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| Game title |
Version |
Latest Report |
Hits |
Message |
| eFootball PES By HAROUN TECH |
v1.17.1 |
2024-09-15 |
1 |
Unknown GetPointerWrite 00000000 PC 08872bb4 LR 08872c1c |
| Yu-Gi-Oh! GX Tag Force 3 |
v1.17.1 |
2024-09-15 |
1 |
MIPSCompileOp: Invalid instruction 04040404 |
| Yu-Gi-Oh! GX Tag Force 3 |
v1.17.1 |
2024-09-15 |
3 |
MIPSCompileOp: Invalid instruction 04050404 |
| METAL SLUG Anthology |
v1.17.1 |
2024-09-15 |
3 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI8fe1, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-09-15 |
1 |
WriteToHardware: Invalid address 00f10800 near PC 0883c798 LR 0883c798 |
| WSSP 23 By ARIAN |
v1.17.1 |
2024-09-15 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090004b0): duplicate handler |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-09-15 |
1 |
WriteToHardware: Invalid address 11e27c20 near PC 0880de60 LR 0880de08 |
| Dragon Ball TAG VS |
v1.18.1 |
2025-03-01 |
4 |
MIPSCompileOp: Invalid instruction 00000001 |
| Dragon Ball Z: Forever Tenkaichi Tag Team |
v1.17.1 |
2024-09-15 |
1 |
MIPSCompileOp: Invalid instruction 741e94a9 |
| Dragon Ball Z: Forever Tenkaichi Tag Team |
v1.17.1 |
2024-09-15 |
1 |
MIPSCompileOp: Invalid instruction 7a5e54be |
| Dragon Ball Z: Forever Tenkaichi Tag Team |
v1.17.1 |
2024-09-15 |
1 |
MIPSCompileOp: Invalid instruction 4343ef9e |
| Dragon Ball Z: Forever Tenkaichi Tag Team |
v1.17.1 |
2024-09-15 |
1 |
MIPSCompileOp: Invalid instruction 795251a8 |
| Dragon Ball Z: Forever Tenkaichi Tag Team |
v1.17.1 |
2024-09-15 |
1 |
WriteToHardware: Invalid address fffffb0c near PC 08e210b0 LR 08e21014 |
| Dragon Ball Z: Forever Tenkaichi Tag Team |
v1.17.1 |
2024-09-15 |
3 |
MIPSCompileOp: Invalid instruction b52e5e5c |
| Dragon Ball Z: Forever Tenkaichi Tag Team |
v1.17.1 |
2024-09-15 |
3 |
MIPSCompileOp: Invalid instruction b57f5fa6 |
| Dragon Ball Z: Forever Tenkaichi Tag Team |
v1.17.1 |
2024-09-15 |
1 |
MIPSCompileOp: Invalid instruction 4a2daeeb |
| Dragon Ball Z: Forever Tenkaichi Tag Team |
v1.17.1 |
2024-09-15 |
1 |
MIPSCompileOp: Invalid instruction cd06d000 |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1 |
2024-09-15 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(3a26cae, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| Star Wars®: The Force Unleashed™ |
v1.17.1 |
2024-09-15 |
1 |
80630007=sceAtracSetData(2, 08d4b1c0, 00007220): atracID uses different codec type than data |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1 |
2024-09-15 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(1afba13, c8:84:d5:3e:7d:69, 20000000, 0) at 0897eeec |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.17.1 |
2024-09-15 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (00001be0), bad data |
| Prince of Persia - Rival Swords |
v1.17.1 |
2024-09-15 |
1 |
Vertices without position found: (064d0034) P: ? N: s8 C: 5551 Morph: 4 (32b) |
| 戦場のヴァルキュリア2 ガリア王立士官学校 |
v1.17.1 |
2024-09-15 |
10 |
00000800=sceGeEdramSetAddrTranslation(00000800) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-09-15 |
1 |
00000000=sceUtilityScreenshotInitStart(09caa988) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-09-15 |
1 |
00000000=sceUtilityScreenshotInitStart(09caa948) |
| Prince of Persia: The Forgotten Sands™ |
v1.17.1 |
2024-09-15 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 099d8d9c, 4, 00000000, 0) |
| Prince of Persia: The Forgotten Sands™ |
v1.17.1 |
2024-09-15 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 099d8d9c, 4, 00000000, 0) |
| Kenka Bancho: Badass Rumble |
v1.17.1 |
2024-09-15 |
1 |
00000000=sceUtilityScreenshotInitStart(096ae7b0) |
| Marvel™ Ultimate Alliance |
v1.17.1 |
2024-09-15 |
1 |
MIPSCompileOp: Invalid instruction 7fffffff |
| Marvel™ Ultimate Alliance |
v1.17.1 |
2024-09-15 |
2 |
