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| Game title |
Version |
Latest Report |
Hits |
Message |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-28 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b6a124, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-28 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b6a124, 4, 00000000, 0) |
| Plantas Vs Zombies |
v1.17.1 |
2024-10-28 |
1 |
Unknown GetPointerWrite 00000010 PC 088f2940 LR 088f296c |
| 一騎当千 XROSS IMPACT |
v1.17.1 |
2024-10-28 |
1 |
Unknown GE command : 03223110 |
| NEED FOR SPEED™ Carbon OTC |
v1.17.1 |
2024-10-28 |
1 |
WriteToHardware: Invalid address 0000028c near PC 08861c68 LR 08861c68 |
| NEED FOR SPEED™ Carbon OTC |
v1.17.1 |
2024-10-28 |
1 |
WriteToHardware: Invalid address 00000460 near PC 08875abc LR 08875ce8 |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.18.1 |
2025-04-22 |
6 |
80630007=sceAtracSetData(2, 08d4b180, 00008fa8): atracID uses different codec type than data |
| EA SPORTS FC By Charly |
v1.18.1 |
2025-03-02 |
25 |
sceNetAdhocMatchingInit(32768) at 08a71984 |
| EA SPORTS FC By Charly |
v1.18.1 |
2025-02-27 |
4 |
Unknown GetPointerWrite 00000000 PC 088287e0 LR 088287f0 |
| Resistance: Retribution™ |
v1.17.1 |
2024-10-28 |
2 |
Unknown GetPointerWrite 0d1d05c8 PC 08d09d20 LR 08cd6754 |
| PES 2014 |
v1.17.1 |
2024-10-28 |
1 |
Unknown GetPointerWrite 00000008 PC 08828260 LR 088282a0 |
| LEGO® Indiana Jones™: The Original Adventures |
v1.17.1 |
2024-10-28 |
1 |
Unaligned icache invalidation of 086091b8 (086091b8 + 0) at PC=0896f408 |
| WWE'12 |
v1.17.1 |
2024-10-28 |
1 |
Unknown GetPointerWrite 7cc63905 PC 08bfbde0 LR 08bfbe04 |
| FIFA 14 - Du |
v1.17.1 |
2024-10-28 |
2 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| Lego Star Wars II: The Original Trilogy |
v1.17.1 |
2024-10-29 |
2 |
Unaligned icache invalidation of 08708078 (08708078 + 0) at PC=08845668 |
| eFootball 2024 By Komo Valeri |
v1.17.1 |
2024-10-28 |
2 |
MIPSCompileOp: Invalid instruction 00000081 |
| Lego Star Wars II: The Original Trilogy |
v1.17.1 |
2024-10-28 |
1 |
Unaligned icache invalidation of 0870a4b8 (0870a4b8 + 0) at PC=08845668 |
| PES FL 2022 |
v1.17.1 |
2024-10-28 |
1 |
MIPSCompileOp: Invalid instruction 7fca03e7 |
| PES FL 2022 |
v1.17.1 |
2024-10-28 |
1 |
MIPSCompileOp: Invalid instruction 65f24af5 |
| PES FL 2022 |
v1.17.1 |
2024-10-28 |
1 |
MIPSCompileOp: Invalid instruction ecc3ff21 |
| PES FL 2022 |
v1.17.1 |
2024-10-28 |
1 |
MIPSCompileOp: Invalid instruction 4573d1cb |
| PES FL 2022 |
v1.17.1 |
2024-10-28 |
1 |
MIPSCompileOp: Invalid instruction 7a87f634 |
| eFootball eCanizo |
v1.9.4 |
2026-09-25 |
338 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| Prince of Persia - Rival Swords |
v1.17.1 |
2024-10-28 |
1 |
Block transfer invalid: 00000000/0 -> 0062d9e0/0, 785x64x4 (496,80)->(83,180) |
| Prince of Persia - Rival Swords |
v1.17.1 |
2024-10-28 |
1 |
Unknown GE command : 0320ed04 |
| Hellboy™: The Science of Evil |
v1.17.1 |
2024-10-28 |
1 |
WriteToHardware: Invalid address 83480d28 near PC 089fb62c LR 089fb62c |
| Grand Theft Auto: Liberty City Stories |
v1.17.1 |
2024-10-28 |
1 |
WriteToHardware: Invalid address 000004bc near PC 08ad619c LR 08ad619c |
| NBA2K13 |
v1.17.1 |
2024-10-28 |
1 |
WriteToHardware: Invalid address 00000060 near PC 088ee900 LR 08a4a7b4 |
| NBA2K13 |
v1.17.1 |
2024-10-28 |
1 |
WriteToHardware: Invalid address 0000001c near PC 08a7429c LR 08a74250 |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.17.1 |
2024-10-28 |
40 |
Unusual bezier/spline vtype: 120017c1, morph: 0, bones: 1 |
| Shin Megami Tensei®: Persona® 2: Innocent Sin |
v1.17.1 |
2024-10-28 |
99 |
BREAK instruction hit |
| The Fast and the Furious |
v1.17.1 |
2024-10-28 |
1 |
Failed decrypting the PRX (ret = -1, size = 4254336, psp_size = 4254672)! |
| Spider-Man 3 |
v1.17.1 |
2024-10-28 |
1 |
