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
SOULCALIBUR: Broken Destiny v1.17.1 2025-04-22 3 sceKernelCreateThread(name=SceBase64_Library): unsupported attributes 00000006
SOULCALIBUR: Broken Destiny v1.17.1 2025-04-22 3 sceKernelCreateThread(name=sceCert_Loader): unsupported attributes 00001006
Resistance: Retribution™ v1.17.1 2024-10-06 1 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r10p0-00dev0 [Revision 96995]. 01f15591:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:1 3: c:1 t:1 MatUp:1 #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)) // 01f15591:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:1 3: c:1 t:1 MatUp:1 attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform 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 = u_matambientalpha; 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; lowp float angle; 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); angle = dot(u_lightdir1, toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } 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(toLigh
Resistance: Retribution™ v1.17.1 2024-10-06 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]. 01f05591:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:1 3: c:1 t:1 #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)) // 01f05591:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:1 3: c:1 t: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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform 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 = u_matambientalpha; 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; lowp float angle; 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); angle = dot(u_lightdir1, toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } 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
Resistance: Retribution™ v1.17.1 2024-10-06 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]. 01f05591:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:1 3: c:1 t:1 #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)) // 01f05591:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:1 3: c:1 t:1 attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform 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 = u_matambientalpha; 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; lowp float angle; 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); angle = dot(u_lightdir1, toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } 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 /=
Manhunt 2® v1.18.1 2024-11-25 2 WriteToHardware: Invalid address 000000b2 near PC 08a9ca68 LR 08a9ca68
EA FC 2024 BZKILLER-GAMING v1.17.1 2024-10-11 4 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
FRONTIER GATE Boost+ v1.17.1 2024-10-06 1 MIPSCompileOp: Invalid instruction 020b0501
eFootball v1.17.1 2024-10-06 1 807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 000f
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-10-06 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(6e0d54b, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-10-06 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(fffb9d5, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-10-06 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(b821968, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-10-06 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(5ea6970, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-10-06 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(6645985, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-10-06 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(a29ec8e, 9c:3a:97:12:0d:75, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-10-06 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(a29ec8e, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
eFootball By TM ARTS v1.17.1 2024-10-06 1 MIPSCompileOp: Invalid instruction 4344406f
eFootball By TM ARTS v1.17.1 2024-10-06 2 MIPSCompileOp: Invalid instruction 7f9124fa
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.7.5 2025-03-16 6 80630007=sceAtracSetData(2, 08d4b180, 000111d0): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.17.1 2024-10-06 1 80630007=sceAtracSetData(2, 08d4b180, 0001fe10): atracID uses different codec type than data
eFootball 2025 STAR PATCH v1.18.1-1309-gecbbadd604 2026-05-06 99 Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.17.1 2024-10-06 1 80630007=sceAtracSetData(2, 08d4b180, 00012350): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.17.1 2024-10-06 1 80630007=sceAtracSetData(2, 08d4b180, 00019740): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.17.1 2025-09-21 3 80630007=sceAtracSetData(2, 08d4b180, 00016b80): atracID uses different codec type than data
銀魂のすごろく v1.17.1 2024-10-06 1 sceNetAdhocMatchingInit(32768) at 0896f004
SBK®09 Superbike World Championship v1.17.1 2024-10-06 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09269e40): duplicate handler
CARROS v1.17.1 2024-10-06 7 MIPSCompileOp: Invalid instruction 01069701