Trying to compile instruction 00000030 that can't be interpreted |
| Marvel™ Ultimate Alliance |
v1.17.1 |
2024-09-15 |
1 |
Jump to invalid address: 04db8020 PC 09fb5a40 LR 08a1533c |
| Marvel™ Ultimate Alliance |
v1.17.1 |
2024-09-15 |
2 |
MIPSCompileOp: Invalid instruction 43800000 |
| Marvel™ Ultimate Alliance |
v1.17.1 |
2024-09-15 |
1 |
Jump to invalid address: 02a973a0 PC 09fb59f8 LR 08a1533c |
| Marvel™ Ultimate Alliance |
v1.17.1 |
2024-09-15 |
4 |
MIPSCompileOp: Invalid instruction 7f800001 |
| Marvel™ Ultimate Alliance |
v1.17.1 |
2024-09-15 |
1 |
Jump to invalid address: 057a7720 PC 09fb59e0 LR 08a1533c |
| Crash™ Tag Team Racing |
v1.17.1 |
2024-09-15 |
1 |
80630006=sceAtracSetDataAndGetID(09ac7480, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.17.1 |
2024-09-15 |
1 |
80630006=sceAtracSetDataAndGetID(09ac7b40, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.17.1 |
2024-09-15 |
4 |
80630006=sceAtracSetDataAndGetID(09abf140, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.17.1 |
2024-09-15 |
1 |
80630006=sceAtracSetDataAndGetID(09cf7680, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.17.1 |
2024-09-15 |
2 |
80630006=sceAtracSetDataAndGetID(09cf7a80, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.17.1 |
2024-09-15 |
4 |
80630006=sceAtracSetDataAndGetID(09cf7080, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.17.1 |
2024-09-15 |
1 |
80630006=sceAtracSetDataAndGetID(09cdafc0, 00014000): invalid RIFF header |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.17.1 |
2024-09-15 |
2 |
MIPSCompileOp: Invalid instruction 4631c71c |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.17.1 |
2024-09-15 |
4 |
MIPSCompileOp: Invalid instruction 42bfffff |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.17.1 |
2024-09-15 |
2 |
MIPSCompileOp: Invalid instruction 466f4840 |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.17.1 |
2024-09-15 |
4 |
MIPSCompileOp: Invalid instruction 42dec000 |
| Lego Star Wars II: The Original Trilogy |
v1.17.1-334-g1786a4ddb |
2024-12-29 |
2 |
Unaligned icache invalidation of 086059f8 (086059f8 + 0) at PC=088454a0 |
| Crash™ Tag Team Racing |
v1.17.1 |
2024-09-15 |
6 |
80630006=sceAtracSetDataAndGetID(09b7e600, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.17.1 |
2024-09-15 |
1 |
80630006=sceAtracSetDataAndGetID(09b6a580, 00014000): invalid RIFF header |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-09-15 |
1 |
Unaligned icache invalidation of 086ceb78 (086ceb78 + 0) at PC=089741fc |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-09-15 |
1 |
00000000=sceUtilityScreenshotInitStart(09d3f428) |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-09-15 |
1 |
Unaligned icache invalidation of 086d50b8 (086d50b8 + 0) at PC=089741fc |
| Spider-Man 3 |
v1.17.1 |
2024-09-15 |
1 |
Rendering to framebuffer offset at 04161800 +64x0 (stride 1024) |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-09-15 |
1 |
Unaligned icache invalidation of 08608838 (08608838 + 0) at PC=089741fc |
| Worms Open Warfare 2 |
v1.17.1 |
2024-09-15 |
1 |
WriteToHardware: Invalid address 0000005a near PC 08bd63cc LR 08bd63f0 |
| LEGO® Indiana Jones™: The Original Adventures |
v1.17.1 |
2024-09-15 |
1 |
Unaligned icache invalidation of 086ca738 (086ca738 + 0) at PC=0896f274 |
| Lego Star Wars II: The Original Trilogy |
v1.17.1 |
2024-09-15 |
1 |
Unaligned icache invalidation of 0870ae78 (0870ae78 + 0) at PC=088454a0 |
| eFootball Chelito 19 |
v1.17.1 |
2024-09-15 |
1 |
WriteToHardware: Invalid address deadbeef near PC 08027514 LR 08000020 |
| eFootball Chelito 19 |
v1.17.1 |
2024-09-15 |
2 |
MIPSCompileOp: Invalid instruction 7fffff70 |
| eFootball Chelito 19 |
v1.18.1 |
2025-06-04 |
2 |
MIPSCompileOp: Invalid instruction 000005ff |
| eFootball Chelito 19 |
v1.17.1 |
2024-09-15 |
1 |
MIPSCompileOp: Invalid instruction 000009ff |