WriteToHardware: Invalid address 00000d40 near PC 08a7de24 LR 08a7de24 |
| FRONTIER GATE Boost+ |
v1.17.1 |
2024-10-28 |
1 |
Branch in branch delay slot at 09844f64 with different target |
| FRONTIER GATE Boost+ |
v1.17.1 |
2024-10-28 |
1 |
MIPSCompileOp: Invalid instruction 00003138 |
| LEGO Star Wars III - The Clone Wars |
v1.18.1 |
2024-12-19 |
2 |
WriteToHardware: Invalid address 0000002c near PC 08949ef0 LR 00000000 |
| TRON EVOLUTION |
v1.17.1 |
2024-10-28 |
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].
01700444:00090b00 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 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))
// 01700444:00090b00 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 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 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 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 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);
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;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
gl_Position = outPos;
}
|
| TRON EVOLUTION |
v1.17.1 |
2024-10-28 |
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].
01730444:00090b00 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3
#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))
// 01730444:00090b00 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 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 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);
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;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
gl_Position = outPos;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-10-28 |
1 |
WriteToHardware: Invalid address 00007777 near PC 089adbb4 LR 089adbb4 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-10-28 |
3 |
Error in shader program link: info: L0001 The fragment shader uniform floating-point u_texelDelta does not match the vertex shader uniform floating-point u_texelDelta.
The precision does not match.
fs: postshader
#version 310 es
precision mediump float;
precision highp int;
uniform vec2 u_pixelDelta;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec4 u_time;
uniform vec2 u_texelDelta;
in vec2 v_texcoord0;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
in vec4 v_texcoordNC0;
in vec4 v_texcoordNC1;
in vec4 v_texcoordNC2;
in vec4 v_texcoordNC3;
mediump int SEPIA;
mediump int GRAYSCALE;
mediump int NEGATIVE;
mediump int PSPCOLORS;
vec3 processGAUSS_S(inout vec3 color)
{
float GAUSSS_SPAN_MAX = 1.5;
float GAUSSS_KERNEL_SIZE = 5.0;
vec2 offsetS = (u_pixelDelta * GAUSSS_SPAN_MAX) / vec2(GAUSSS_KERNEL_SIZE);
vec3 cGaussS0 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, -2.0))).xyz * 1.0;
vec3 cGaussS1 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0))).xyz * 3.0;
vec3 cGaussS2 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, -1.0))).xyz * 8.0;
vec3 cGaussS3 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0, -1.0))).xyz * 3.0;
vec3 cGaussS4 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-2.0, 0.0))).xyz * 1.0;
vec3 cGaussS5 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0, 0.0))).xyz * 8.0;
vec3 cGaussS6 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0))).xyz * 10.0;
vec3 cGaussS7 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0, 0.0))).xyz * 8.0;
vec3 cGaussS8 = texture(sampler0, v_texcoord0 + (offsetS * vec2(2.0, 0.0))).xyz * 1.0;
vec3 cGaussS9 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0, 1.0))).xyz * 3.0;
vec3 cGaussS10 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, 1.0))).xyz * 8.0;
vec3 cGaussS11 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0))).xyz * 3.0;
vec3 cGaussS12 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, 2.0))).xyz * 1.0;
color = (((((((((((cGaussS0 + cGaussS1) + cGaussS2) + cGaussS3) + cGaussS4) + cGaussS5) + cGaussS6) + cGaussS7) + cGaussS8) + cGaussS9) + cGaussS10) + cGaussS11) + cGaussS12;
