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
DB Xenoverse Tag Tea v5 by Legend Crack Z v1.17.1 2024-09-11 2 WriteToHardware: Invalid address 0000000c near PC 08a554f0 LR 08a553c4
DB Xenoverse Tag Tea v5 by Legend Crack Z v1.17.1 2024-09-11 71 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed
DB Xenoverse Tag Tea v5 by Legend Crack Z v1.17.1 2024-09-11 3 WriteToHardware: Invalid address 00000248 near PC 088265c4 LR 08a5a904
DB Xenoverse Tag Tea v5 by Legend Crack Z v1.17.1 2024-09-11 3 WriteToHardware: Invalid address 00000244 near PC 088265c4 LR 08a5a904
DB Xenoverse Tag Tea v5 by Legend Crack Z v1.17.1 2024-09-11 1 WriteToHardware: Invalid address 3ffffffb near PC 08a553c4 LR 08a553c4
Lego Star Wars II: The Original Trilogy v1.17.1 2024-09-11 1 Unaligned icache invalidation of 0860df38 (0860df38 + 0) at PC=088454a0
LEGO® Batman™: The Videogame v1.17.1 2024-09-11 1 Unaligned icache invalidation of 08616eb8 (08616eb8 + 0) at PC=089741fc
ウルトラマン Fighting Evolution 0 v1.17.1 2024-09-11 1 WriteToHardware: Invalid address 00002e25 near PC 088f3468 LR 088f3468
LEGO® Batman™: The Videogame v1.17.1 2024-09-11 1 Unknown GE command : b6f2bcaf
Miami Vice™ The Game v1.17.1 2024-09-11 1 80630011=sceAtracSetDataAndGetID(089975c0, 00000000): buffer too small
Kenka Bancho: Badass Rumble v1.17.1 2024-09-11 9 00000000=sceUtilityScreenshotInitStart(092bef90)
Dragon Ball TAG VS v1.17.1 2024-09-11 1 MFIC instruction hit (70020024) at 08224940
LEGO® Indiana Jones™: TOA v1.17.1 2024-09-11 1 Unaligned icache invalidation of 0860b5b8 (0860b5b8 + 0) at PC=0896f274
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 Branch in branch delay slot at 09fc9bc4 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 MIPSCompileOp: Invalid instruction 0676faf1
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 MIPSCompileOp: Invalid instruction d183e411
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 MIPSCompileOp: Invalid instruction ce73e116
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 MIPSCompileOp: Invalid instruction cf41e281
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 MIPSCompileOp: Invalid instruction cf62ebd6
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 MIPSCompileOp: Invalid instruction cd9ded40
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 MIPSCompileOp: Invalid instruction cdd7ece5
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 MIPSCompileOp: Invalid instruction d00cebcf
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 MIPSCompileOp: Invalid instruction d096e9bb
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 MIPSCompileOp: Invalid instruction cc1be763
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 MIPSCompileOp: Invalid instruction b5b1e730
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 MIPSCompileOp: Invalid instruction b6dde4cd
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 MIPSCompileOp: Invalid instruction ec8d16e6
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 MIPSCompileOp: Invalid instruction f3891be1
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 2 MIPSCompileOp: Invalid instruction 057919e7
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 Jump to invalid address: 05d45b38 PC 09fc9ae0 LR 09fc9a40
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 MIPSCompileOp: Invalid instruction 06860ced
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 MIPSCompileOp: Invalid instruction ecc50806
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 MIPSCompileOp: Invalid instruction ec53deda
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 MIPSCompileOp: Invalid instruction d17beeec
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 MIPSCompileOp: Invalid instruction d2e8f839
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 MIPSCompileOp: Invalid instruction d2cc1251
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 MIPSCompileOp: Invalid instruction d0c713c1
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 MIPSCompileOp: Invalid instruction ce571269
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 MIPSCompileOp: Invalid instruction cce91074
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 MIPSCompileOp: Invalid instruction ce710f90
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 MIPSCompileOp: Invalid instruction ec8dfc33