| eFootball Chelito 19 |
v1.17.1 |
2024-09-15 |
1 |
MIPSCompileOp: Invalid instruction 000002ff |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-09-15 |
1 |
Unaligned icache invalidation of 086d6578 (086d6578 + 0) at PC=089741fc |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2024-10-08 |
2 |
Decoding texture from VRAM mirror at 045e7f20 swizzle=1 |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-09-15 |
1 |
Unaligned icache invalidation of 086c3638 (086c3638 + 0) at PC=089741fc |
| Yu-Gi-Oh! GX Tag Force |
v1.17.1 |
2024-09-15 |
1 |
00000000=sceGeEdramSetAddrTranslation(00000000) |
| Yu-Gi-Oh! GX Tag Force |
v1.17.1 |
2024-09-15 |
1 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1 |
2024-09-15 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(0e412aa, 12:f6:47:3b:c9:6c, 20000000, 0) at 0897eeec |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1 |
2024-09-15 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(5d27b87, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1 |
2024-09-15 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(9b07ed1, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| Dante's Inferno™ |
v1.17.1 |
2024-09-15 |
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 r10p0-00dev0 [Revision 96995].
01d15501:00000b09 HWX C T N LM Light: 0: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp: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))
// 01d15501:00000b09 HWX C T N LM Light: 0: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1
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_lightpos2;
uniform mediump vec3 u_lightatt2;
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 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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
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_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);
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 * lightScale;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
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)
lig |
| Dante's Inferno™ |
v1.17.1 |
2024-09-15 |
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 r10p0-00dev0 [Revision 96995].
01e15510:00000b09 HWX C T N LM Light: 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp: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))
// 01e15510:00000b09 HWX C T N LM Light: 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1
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_lightpos1;
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 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 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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
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 ;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
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 * lightScale;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
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)
lig |
| Dante's Inferno™ |
v1.17.1 |
2024-09-15 |
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 r10p0-00dev0 [Revision 96995].
01b15051:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 t:1 MatUp: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))
// 01b15051:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 t:1 MatUp:1
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_lightpos3;
uniform mediump vec3 u_lightatt3;
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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
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_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);
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)
lig |
| Dante's Inferno™ |
v1.17.1 |
2024-09-15 |
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 r10p0-00dev0 [Revision 96995].