color /= vec3(58.0);
return color;
}
vec3 processSHADEBOOST(inout vec3 color)
{
float sat = 1.89999997615814208984375;
float brt = 0.699999988079071044921875;
float con = 1.2000000476837158203125;
float AvgLumR = 1.5;
float AvgLumG = 1.5;
float AvgLumB = 1.5;
if (SEPIA == 1)
{
sat = 0.00999999977648258209228515625;
brt = 1.75;
con = 1.0;
AvgLumR = 0.439999997615814208984375;
AvgLumG = 0.2599999904632568359375;
AvgLumB = 0.07999999821186065673828125;
}
if (GRAYSCALE == 1)
{
sat = 0.0;
brt = 1.0;
con = 1.0;
AvgLumR = 1.0;
AvgLumG = 1.0;
AvgLumB = 1.0;
}
if (NEGATIVE == 1)
{
sat = 1.0;
brt = 1.0;
con = -1.0;
AvgLumR = 1.0;
AvgLumG = 1.0;
AvgLumB = 1.0;
}
if (PSPCOLORS == 1)
{
sat = 1.0;
brt = 1.0;
con = 1.0;
AvgLumR = 0.959299981594085693359375;
AvgLumG = 1.0738999843597412109375;
AvgLumB = 1.46039998531341552734375;
}
vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
vec3 conRGB = vec3(0.5);
vec3 brtColor = color * brt;
vec3 intensity = vec3(((brtColor.x * 0.2125000059604644775390625) + (brtColor.y * 0.7153999805450439453125)) + (brtColor.z * 0.07209999859333038330078125));
vec3 satColor = mix(intensity, brtColor, vec3(sat));
vec3 conColor = mix(conRGB, satColor, vec3(con));
vec3 mixColor = AvgLumin * conColor;
color = mixColor;
return color;
}
void main()
{
SEPIA = 0;
GRAYSCALE = 0;
NEGATIVE = 0;
PSPCOLORS = 5;
vec3 color = texture(sampler0, v_texcoord0).xyz;
vec3 param = color;
vec3 _311 = processGAUSS_S(param);
color = _311;
vec3 param_1 = color;
vec3 _314 = processSHADEBOOST(param_1);
color = _314;
_RES |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-10-28 |
3 |
Error in shader program link: info: L0001 The fragment shader uniform floating-point u_texelDelta does not match the vertex shader uniform floating-point u_texelDelta.
The precision does not match.
fs: postshader
#version 310 es
precision mediump float;
precision highp int;
uniform vec2 u_pixelDelta;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec4 u_time;
uniform vec2 u_texelDelta;
in vec2 v_texcoord0;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
in vec4 v_texcoordNC0;
in vec4 v_texcoordNC1;
in vec4 v_texcoordNC2;
in vec4 v_texcoordNC3;
mediump int SEPIA;
mediump int GRAYSCALE;
mediump int NEGATIVE;
mediump int PSPCOLORS;
vec3 processGAUSS_SQ(inout vec3 color)
{
float GAUSS_KERNEL_SIZE = 5.0;
vec2 offset = (u_pixelDelta * 3.5) / vec2(GAUSS_KERNEL_SIZE);
vec3 cGauss0 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0))).xyz * 1.0;
vec3 cGauss1 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, -2.0))).xyz * 4.0;
vec3 cGauss2 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, -2.0))).xyz * 7.0;
vec3 cGauss3 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, -2.0))).xyz * 4.0;
vec3 cGauss4 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, -2.0))).xyz * 1.0;
vec3 cGauss5 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, -1.0))).xyz * 4.0;
vec3 cGauss6 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0))).xyz * 16.0;
vec3 cGauss7 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, -1.0))).xyz * 26.0;
vec3 cGauss8 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, -1.0))).xyz * 16.0;
vec3 cGauss9 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, -1.0))).xyz * 4.0;
vec3 cGauss10 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 0.0))).xyz * 7.0;
vec3 cGauss11 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 0.0))).xyz * 26.0;
vec3 cGauss12 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0))).xyz * 41.0;
vec3 cGauss13 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, 0.0))).xyz * 26.0;
vec3 cGauss14 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, 0.0))).xyz * 7.0;
vec3 cGauss15 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 1.0))).xyz * 4.0;
