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| 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 |