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
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

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