vec3 cGauss16 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 1.0))).xyz * 16.0;
vec3 cGauss17 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, 1.0))).xyz * 26.0;
vec3 cGauss18 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0))).xyz * 16.0;
vec3 cGauss19 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, 1.0))).xyz * 4.0;
vec3 cGauss20 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 2.0))).xyz * 1.0;
vec3 cGauss21 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 2.0))).xyz * 4.0;
vec3 cGauss22 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, 2.0))).xyz * 7.0;
vec3 cGauss23 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, 2.0))).xyz * 4.0;
vec3 cGauss24 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0))).xyz * 1.0;
color = (((((((((((((((((((((((cGauss0 + cGauss1) + cGauss2) + cGauss3) + cGauss4) + cGauss5) + cGauss6) + cGauss7) + cGauss8) + cGauss9) + cGauss10) + cGauss11) + cGauss12) + cGauss13) + cGauss14) + cGauss15) + cGauss16) + cGauss17) + cGauss18) + cGauss19) + cGauss20) + cGauss21) + cGauss22) + cGauss23) + cGauss24;
color /= vec3(273.0);
return color;
}
vec3 processBLOOM(inout vec3 color, vec3 colorB, mediump int hatsu)
{
vec4 sum = vec4(0.0);
mediump int diffx = 2;
mediump int diffy = 3;
mediump int _408 = -diffy;
for (mediump int ib = _408; ib < diffy; ib++)
{
mediump int _419 = -diffx;
for (mediump int jb = _419; jb < diffx; jb++)
{
sum += (texture(sampler0, v_texcoord0 + (vec2(float(jb), float(ib)) * 0.00200000009499490261077880859375)) * 0.2199999988079071044921875);
}
}
bool _453 = color.x < 0.300000011920928955078125;
bool _460;
if (_453)
{
_460 = color.y < 0.300000011920928955078125;
}
else
{
_460 = |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-28 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c6fcd4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-28 |
2 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c6fcd4, 4, 00000000, 0) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-10-28 |
2 |
Error in shader program link: info: L0001 The fragment shader uniform floating-point u_texelDelta does not match the vertex shader uniform floating-point u_texelDelta.
The precision does not match.
fs: postshader
#version 310 es
precision mediump float;
precision highp int;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec4 u_time;
uniform vec2 u_texelDelta;
uniform vec2 u_pixelDelta;
in vec2 v_texcoord0;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
mediump int SEPIA;
mediump int GRAYSCALE;
mediump int NEGATIVE;
mediump int PSPCOLORS;
void main()
{
SEPIA = 0;
GRAYSCALE = 0;
NEGATIVE = 0;
PSPCOLORS = 0;
vec3 color = texture(sampler0, v_texcoord0).xyz;
vec3 colorB = color;
mediump int hatsu = 0;
float sat = 1.85000002384185791015625;
float brt = 1.25;
float con = 0.89999997615814208984375;
float AvgLumR = 1.08000004291534423828125;
float AvgLumG = 1.019999980926513671875;
float AvgLumB = 1.019999980926513671875;
if (SEPIA == 1)
{
sat = 0.00999999977648258209228515625;
brt = 1.75;
con = 1.0;
AvgLumR = 0.439999997615814208984375;
AvgLumG = 0.2599999904632568359375;
AvgLumB = 0.07999999821186065673828125;
}
if (GRAYSCALE == 1)
{
sat = 0.0;
brt = 1.0;
con = 1.0;
AvgLumR = 1.0;
AvgLumG = 1.0;
AvgLumB = 1.0;
}
if (NEGATIVE == 1)
{
sat = 1.0;
brt = 1.0;
con = -1.0;
AvgLumR = 1.0;
AvgLumG = 1.0;
AvgLumB = 1.0;
}
if (PSPCOLORS == 1)
{
sat = 1.0;
brt = 1.0;
con = 1.0;
AvgLumR = 0.959299981594085693359375;
AvgLumG = 1.0738999843597412109375;
AvgLumB = 1.46039998531341552734375;
}
vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
vec3 conRGB = vec3(0.5);
vec3 brtColor = color * brt;
vec3 intensity = vec3(((brtColor.x * 0.2125000059604644775390625) + (brtColor.y * 0.7153999805450439453125)) + (brtColor.z * 0.07209999859333038330078125));
vec3 satColor = mix(intensity, brtColor, vec3(sat));
vec3 conColor = mix(conRGB, satColor, vec3(con));