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 00000000=sceAtracLowLevelDecode(0, 09fce660, 09fce8c0[00000130], 2f00f480, 09fce8c4[00001000]): invalid pointers
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 2 80420014=__sceSasCoreWithMix(08b65a00, 2f00f480, 4096, 4096): invalid address
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 WriteToHardware: Invalid address 2f00f480 near PC 0883d260 LR 0883d260
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 00000000=sceAtracLowLevelDecode(0, 09fce660, 09fce8c0[09ffe770], 2f00f480, 09fce8c4[2f00f480]): invalid pointers
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 WriteToHardware: Invalid address 2f00f480 near PC 0883c798 LR 0883c798
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 WriteToHardware: Invalid address 00ca63e0 near PC 088048b4 LR 08902da0
eFootball 2025 Pre-Temporada By Naaxz v1.18.1 2025-01-28 4 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
Manhunt 2® v1.17.1 2024-09-11 1 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r9p0-00dev0 [Revision 96995]. 03f64440:41c20b09 HWX C T N LM UVEnv Bones:8 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:6 WScale 1 #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 03f64440:41c20b09 HWX C T N LM UVEnv Bones:8 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:6 WScale 1 attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = color0.rgb; vec3 specularColor = color0.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 - 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*d
MLB 11 The Show™ v1.17.1 2024-09-11 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (8f2ac710), bad data
FIFA 14 - Por v1.17.1 2024-09-11 1 Block transfer invalid: 09eb82b0/0 -> 04088000/0, 1024x1024x2 (0,0)->(0,0)
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 80420014=__sceSasCoreWithMix(08b65a00, 9f9b3800, 4096, 4096): invalid address
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 WriteToHardware: Invalid address 9f9b3800 near PC 0883ad10 LR 0883ad10
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2024-09-11 1 WriteToHardware: Invalid address 00000150 near PC 088d52f4 LR 088d5130
Lego Star Wars II: The Original Trilogy v1.17.1 2024-09-11 1 Unaligned icache invalidation of 08703db8 (08703db8 + 0) at PC=088454a0
WWE'12 v1.18.1 2025-05-13 4 MIPSCompileOp: Invalid instruction 000249bc
Sega Genesis Collection™ v1.17.1 2024-10-07 2 Branch in branch delay slot at 08857125 with different target
LEGO® Batman™: The Videogame v1.17.1 2024-09-11 1 Unaligned icache invalidation of 08613f38 (08613f38 + 0) at PC=089741fc
Sega Genesis Collection™ v1.17.1 2024-09-11 80 sceUtilityOskInitStart: invalid status
Sega Genesis Collection™ v1.17.1 2024-09-11 1 Utility access thread still running, state: shutting down, dialog=2/1
LEGO® Batman™: The Videogame v1.17.1 2024-09-11 1 Unaligned icache invalidation of 086d4b78 (086d4b78 + 0) at PC=089741fc
TEKKEN DARK RESURRECTION v1.17.1 2024-09-11 23 Unusual bezier/spline vtype: 12000780, morph: 0, bones: 1
初音ミク -Project DIVA- extend v1.17.1 2024-09-11 1 00000000=sceUtilityScreenshotInitStart(09286a70)
EFOOTBALL NEW PATCH SEASON 2025.... v1.17.1 2024-09-16 77 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l0 rate 000f
喧嘩番長5~漢の法則~ v1.17.1 2024-09-11 4 00000000=sceUtilityScreenshotInitStart(09944080)
LEGO® Indiana Jones™: TOA v1.17.1 2024-09-11 2 Unaligned icache invalidation of 086d4978 (086d4978 + 0) at PC=0896f274
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2025-12-02 22 80630007=sceAtracSetData(2, 08d13140, 000034e0): atracID uses different codec type than data
Crash™ Tag Team Racing v1.17.1 2024-09-11 1 80630006=sceAtracSetDataAndGetID(093e3ec0, 00014000): invalid RIFF header
God of War®: Ghost of Sparta v1.17.1 2024-09-11 2 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p0-00dev0 [Revision 96995]. 01f34151:00000f29 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 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)) // 01f34151:00000f29 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; 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 lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; 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 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); lowp vec3 lightSum1 = splat3(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); 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_lightspecular0 * specularColor * ldot ; } 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); 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_lightspecular1 * specularColor * ldot * lightScale; } 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 ; } lig