01710551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp: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))
// 01710551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1
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 mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
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 - 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);
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)
lig |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-15 |
1 |
MFIC instruction hit (70020024) at 088ba5dc |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-15 |
1 |
WriteToHardware: Invalid address 00000010 near PC 08c1c658 LR 08c1c658 |
| Mortal Kombat: Unchained |
v1.17.1 |
2024-09-15 |
1 |
sceNetAdhocMatchingInit(131072) at 088c1474 |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-09-15 |
1 |
Unaligned icache invalidation of 086d6678 (086d6678 + 0) at PC=089741fc |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1-820-gea36cb7036 |
2025-11-10 |
15 |
Unknown GetPointerWrite 00000000 PC 088287f8 LR 08828800 |
| GTA: Liberty City Stories |
v1.17.1 |
2024-09-15 |
1 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULES01513DATA/3RDINS.BIN, 09f755b0, 00000002) |
| Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-09-15 |
1 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULES01513DATA/3RDINS.BIN, 09f755b0, 00000002) |
| PES FL 2022 |
v1.17.1 |
2024-09-14 |
1 |
MIPSCompileOp: Invalid instruction 0000017a |
| PES FL 2022 |
v1.18.1 |
2025-04-30 |
2 |
MIPSCompileOp: Invalid instruction 0000017e |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-09-14 |
1 |
Unaligned icache invalidation of 086ca578 (086ca578 + 0) at PC=089741fc |
| Prince of Persia - Revelations |
v1.17.1 |
2024-09-14 |
1 |
80630006=sceAtracSetDataAndGetID(09941200, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.17.1 |
2024-09-14 |
1 |
80630006=sceAtracSetDataAndGetID(09a46240, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.18.1 |
2025-01-08 |
2 |
80630006=sceAtracSetDataAndGetID(09a61b00, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.17.1 |
2024-09-14 |
1 |
80630006=sceAtracSetDataAndGetID(099b61c0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.17.1 |
2024-09-14 |
2 |
80630006=sceAtracSetDataAndGetID(0990e340, 00000800): invalid RIFF header |
| FIFA 14 - Por |
v1.17.1 |
2024-09-14 |
1 |
Block transfer invalid: 09ec3c40/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0) |
| The King Of Fighters - The Orochi Saga |
v1.17.1 |
2024-09-15 |
3 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI2f65, dc:03:91:0c:2f:65, 20000000, 0) at 0888c440 |
| The King Of Fighters - The Orochi Saga |
v1.17.1 |
2024-09-14 |
2 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI2bb1, 3, 2, 09fff8e0, 20000000, 0) at 0888c318 |
| Resistance: Retribution™ |
v1.17.1 |
2024-09-14 |
1 |
Unknown GetPointerWrite 15171f18 PC 08d09d20 LR 08cd6754 |
| PES MY 2024 |
v1.17.1 |
2024-09-23 |
141 |
sceMp3Init: invalid data: not layer 3 |
| SBK® Superbike World Championship |
v1.17.1 |
2024-09-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 0940f7d0): duplicate handler |
| SBK® Superbike World Championship |
v1.17.1 |
2024-09-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 0946d5b0): duplicate handler |
| SBK® Superbike World Championship |
v1.17.1 |
2024-09-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 093aab30): duplicate handler |
| Lego Star Wars II: The Original Trilogy |
v1.17.1 |
2024-09-14 |
1 |
Unaligned icache invalidation of 0860f0f8 (0860f0f8 + 0) at PC=08845668 |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.18.1 |
2025-05-10 |
7 |
MIPSCompileOp: Invalid instruction 00000081 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2026-05-23 |
46 |
WriteToHardware: Invalid address 00008000 near PC 089b7d58 LR 089b8260 |