vec3 mixColor = AvgLumin * conColor;
color = mixColor;
_RESERVED_IDENTIFIER_FIXUP_gl_FragColor.x = color.x;
_RESERVED_IDENTIFIER_FIXUP_gl_FragColor.y = color.y;
_RESERVED_IDENTIFIER_FIXUP_gl_FragColor.z = color.z;
_RESERVED_IDENTIFIER_FIXUP_gl_FragColor.w = 1.0;
}
vs: postshader
#version 310 es
uniform vec2 u_texelDelta;
out vec2 v_texcoord0;
in vec2 a_texcoord0;
in vec4 a_position;
out vec4 v_texcoordNC0;
out vec4 v_texcoordNC1;
out vec4 v_texcoordNC2;
out vec4 v_texcoordNC3;
void main()
{
v_texcoord0 = a_texcoord0;
gl_Position = a_position;
v_texcoordNC0 = a_texcoord0.xyxy + (vec4(-0.5, -0.5, -1.5, -1.5) * u_texelDelta.xyxy);
v_texcoordNC1 = a_texcoord0.xyxy + (vec4(0.5, -0.5, 1.5, -1.5) * u_texelDelta.xyxy);
v_texcoordNC2 = a_texcoord0.xyxy + (vec4(-0.5, 0.5, -1.5, 1.5) * u_texelDelta.xyxy);
v_texcoordNC3 = a_texcoord0.xyxy + (vec4(0.5, 0.5, 1.5, 1.5) * u_texelDelta.xyxy);
}
|
| NEED FOR SPEED™ Carbon OTC |
v1.17.1 |
2024-10-28 |
1 |
WriteToHardware: Invalid address 00000478 near PC 08881254 LR 08881254 |
| FIFA 14 - Por |
v1.17.1 |
2024-10-28 |
1 |
Block transfer invalid: 09ec0160/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0) |
| eFootball PC - V. |
v1.17.1 |
2024-10-28 |
1 |
WriteToHardware: Invalid address 3f00ff00 near PC 088258f4 LR 08825900 |
| eFootball PC - V. |
v1.17.1 |
2024-10-28 |
1 |
WriteToHardware: Invalid address 3f010003 near PC 088258e0 LR 088258ec |
| Real Football 24 C19 |
v1.18.1 |
2025-04-09 |
22 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-28 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bda3c4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-28 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bda3c4, 4, 00000000, 0) |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1 |
2024-10-28 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(e2e6df5, 60:64:df:ab:f2:62, 20000000, 0) at 0897eeec |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1 |
2024-10-28 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(e2e6df5, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.17.1 |
2024-10-28 |
1 |
WriteToHardware: Invalid address 00000007 near PC 0880a13c LR 088a660c |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1 |
2024-10-28 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(68e8582, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1 |
2024-10-28 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(68e8582, 44:09:18:6f:26:2b, 20000000, 0) at 0897eeec |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-10-28 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092581e0): duplicate handler |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-28 |
1 |
ELF relocation HI16/4 pair (instead of LO16) at 08a46564 / 08a46574 |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-28 |
1 |
ELF relocation HI16/4 pair (instead of LO16) at 08a4652c / 08a4653c |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-28 |
1 |
ELF relocation HI16/4 pair (instead of LO16) at 08a46168 / 08a46170 |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-28 |
1 |
ELF relocation HI16/4 pair (instead of LO16) at 08a46130 / 08a46134 |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-28 |
1 |
ELF relocation HI16/4 pair (instead of LO16) at 08a460c8 / 08a460cc |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-28 |
1 |
ELF relocation HI16/4 pair (instead of LO16) at 08a44fd4 / 08a45024 |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-28 |
1 |
ELF relocation HI16/4 pair (instead of LO16) at 08a44d58 / 08a44d68 |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-28 |
1 |
ELF relocation HI16/4 pair (instead of LO16) at 08a44124 / 08a44140 |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-28 |
1 |
ELF relocation HI16/4 pair (instead of LO16) at 08a43b88 / 08a43b94 |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1 |
