, 00020000): invalid RIFF header
SBK®08 Superbike World Championship v1.17.1 2024-08-16 1 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08fcbff0): duplicate handler
MLB 11 The Show™ v1.17.1 2024-08-16 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (3e5218b0), bad data
SWAT®: Target Liberty™ v1.17.1 2024-08-16 1 WriteToHardware: Invalid address f8a8aa33 near PC 08000000 LR 08000000
White Knight Chronicles™: Origins v1.17.1 2024-08-16 6 00000000=sceUtilityScreenshotInitStart(09c99aec)
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-16 1 WriteToHardware: Invalid address 700dc604 near PC 089adbb4 LR 089adbb4
NARUTO SHIPPUDEN: Ultimate Ninja Heroes 3 v1.17.1 2024-08-15 1 00000000=sceUtilityScreenshotInitStart(09a80f68)
WWE 2K24 v1.6.3 2026-04-04 5 80630007=sceAtracSetData(2, 08d13140, 00004430): atracID uses different codec type than data
LA Rush v1.17.1 2024-08-15 1 80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-15 1 00000000=sceUtilityScreenshotInitStart(09cafb48)
LEGO® Batman™: The Videogame v1.17.1 2024-08-15 1 Unaligned icache invalidation of 086d1638 (086d1638 + 0) at PC=089741fc

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