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| 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 |