2024-10-28 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(7181306, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1 |
2024-10-28 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(df7e141, 44:09:18:6f:26:2b, 20000000, 0) at 0897eeec |
| eFootball 2025 by MP |
v1.17.1 |
2024-10-28 |
1 |
80630006=sceAtracSetDataAndGetID(09a25200, 00002000): invalid RIFF header |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-10-28 |
1 |
WriteToHardware: Invalid address 00000194 near PC 0881d664 LR 088279dc |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-10-28 |
1 |
WriteToHardware: Invalid address 0000009c near PC 0881d664 LR 088279dc |
| Resistance: Retribution™ |
v1.17.1 |
2024-10-28 |
1 |
Unknown GetPointerWrite 02b4cce8 PC 08d09d20 LR 08cd6754 |
| WWE'12 |
v1.17.1 |
2024-10-28 |
4 |
Unknown GetPointerWrite 7cc75985 PC 08bfbde0 LR 08bfbe04 |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-10-28 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09728db0): duplicate handler |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-10-28 |
1 |
WriteToHardware: Invalid address 3f959710 near PC 0880dcc8 LR 0880dcc8 |
| eFootball 2024 by DILZZ PROJECTS |
v1.17.1 |
2024-10-28 |
2 |
MIPSCompileOp: Invalid instruction 00000001 |
| Driver 76 |
v1.17.1 |
2024-10-28 |
1 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| Driver 76 |
v1.17.1 |
2024-10-28 |
1 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
| Driver 76 |
v1.17.1 |
2024-10-28 |
1 |
sceKernelCreateThread(name=update_thread): unsupported attributes a0000000 |
| eFootball PC - V. |
v1.18.1 |
2025-04-06 |
4 |
WriteToHardware: Invalid address 3ff50005 near PC 088258f4 LR 08825900 |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-10-28 |
1 |
Unaligned icache invalidation of 08602b38 (08602b38 + 0) at PC=089741fc |
| SBK-07 |
v1.17.1 |
2024-10-28 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(470SJPPS, 4c:07:d4:b0:a5:21, 10000000, 0) at 089add48 |
| l 2025 By T. Bendezu |
v1.17.1 |
2024-10-30 |
2 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| Secret Agent Clank™ |
v1.17.1 |
2024-10-30 |
6 |
MIPSCompileOp: Invalid instruction 01000001 |
| Secret Agent Clank™ |
v1.17.1 |
2024-10-28 |
1 |
MIPSCompileOp: Invalid instruction 4182765c |
| Secret Agent Clank™ |
v1.17.1 |
2024-10-28 |
1 |
MIPSCompileOp: Invalid instruction 418c4c83 |
| Secret Agent Clank™ |
v1.17.1 |
2024-10-28 |
1 |
MIPSCompileOp: Invalid instruction 40eb0048 |
| Secret Agent Clank™ |
v1.17.1 |
2024-10-28 |
1 |
MIPSCompileOp: Invalid instruction 41191dc3 |
| eFOOTBALL PES 24 |
v1.18.1 |
2025-01-08 |
4 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| SBK® Superbike World Championship |
v1.17.1 |
2024-10-28 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 094fbcf0): duplicate handler |
| WWE'12 |
v1.17.1 |
2024-10-28 |
1 |
Unknown GetPointerWrite 0a2d1018 PC 08bfbd68 LR 08bfbe04 |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-28 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b57ad4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-10-28 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b57ad4, 4, 00000000, 0) |
| Rock Band Unplugged™ |
v1.17.1 |
2024-10-28 |
1 |
Unknown GetPointerWrite 00000000 PC 089c60e0 LR 089c60f4 |
| Wipeout Pure |
v1.17.1 |
2024-10-28 |
2 |
80630006=sceAtracSetDataAndGetID(08a87000, 00020000): invalid RIFF header |
| Wipeout Pure |
v1.17.1 |
2024-10-28 |
56 |
80630006=sceAtracSetDataAndGetID(08a87000, 80020323): invalid RIFF header |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-10-28 |
1 |
Unknown GE command : 39ef8000 |
| 黒子のバスケ キセキの試合(ゲーム) |
v1.17.1 |
2024-10-28 |
1 |
MIPSCompileOp: Invalid instruction cc3f2800 |
| 黒子のバスケ キセキの試合(ゲーム) |
v1.17.1 |
2024-10-28 |
2 |
MIPSCompileOp: Invalid instruction cc3f28b0 |
| 黒子のバスケ キセキの試合(ゲーム) |
v1.17.1 |
2024-10-28 |
5 |
MIPSCompileOp: Invalid instruction cc0ae20c |