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| 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 |