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| Game title |
Version |
Latest Report |
Hits |
Message |
| Medal of Honor Heroes™ 2 |
v1.17.1 |
2024-09-08 |
2 |
Unknown GetPointerWrite 0a007038 PC 08c95280 LR 08ca15f0 |
| SBK® Superbike World Championship |
v1.17.1 |
2024-09-08 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 08e93810): duplicate handler |
| METAL GEAR SOLID PEACE WALKER |
v1.17.1 |
2024-09-08 |
1 |
800201b7=sceKernelCreateFpl(packfile, 2, 00004000, fff50818, 00000001, 00000000[invalid]): invalid blockSize/count |
| Prince of Persia - Rival Swords |
v1.17.1 |
2024-09-08 |
1 |
Block transfer invalid: b4000000/298 -> 00000000/0, 769x657x4 (1,0)->(1,0) |
| Prince of Persia - Rival Swords |
v1.17.1 |
2024-09-08 |
1 |
Unknown GE command : d169acdc |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-09-08 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0966e990): duplicate handler |
| Prince of Persia - Rival Swords |
v1.17.1 |
2024-09-08 |
1 |
Unknown GE command : 4f1e1020 |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-09-08 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096584e0): duplicate handler |
| God of War®: Ghost of Sparta |
v1.17.1 |
2024-09-08 |
1 |
Unknown GE command : feef87b5 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-09-08 |
1 |
Branch in branch delay slot at 08f61108 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-09-08 |
1 |
Branch in branch delay slot at 08f61100 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-09-08 |
1 |
Branch in branch delay slot at 08f61088 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-09-08 |
1 |
Branch in branch delay slot at 08f61080 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-09-08 |
1 |
MIPSCompileOp: Invalid instruction b3b3b383 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-09-08 |
1 |
Branch in branch delay slot at 08f61008 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-09-08 |
1 |
Branch in branch delay slot at 08f61000 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-09-08 |
1 |
MIPSCompileOp: Invalid instruction b2b7bbbb |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-09-08 |
1 |
MIPSCompileOp: Invalid instruction b6b5b4b2 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-09-08 |
1 |
MIPSCompileOp: Invalid instruction b1b0af83 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-09-08 |
1 |
MIPSCompileOp: Invalid instruction b0b2b1b1 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-09-08 |
1 |
MIPSCompileOp: Invalid instruction b1b0b0af |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-09-08 |
1 |
Branch in branch delay slot at 08f60f88 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-09-08 |
1 |
Branch in branch delay slot at 08f60f80 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-09-08 |
11 |
MIPSCompileOp: Invalid instruction b3b3b3b3 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-09-08 |
20 |
MIPSCompileOp: Invalid instruction 6b6c6b6a |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-09-08 |
1 |
Branch in branch delay slot at 08f60f08 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-09-09 |
3 |
MIPSCompileOp: Invalid instruction 62000000 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-09-08 |
1 |
Branch in branch delay slot at 08f60f00 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-09-08 |
1 |
MIPSCompileOp: Invalid instruction 04161000 |
| Lego Star Wars II: The Original Trilogy |
v1.17.1 |
2024-10-05 |