CARROS v1.17.1 2024-10-06 7 MIPSCompileOp: Invalid instruction 00020001
CARROS v1.17.1 2024-10-06 7 MIPSCompileOp: Invalid instruction 00100005
CARROS v1.17.1 2024-10-06 7 Branch in JumpReg delay slot at 08f6c08c in block starting at 08f6c044
CARROS v1.17.1 2024-10-06 7 MIPSCompileOp: Invalid instruction 00010005
SBK®09 Superbike World Championship v1.17.1 2024-10-06 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091b0ee0): duplicate handler
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-10-06 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(ca505a1, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
EVANGELION ヱヴァンゲリヲン:序 v1.17.1 2024-10-06 1 80630006=sceAtracSetDataAndGetID(08b103c0, 00010000): invalid RIFF header
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-10-06 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(4b55df3, f8:06:f5:65:fb:ee, 20000000, 0) at 0897eeec
SBK®09 Superbike World Championship v1.17.1 2024-10-06 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09227ee0): duplicate handler
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-10-06 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(8bde482, 68:6a:f7:fa:1b:5d, 20000000, 0) at 0897ed90
SBK-07 v1.17.1 2024-10-06 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09600170): duplicate handler
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-06 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b029a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-06 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b029a4, 4, 00000000, 0)
WWE'12 v1.17.1 2024-10-06 1 MIPSCompileOp: Invalid instruction b3bef7e0
WWE'12 v1.17.1 2024-10-06 1 MIPSCompileOp: Invalid instruction 40d3a8bb
Lego Star Wars II: The Original Trilogy v1.17.1 2024-10-06 1 Unaligned icache invalidation of 08605a38 (08605a38 + 0) at PC=08845668
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-10-06 2 80420014=__sceSasCoreWithMix(08b65a00, 13027f00, 4096, 4096): invalid address
FRONTIER GATE Boost+ v1.17.1 2024-10-06 2 Branch in branch delay slot at 0987e460 with different target
FRONTIER GATE Boost+ v1.17.1 2024-10-06 2 Jump to invalid address: 0614afc0 PC 0987e450 LR 09852f40
FRONTIER GATE Boost+ v1.17.1 2024-10-06 1 Jump to invalid address: 0614afc0 PC 0987e44c LR 09852f40
FRONTIER GATE Boost+ v1.17.1 2024-10-06 1 Jump to invalid address: 0614b040 PC 0987e448 LR 09852f40
FRONTIER GATE Boost+ v1.17.1 2024-10-06 1 Jump to invalid address: 0614afc0 PC 0987e444 LR 09852f40
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-10-06 1 Rendering to framebuffer offset at 04161800 +64x0 (stride 1024)
Lego Star Wars II: The Original Trilogy v1.17.1 2024-10-08 2 Unaligned icache invalidation of 08703b38 (08703b38 + 0) at PC=08845668
LEGO® Batman™: The Videogame v1.17.1 2024-10-06 1 Unaligned icache invalidation of 086edff8 (086edff8 + 0) at PC=089741fc
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-10-05 3 00000000=sceAtracLowLevelDecode(0, 09fce250, 09fce4b0[00000130], 93e1edb4, 09fce4b4[00001000]): invalid pointers
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-10-05 1 WriteToHardware: Invalid address 93e1edb4 near PC 0883ad10 LR 0883ad10
WWE 2K22 EN ESPAÑOL BY ANT v1.17.1 2024-10-05 1 80630007=sceAtracSetData(2, 08d4b180, 000134b4): atracID uses different codec type than data
Ratchet v1.17.1 2024-10-05 9 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10466DATA/TEKKEN6.BIN, 09fd81d0, 00000002)
WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER v1.18.1 2025-11-18 3 80630006=sceAtracSetData(2, 08d4b180, 00002e50): invalid RIFF header
eFootball By TM ARTS v1.17.1 2024-11-30 5 MIPSCompileOp: Invalid instruction 00000068
Ghost Rider v1.18.1 2025-03-01 2 WriteToHardware: Invalid address 00000dd0 near PC 089a80b8 LR 089a70c4
Virtua Tennis 3 v1.17.1 2024-10-05 1 80630011=sceAtracSetDataAndGetID(08cdf300, 00000004): buffer too small
Prince of Persia: The Forgotten Sands™ v1.17.1 2024-10-05 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09484fdc, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.17.1 2024-10-05 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09484fdc, 4, 00000000, 0)
Super Fruitfall v1.17.1 2024-10-05 1 sceNetAdhocMatchingInit(131072) at 08847564
God of War®: Ghost of Sparta v1.17.1 2024-10-05 1 sceNetAdhocMatchingInit(32768) at 0886a138
WORLD SOCCER Winning Eleven 2010 v1.18 2025-05-16 8 sceNetAdhocMatchingInit(32768) at 089cd0b4
METAL SLUG Anthology v1.17.1 2024-10-06 4 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIa908, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4
eFootball PC - V. v1.18.1-1419-ga68e4292f9 2026-01-13 8 WriteToHardware: Invalid address 00000004 near PC 08863d6c LR 0884c9fc
LEGO® Batman™: The Videogame v1.17.1 2024-10-05 1 Unaligned icache invalidation of 0860f7b8 (0860f7b8 + 0) at PC=089741fc
BOMBERMAN v1.17.1 2024-10-05 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(c7N6Jed, 20:7c:e8:64:4c:ff, 30000000, 0) at 088d02ac
EA FC 2024 BY MR-PATCH v1.17.1 2024-10-08 2 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
