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| Game title |
Version |
Latest Report |
Hits |
Message |
| 初音ミク -Project DIVA- 2nd |
v1.17.1 |
2024-11-03 |
1 |
00000000=sceUtilityScreenshotInitStart(091c5140) |
| Gladiator Begins |
v1.17.1 |
2024-11-03 |
1 |
WriteToHardware: Invalid address 000000af near PC 088ba86c LR 088bf4a8 |
| NARUTO: Ultimate Ninja Heroes 2 |
v1.17.1 |
2024-11-03 |
1 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10518DATA/DATA.DNS, 09ee0058, 00000002) |
| eFootball Chelito 19 |
v1.17.1 |
2024-11-03 |
1 |
80420014=__sceSasCore(08bb3ac0, 303f0d80): invalid address |
| METAL SLUG Anthology |
v1.17.1 |
2024-11-03 |
2 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI7149, 04:af:97:63:71:49, 20000000, 0) at 088e45b8 |
| ドラゴンボールZ 真武道会2 |
v1.17.1 |
2024-11-03 |
1 |
WriteToHardware: Invalid address 2d000000 near PC 0894262c LR 0894285c |
| MLB 10 The Show ™ |
v1.17.1 |
2024-11-03 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (0970e501), bad data |
| SBK-07 |
v1.17.1 |
2024-11-03 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0919a5e0): duplicate handler |
| SBK-07 |
v1.17.1 |
2024-11-03 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09165120): duplicate handler |
| SBK-07 |
v1.17.1 |
2024-11-03 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 095352f0): duplicate handler |
| DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.17.1 |
2024-11-03 |
1 |
sceNetAdhocMatchingInit(32768) at 08930b4c |
| Resistance: Retribution™ |
v1.17.1 |
2024-11-03 |
1 |
Vertices without position found: (05747474) P: ? N: f C: 5551 W: u16 (2x) I: u16 Morph: 6 (144b) |
| Resistance: Retribution™ |
v1.17.1 |
2024-11-03 |
1 |
Vertices without position found: (12747474) P: ? N: f C: 5551 W: u16 (2x) I: u16 Morph: 6 (144b) |
| Resistance: Retribution™ |
v1.17.1 |
2024-11-03 |
1 |
Unknown GE command : 4e374d61 |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.17.1 |
2024-11-03 |
2 |
00000000=sceUtilityScreenshotInitStart(09a8ed68) |
| PES peruvian 2024 |
v1.17.1 |
2024-11-25 |
3 |
Unknown GetPointerWrite 00000000 PC 08816154 LR 0881615c |
| ISO BT3 PORTABLE:VICTOR MODDER TTT |
v1.17.1 |
2024-11-03 |
1 |
WriteToHardware: Invalid address 2bfea080 near PC 08832b70 LR 08832b70 |
| Spider-Man 2 |
v1.17.1 |
2024-11-03 |
1 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
| MONSTER HUNTER PORTABLE |
v1.17.1 |
2024-11-03 |
1 |
Unknown GE command : fd4dff73 |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-11-03 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09252c30): duplicate handler |
| PES 2014 |
v1.17.1 |
2024-11-03 |
15 |
807f00fd=sceMp3Init(00000000): invalid bitrate v1 l0 rate 000f |
| PES 2014 |
v1.17.1 |
2024-11-03 |
15 |
807f00fd=sceMp3Init(00000000): invalid bitrate v1 l0 rate 0003 |
| SBK-07 |
v1.17.1 |
2025-01-20 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09341580): duplicate handler |
| SBK-07 |
v1.17.1 |
2024-11-03 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 093aa120): duplicate handler |
| NARUTO: Ultimate Ninja Heroes 2 |
v1.17.1 |
2024-11-03 |
1 |
Unknown GE command : 119387ad |
| Winx Club: Join The Club |
v1.17.1 |
2024-11-03 |
1 |
sceNetAdhocMatchingInit(32768) at 088c2684 |
| SBK-07 |
v1.17.1 |
2024-11-03 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09024300): duplicate handler |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-11-03 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092760e0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-11-03 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09650ee0): duplicate handler |
| eFootball 2025 by KRAMZ PROJECTS |
v1.17.1 |
2025-01-26 |
5 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| NBA2K13 |
v1.17.1 |
2024-11-03 |
1 |
