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
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

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