2 |
Unaligned icache invalidation of 0860bf38 (0860bf38 + 0) at PC=08845668 |
| eFootball 2022 Tio PES/Usielfriky |
v1.17.1 |
2024-09-07 |
1 |
MIPSCompileOp: Invalid instruction efc40000 |
| eFootball 2022 Tio PES/Usielfriky |
v1.17.1 |
2024-09-07 |
1 |
MIPSCompileOp: Invalid instruction 05d83000 |
| God of War: Chains of Olympus |
v1.17.1 |
2024-09-07 |
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 r10p0-00rel0 [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 |
| eFootball 2022 Tio PES/Usielfriky |
v1.17.1 |
2024-09-07 |
1 |
MIPSCompileOp: Invalid instruction 04788000 |
| eFootball 2022 Tio PES/Usielfriky |
v1.17.1 |
2024-09-07 |
1 |
MIPSCompileOp: Invalid instruction 00005005 |
| eFootball 2022 Tio PES/Usielfriky |
v1.17.1 |
2024-09-07 |
1 |
MIPSCompileOp: Invalid instruction 00080255 |
| eFootball 2022 Tio PES/Usielfriky |
v1.17.1 |
2024-09-07 |
1 |
Branch in branch delay slot at 0805d580 with different target |
| eFootball 2022 Tio PES/Usielfriky |
v1.17.1 |
2024-09-07 |
1 |
MIPSCompileOp: Invalid instruction eefeeb00 |
| eFootball 2022 Tio PES/Usielfriky |
v1.17.1 |
2024-09-07 |
1 |
MIPSCompileOp: Invalid instruction 9f9113fd |
| eFootball 2022 Tio PES/Usielfriky |
v1.17.1 |
2024-09-07 |
1 |
MIPSCompileOp: Invalid instruction 00000cfc |
| eFootball 2022 Tio PES/Usielfriky |
v1.17.1 |
2024-09-07 |
1 |
MIPSCompileOp: Invalid instruction cccccccf |
| eFootball 2022 Tio PES/Usielfriky |
v1.17.1 |
2024-09-07 |
2 |
MIPSCompileOp: Invalid instruction 4cfb4ad9 |
| eFOOTBALL 2020 |
v1.17.1 |
2024-09-07 |
82 |
MIPSCompileOp: Invalid instruction 01010101 |
| Daxter |
v1.17.1 |
2024-09-07 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08d9f000, 4, 00000000, 0) |
| eFootball 2022 Tio PES/Usielfriky |
v1.17.1 |
2024-09-07 |
1 |
MIPSCompileOp: Invalid instruction 04454545 |
| eFootball 2022 Tio PES/Usielfriky |
v1.17.1 |
2024-09-07 |
1 |
MIPSCompileOp: Invalid instruction 4545ef30 |
| eFootball 2022 Tio PES/Usielfriky |
v1.17.1 |
2024-09-07 |
1 |
MIPSCompileOp: Invalid instruction 00000cff |
| eFootball 2022 Tio PES/Usielfriky |
v1.17.1 |
2024-09-07 |
1 |
MIPSCompileOp: Invalid instruction 004fd21e |
| eFootball 2022 Tio PES/Usielfriky |
v1.17.1 |
2024-09-07 |
1 |
MIPSCompileOp: Invalid instruction 000001bb |
| eFootball 2022 Tio PES/Usielfriky |
v1.17.1 |
2024-09-07 |
1 |
MIPSCompileOp: Invalid instruction ef52003c |
| eFootball Euro y Copa America By T. Bendezu |
v1.17.1-980-gabaea0197b |
2024-09-09 |
3 |
807f00fd=sceMp3Init(00000000): invalid bitrate v0 l1 rate 0000 |
| METAL SLUG Anthology |
v1.17.1 |
2024-09-07 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(TRId3f8, b8:2b:43:24:d3:f8, 20000000, 0) at 088e45b8 |
| Star Wars®: Battlefront II™ |
v1.17.1 |
2024-09-07 |
25 |
sceUtilityOskInitStart: invalid status |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-07 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c26f04, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-07 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c26f04, 4, 00000000, 0) |
| WWE 2K24
|
v1.17.1 |
2024-10-24 |
18 |
80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data |
| WWE 2K24
|
v1.17.1 |
2024-09-19 |
2 |
80630007=sceAtracSetData(2, 08d4b180, 00003100): atracID uses different codec type than data |
| WWE 2K24
|
v1.18.1 |
2024-12-15 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 00004500): atracID uses different codec type than data |
| WWE 2K24
|
v1.18.1 |
2024-12-15 |
8 |