Unknown GE command : fb6493a3 |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-11-03 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b8cce4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-11-03 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b8cce4, 4, 00000000, 0) |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-11-03 |
2 |
Unaligned icache invalidation of 0860fb78 (0860fb78 + 0) at PC=089741fc |
| eFootball 2025 by KRAMZ PROJECTS |
v1.17.1 |
2024-11-03 |
10 |
sceNetAdhocMatchingInit(32768) at 08a719b8 |
| ダンボール戦機ブースト |
v1.17.1 |
2024-11-03 |
1 |
WriteToHardware: Invalid address 00000c96 near PC 08861110 LR 088610e8 |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2026-05-04 |
3 |
Unaligned icache invalidation of 086c7238 (086c7238 + 0) at PC=089741fc |
| WWE'12 |
v1.17.1 |
2024-11-03 |
1 |
Unknown GetPointerWrite 0e7dc393 PC 08bfbdfc LR 08bfbe04 |
| METAL SLUG Anthology |
v1.17.1 |
2024-11-03 |
2 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI8cc9, 94:fb:48:75:8c:c9, 20000000, 0) at 088e683c |
| METAL SLUG Anthology |
v1.17.1 |
2024-11-03 |
2 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI8cc9, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4 |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1 |
2024-11-03 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(3a9ac33, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-11-03 |
60 |
80630006=sceAtracSetHalfwayBufferAndGetID(08dda340, 00000800, 00040000): invalid RIFF header |
| DRAGON BALL Z SHIN BUDOKAI 2 |
v1.17.1 |
2024-11-03 |
1 |
WriteToHardware: Invalid address 44800000 near PC 08996a8c LR 0893f308 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-03 |
1 |
Branch in JumpReg delay slot at 08e2e84c in block starting at 08e22728 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-03 |
1 |
Branch in JumpReg delay slot at 08e2e84c in block starting at 08e21dc8 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-03 |
1 |
Branch in JumpReg delay slot at 08e2e84c in block starting at 08e21d80 |
| eFootball Chelito 19 |
v1.17.1 |
2024-11-03 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 08bf1b88, 4, 00000000, 0) |
| eFootball Chelito 19 |
v1.17.1 |
2025-08-25 |
4 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09fff610, 4, 00000000, 0) |
| eFootball PES 2021 DraycEM "C19" |
v1.17.1 |
2026-11-02 |
4 |
Unknown GetPointerWrite 00000000 PC 08816084 LR 08816098 |
| eFootball 24 Idandroid Official |
v1.17.1 |
2024-11-03 |
1 |
Unknown GetPointerWrite 00000000 PC 0881613c LR 08816144 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-03 |
1 |
Decoding texture from VRAM mirror at 0474c030 swizzle=1 |
| eFootball 24 Idandroid Official |
v1.17.1 |
2024-11-03 |
1 |
WriteToHardware: Invalid address 0a2b0f48 near PC 088d2ed8 LR 088d2d6c |
| Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.17.1 |
2024-11-03 |
1 |
MFIC instruction hit (70020024) at 089d2e50 |
| eFootball PES 2023 Danilo Gamer |
v1.17.1 |
2024-11-03 |
1 |
MIPSCompileOp: Invalid instruction 00060001 |
| eFootball PES 2023 Danilo Gamer |
v1.17.1 |
2024-11-03 |
1 |
MIPSCompileOp: Invalid instruction 43ba772b |
| eFootball PES 2023 Danilo Gamer |
v1.17.1 |
2024-11-03 |
1 |
MIPSCompileOp: Invalid instruction 0000003d |
| eFootball PES 2023 Danilo Gamer |
v1.17.1 |
2024-11-03 |
4 |
MIPSCompileOp: Invalid instruction 43a3d6e9 |
| eFootball PES 2023 Danilo Gamer |
v1.17.1 |
2024-11-03 |
4 |
MIPSCompileOp: Invalid instruction 43a7c28f |
| eFootball PES 2023 Danilo Gamer |
v1.17.1 |
2024-11-03 |
4 |
MIPSCompileOp: Invalid instruction 4375bf3b |
| eFootball PES 2023 Danilo Gamer |
v1.17.1 |
2024-11-03 |
1 |
MIPSCompileOp: Invalid instruction 0000007b |
| eFootball PES 2023 Danilo Gamer |
v1.17.1 |
2024-11-03 |
1 |
MIPSCompileOp: Invalid instruction 00000068 |
| eFootball PES 2023 Danilo Gamer |
v1.17.1 |
2024-11-03 |
1 |
MIPSCompileOp: Invalid instruction b40c300f |
| eFootball PES 2023 Danilo Gamer |
v1.17.1 |
2024-11-03 |