God of War®: Ghost of Sparta v1.17.1 2024-09-11 1 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p0-00dev0 [Revision 96995]. 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.w
eFootball 2025 By DILZZ PROJECTS V5 v1.17.1 2024-09-11 1 Unknown GetPointerWrite 00000000 PC 08815fc0 LR 08815fd4
E FOOTBALL ASIA 2021 "By TRMD" v1.17.1 2024-09-19 2 807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0002
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-11 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c79b44, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-09-11 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c79b44, 4, 00000000, 0)
SBK®09 Superbike World Championship v1.17.1 2024-09-11 1 scePsmfPlayerStart(0924ebf0, 0924ec00, 0): unable to change video stream to 0
SBK®09 Superbike World Championship v1.17.1 2024-09-11 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (00e3d6c1), bad data
WWE 2K20 BY RAJAT GAMING STUDIO v1.17.1 2024-09-11 1 80630007=sceAtracSetData(3, 08d4b180, 0000ba50): atracID uses different codec type than data
WWE 2K20 BY RAJAT GAMING STUDIO v1.17.1 2024-09-11 2 Unknown GetPointerWrite 00000000 PC 08bf4030 LR 08bf4038
SBK®09 Superbike World Championship v1.17.1 2024-09-11 1 800200d2=scePsmfPlayerSetPsmf(08f92df0, disc0:/PSP_GAME/USRDIR/MOVIES/PSP/MAINPAGE.PMF): too many streams in PSMF video, bogus data
SBK®09 Superbike World Championship v1.17.1 2024-09-11 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (a472d9ff), bad data
eFootball 2024 MS GAME PG FA v1.17.1 2024-11-14 7 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
初音ミク -Project DIVA- v1.17.1 2024-09-11 1 00000000=sceUtilityScreenshotInitStart(0937ee30)
Rengoku 2 v1.17.1 2024-09-11 1 80630006=sceAtracSetData(1, 095ca700, 00042000): invalid RIFF header
Spectral VS Generation v1.17.1 2024-09-11 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(CMY, 5c:d0:6e:8f:11:cf, 10000000, 0) at 0882f548
スペクトラル VS ジェネレーション v1.17.1 2024-09-17 4 sceNetAdhocMatchingInit(32768) at 08832a80
Warhammer 40,000: Squad Command v1.17.1 2024-09-11 99 BREAK instruction hit
SBK®09 Superbike World Championship v1.17.1 2024-09-11 1 800200d2=scePsmfPlayerSetPsmf(08f92d70, disc0:/PSP_GAME/USRDIR/MOVIES/PSP/MAINPAGE.PMF): too many streams in PSMF video, bogus data
SBK®09 Superbike World Championship v1.17.1 2024-09-11 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (cc4fd0ff), bad data
METAL GEAR SOLID PEACE WALKER DEMO-OPS v1.17.1 2024-09-11 1 00000000=sceUtilityScreenshotInitStart(0982bc48)
METAL GEAR SOLID PEACE WALKER DEMO-OPS v1.17.1 2024-09-11 1 00000000=sceUtilityScreenshotInitStart(0982b8c8)
Lord of Arcana v1.17.1 2024-09-11 1 Unknown GetPointerWrite 0a0059b0 PC 08a1dac4 LR 08a304a8
METAL GEAR SOLID PEACE WALKER DEMO-OPS v1.17.1 2024-09-11 1 sceNetAdhocMatchingInit(32768) at 088442a0
METAL GEAR SOLID PEACE WALKER DEMO-OPS v1.17.1 2024-09-11 1 00000000=sceUtilityScreenshotInitStart(0982b708)
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-09-11 1 WriteToHardware: Invalid address 1c04803c near PC 0880dcc8 LR 0880dcc8
SBK®09 Superbike World Championship v1.17.1 2024-09-11 1 800200d2=scePsmfPlayerSetPsmf(0923b550, disc0:/PSP_GAME/USRDIR/MOVIES/PSP/MAINPAGE.PMF): too many streams in PSMF video, bogus data
SBK®09 Superbike World Championship v1.17.1 2024-09-11 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (deadbeef), bad data
SBK®09 Superbike World Championship v1.17.1 2024-09-11 1 800200d2=scePsmfPlayerSetPsmf(0924ebf0, disc0:/PSP_GAME/USRDIR/MOVIES/PSP/MAINPAGE.PMF): too many streams in PSMF video, bogus data
SBK®09 Superbike World Championship v1.17.1 2024-09-11 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (2d8f68bb), bad data
SBK®09 Superbike World Championship v1.17.1 2024-09-11 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0919fb80): duplicate handler
Lego Star Wars II: The Original Trilogy v1.17.1 2024-10-12 2 Unaligned icache invalidation of 08706438 (08706438 + 0) at PC=08845668

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