80630007=sceAtracSetData(3, 08d4b180, 00018000): atracID uses different codec type than data |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-09-07 |
1 |
WriteToHardware: Invalid address 121fed30 near PC 0880de08 LR 0880de08 |
| WWE 2K24
|
v1.17.1 |
2024-09-19 |
5 |
80630007=sceAtracSetData(2, 08d4b180, 00004d00): atracID uses different codec type than data |
| WWE 2K24
|
v1.17.1 |
2024-09-24 |
4 |
80630007=sceAtracSetData(2, 08d4b180, 00002f00): atracID uses different codec type than data |
| WWE 2K24
|
v1.17.1 |
2024-09-07 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data |
| WWE 2K24
|
v1.18.1 |
2024-11-18 |
4 |
80630007=sceAtracSetData(3, 08d4b180, 00018700): atracID uses different codec type than data |
| WWE 2K24
|
v1.17.1 |
2024-09-25 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 00004000): atracID uses different codec type than data |
| WWE 2K24
|
v1.18.1 |
2024-12-15 |
11 |
80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data |
| DRAGON BALL BUDOKAI TENKAICHI 4 |
v1.18.1 |
2024-12-29 |
13 |
sceNetAdhocMatchingInit(32768) at 08812da4 |
| WWE 2K24
|
v1.18.1 |
2024-12-15 |
45 |
80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data |
| WWE 2K24
|
v1.17.1 |
2024-09-07 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00009408): atracID uses different codec type than data |
| WWE 2K24
|
v1.17.1 |
2024-09-07 |
2 |
80630007=sceAtracSetData(2, 08d4b180, 00020000): atracID uses different codec type than data |
| WWE 2K24
|
v1.17.1 |
2024-09-07 |
1 |
80630007=sceAtracSetData(3, 08d4b180, 00015700): atracID uses different codec type than data |
| WWE 2K24
|
v1.18.1 |
2024-12-15 |
14 |
80630007=sceAtracSetData(3, 08d4b180, 00019800): atracID uses different codec type than data |
| WWE 2K24
|
v1.18.1 |
2024-12-15 |
49 |
80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data |
| WWE 2K24
|
v1.18.1 |
2024-12-15 |
29 |
80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data |
| WWE 2K24
|
v1.18.1 |
2024-12-15 |
53 |
80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data |
| WWE 2K24
|
v1.18.1 |
2024-12-15 |
99 |
80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data |
| WWE 2K24
|
v1.18.1 |
2024-12-15 |
33 |
80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data |
| Spider-Man 2 |
v1.17.1 |
2024-09-07 |
4 |
Error in shader compilation: info: Compile failed.
WARNING: 0:64: 'function_call_constructor@vec4_vec4@12' : used without being initialised
WARNING: 0:68: 'function_call_constructor@uint_uint@33' : used without being initialised
WARNING: 0:88: 'function_call_constructor@vec3_vec3@99' : used without being initialised
WARNING: 0:104: 'function_call_constructor@float_float@141' : used without being initialised
WARNING: 0:234: 'function_call_constructor@vec2_vec2@575' : used without being initialised
WARNING: 5 compilation warnings.
01000000:80120b29 HWX C T N LM UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 Cull
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80120b29 HWX C T N LM UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir0, toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y |
| Spider-Man 2 |
v1.17.1 |
2024-09-07 |
5 |
Error in shader compilation: info: Compile failed.
WARNING: 0:64: 'function_call_constructor@vec4_vec4@12' : used without being initialised
WARNING: 0:88: 'function_call_constructor@vec3_vec3@99' : used without being initialised
WARNING: 0:104: 'function_call_constructor@float_float@141' : used without being initialised
WARNING: 3 compilation warnings.