BOMBERMAN v1.17.1 2024-10-05 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(N446dKd, 4c:b3:81:3c:9f:15, 30000000, 0) at 088d02ac
BOMBERMAN v1.17.1 2024-10-05 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(M3L8LJd, 4c:b3:81:3c:9f:15, 30000000, 0) at 088d02ac
God of War®: Ghost of Sparta v1.17.1 2024-10-05 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]. 01730445:00010b29 HWX C T N LM TexProjPos UVMtx Light: 0: c:1 t:1 1: c:0 t:1 2: 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)) // 01730445:00010b29 HWX C T N LM TexProjPos UVMtx Light: 0: c:1 t:1 1: c:0 t:1 2: 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 mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; 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 vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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); 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 * lightScale; } 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 - 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; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z -
God of War®: Ghost of Sparta v1.18.1 2024-12-26 3 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]. 01f34444:00010b29 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 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)) // 01f34444:00010b29 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 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 mediump mat4 u_texmtx; 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 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() { 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); 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 - 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*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdep
Lego Star Wars II: The Original Trilogy v1.18.1 2025-03-03 2 Unknown GetPointerWrite 0a002ee8 PC 08a11d20 LR 088063c4
God of War®: Ghost of Sparta v1.17.1 2024-10-05 1 WriteToHardware: Invalid address 00000367 near PC 08ad7e58 LR 08896f3c
WWE 2K24 DEFINITIVE VERSION v1.17.1 2024-10-05 1 80630007=sceAtracSetData(2, 08d4b180, 0000311c): atracID uses different codec type than data
WWE 2K24 DEFINITIVE VERSION v1.17.1 2024-10-05 1 80630006=sceAtracSetData(2, 08d4b180, 00019800): invalid RIFF header
WWE 2K24 DEFINITIVE VERSION v1.8.0 2024-11-17 7 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
WWE 2K24 DEFINITIVE VERSION v1.8.0 2024-11-17 10 80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data
WWE 2K24 DEFINITIVE VERSION v1.17.1 2024-10-05 5 80630006=sceAtracSetData(2, 08d4b180, 00004500): invalid RIFF header
WWE 2K24 DEFINITIVE VERSION v1.8.0 2024-11-17 5 80630006=sceAtracSetData(2, 08d4b180, 00004c00): invalid RIFF header
WWE 2K24 DEFINITIVE VERSION v1.8.0 2024-11-17 12 80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data
WWE 2K24 DEFINITIVE VERSION v1.8.0 2024-11-17 26 80630006=sceAtracSetData(2, 08d4b180, 00015700): invalid RIFF header
WWE 2K24 DEFINITIVE VERSION v1.17.1 2024-10-05 1 80630007=sceAtracSetData(2, 08d4b180, 000011e4): atracID uses different codec type than data
WWE 2K24 DEFINITIVE VERSION v1.17.1 2024-10-05 1 80630007=sceAtracSetData(2, 08d4b180, 0001df74): atracID uses different codec type than data
WWE 2K24 DEFINITIVE VERSION v1.8.0 2024-11-17 22 80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data
WWE 2K24 DEFINITIVE VERSION v1.8.0 2024-11-17 3 80630007=sceAtracSetData(2, 08d4b180, 00004d00): atracID uses different codec type than data
WWE 2K24 DEFINITIVE VERSION v1.9.4 2025-01-06 4 80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data
WWE 2K24 DEFINITIVE VERSION v1.17.1 2024-10-05 1 80630007=sceAtracSetData(2, 08d4b180, 00002130): atracID uses different codec type than data
WWE 2K24 DEFINITIVE VERSION v1.17.1 2024-10-05 2 80630007=sceAtracSetData(2, 08d4b180, 00010a7c): atracID uses different codec type than data
WWE 2K24 DEFINITIVE VERSION v1.17.1 2024-10-05 1 80630007=sceAtracSetData(2, 08d4b180, 00003fd0): atracID uses different codec type than data
WWE 2K24 DEFINITIVE VERSION v1.8.0 2024-11-17 3 80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data
eFootball Chelito 19 v1.17.1 2024-10-05 1 WriteToHardware: Invalid address 0a0aee00 near PC 08a73858 LR 08a73858
WWE 2K24 DEFINITIVE VERSION v1.17.1 2024-10-05 1 80630007=sceAtracSetData(2, 08d4b180, 00004144): atracID uses different codec type than data
WWE 2K24 DEFINITIVE VERSION v1.9.4 2024-11-05 70 80630007=sceAtracSetData(2, 08d4b180, 00020000): atracID uses different codec type than data
WWE 2K24 DEFINITIVE VERSION v1.17.1 2024-10-05 2 80630007=sceAtracSetData(2, 08d4b180, 00004b8c): atracID uses different codec type than data
WWE 2K24 DEFINITIVE VERSION v1.17.1 2024-10-05 1 80630007=sceAtracSetData(2, 08d4b180, 00004364): atracID uses different codec type than data
WWE 2K24 DEFINITIVE VERSION v1.17.1 2024-10-27 4 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
WWE 2K24 DEFINITIVE VERSION v1.17.1 2024-10-05 1 Unknown GetPointerWrite 00000000 PC 088d8d80 LR 088d8d98

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