01000000:80000b29 HWX C T N LM Light: LightUberShader Cull
#version 130
// Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b29 HWX C T N LM Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir0, toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
}
} else {
lightScale = 1.0;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matsp |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.17.1 |
2024-09-07 |
1 |
WriteToHardware: Invalid address 00000038 near PC 08ad0e30 LR 0884057c |
| Mortal Kombat: Unchained |
v1.17.1 |
2024-09-07 |
1 |
WriteToHardware: Invalid address 417aeccc near PC 08a04688 LR 08a04688 |
| Mortal Kombat: Unchained |
v1.17.1 |
2024-09-07 |
1 |
Unknown GetPointerWrite 417aecc0 PC 08a04688 LR 08a04688 |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.18.1 |
2025-09-10 |
3 |
80630007=sceAtracSetData(2, 08d13140, 0001f9a0): atracID uses different codec type than data |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.18.1 |
2025-09-10 |
4 |
80630007=sceAtracSetData(2, 08d4b180, 0001a348): atracID uses different codec type than data |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2026-03-25 |
199 |
Unknown GetPointerWrite 00000000 PC 08816154 LR 0881615c |
| eFootball Chelito 19 |
v1.17.1 |
2024-09-07 |
1 |
Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 40000000:00000002 THR Flat
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 0) in vec4 position;
layout (location = 2) in float fog;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) flat out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = fog;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| eFootball Chelito 19 |
v1.17.1 |
2024-09-07 |
1 |
Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 00000000:0000000a THR C
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 0) in vec4 position;
layout (location = 2) in float fog;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = fog;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| eFootball Chelito 19 |
v1.17.1 |
2024-09-07 |
1 |
Vulkan error in shader compilation: info: ERROR: 0:38: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 00000000:00000128 HWX C Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 0) in vec3 position;
layout (location = 5) in vec4 color0;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
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(0.0, 0.0, 1.0, 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;
v_color0 = color0;
v_texcoord = splat3(0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
if (u_depthRange.y >= 1.0) {
gl_ClipDistance[0] = outPos.z;
} else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
gl_ClipDistance[0] = outPos.w - outPos.z;
} else {
gl_ClipDistance[0] = 0.0;
}
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_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
| Gran Turismo® |
v1.17.1 |
2024-09-07 |
1 |
Jump to invalid address: 0334a740 PC 09dbc190 LR 08a999f8 |
| Gran Turismo® |
v1.17.1 |
2024-09-07 |
1 |
Jump to invalid address: 075d60b0 PC 09dbc188 LR 08a999f8 |
| Gran Turismo® |
v1.17.1 |
2024-09-07 |
1 |
Jump to invalid address: 0334b5a0 PC 09dbc180 LR 08a999f8 |
| Gran Turismo® |
v1.17.1 |
2024-09-07 |
1 |
Jump to invalid address: 07512d30 PC 09dbc174 LR 08a999f8 |
| Gran Turismo® |
v1.17.1 |
2024-09-07 |
1 |
Jump to invalid address: 077d4530 PC 09dbc164 LR 08a999f8 |
| Gran Turismo® |
v1.18.1 |
2025-01-18 |
5 |
MIPSCompileOp: Invalid instruction 0000000e |
| Gran Turismo® |
v1.17.1 |
2024-09-07 |
1 |
Jump to invalid address: 076f05c0 PC 09dbc15c LR 08a999f8 |
| Gran Turismo® |
v1.17.1 |
2024-09-07 |
1 |
Jump to invalid address: 076ee940 PC 09dbc158 LR 08a999f8 |
| Gran Turismo® |
v1.17.1 |
2024-09-07 |
1 |
Jump to invalid address: 0766b500 PC 09dbc154 LR 08a999f8 |
| Gran Turismo® |
v1.17.1 |
2024-09-07 |
1 |
Jump to invalid address: 076dd900 PC 09dbc150 LR 08a999f8 |
| Gran Turismo® |
v1.17.1 |
2024-09-07 |
1 |
Jump to invalid address: 071e3bb0 PC 09dbc144 LR 08a999f8 |
| Gran Turismo® |
v1.17.1 |
2024-09-07 |
1 |
Jump to invalid address: 071d1130 PC 09dbc134 LR 08a999f8 |