1 |
MIPSCompileOp: Invalid instruction b649543a |
| eFootball PES 2023 Danilo Gamer |
v1.17.1 |
2024-11-03 |
1 |
MIPSCompileOp: Invalid instruction b76ae167 |
| eFootball PES 2023 Danilo Gamer |
v1.17.1 |
2024-11-03 |
1 |
MIPSCompileOp: Invalid instruction b64953b6 |
| eFootball PES 2023 Danilo Gamer |
v1.17.1 |
2024-11-03 |
1 |
MIPSCompileOp: Invalid instruction b7388ca4 |
| eFootball PES 2023 Danilo Gamer |
v1.17.1 |
2024-11-03 |
2 |
MIPSCompileOp: Invalid instruction b60637bd |
| eFootball PES 2023 Danilo Gamer |
v1.17.1 |
2024-11-03 |
4 |
MIPSCompileOp: Invalid instruction b70637bd |
| eFootball PES 2023 Danilo Gamer |
v1.17.1 |
2024-11-03 |
1 |
MIPSCompileOp: Invalid instruction 4291eb80 |
| eFootball PES 2023 Danilo Gamer |
v1.17.1 |
2024-11-03 |
1 |
MIPSCompileOp: Invalid instruction b649539c |
| eFootball PES 2023 Danilo Gamer |
v1.17.1 |
2024-11-03 |
2 |
MIPSCompileOp: Invalid instruction b749539c |
| eFootball PES 2023 Danilo Gamer |
v1.17.1 |
2024-11-03 |
1 |
MIPSCompileOp: Invalid instruction 42166666 |
| eFootball PES 2023 Danilo Gamer |
v1.17.1 |
2024-11-03 |
3 |
MIPSCompileOp: Invalid instruction b7c9539c |
| 真・三國無雙5 Special |
v1.17.1 |
2024-11-03 |
6 |
sceMpegRingbufferPut(): invalid mpeg data |
| MLB 10 The Show ™ |
v1.17.1 |
2024-11-03 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (97dcb4b6), bad data |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-11-03 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096e2440): duplicate handler |
| MLB 10 The Show ™ |
v1.17.1 |
2024-11-03 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (8fbf0018), bad data |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-02 |
1 |
MIPSCompileOp: Invalid instruction 767cfc59 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-02 |
1 |
MIPSCompileOp: Invalid instruction 4e2886da |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-02 |
1 |
MIPSCompileOp: Invalid instruction cfcc3a72 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-02 |
1 |
MIPSCompileOp: Invalid instruction 4dd4b725 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-02 |
1 |
MIPSCompileOp: Invalid instruction b567336b |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-02 |
1 |
WriteToHardware: Invalid address deadfc67 near PC 09104b90 LR 090f9fa0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-02 |
1 |
MIPSCompileOp: Invalid instruction b79a95f7 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-02 |
1 |
MIPSCompileOp: Invalid instruction 7feffd52 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-02 |
1 |
MIPSCompileOp: Invalid instruction 9fb67fba |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-02 |
1 |
Jump in likely branch delay slot with link at 090f9f94 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-02 |
1 |
Branch in branch delay slot at 090ef158 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-11-02 |
1 |
MIPSCompileOp: Invalid instruction 72ef9e79 |
| MONSTER HUNTER PORTABLE 2nd G |
v1.17.1 |
2024-11-02 |
1 |
Branch in branch delay slot at 098a9e0c with different target |
| MLB 10 The Show ™ |
v1.17.1 |
2024-11-02 |
1 |
scePsmfPlayerSetPsmf*: unexpected streamID 70 |
| MLB 10 The Show ™ |
v1.17.1 |
2024-11-02 |
1 |
scePsmfPlayerSetPsmf*: unexpected streamID 5a |
| MLB 10 The Show ™ |
v1.17.1 |
2024-11-02 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (6153abef), bad data |
| MLB 10 The Show ™ |
v1.17.1 |
2024-11-02 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (24a60000), bad data |
| MLB 10 The Show ™ |
v1.17.1 |
2024-11-02 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (6f430a0d), bad data |
| MLB 10 The Show ™ |
v1.17.1 |
2024-11-02 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (37b19d6a), bad data |
| God of War®: Ghost of Sparta |
v1.17.1 |
2024-11-02 |
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 r8p0-00dev0 [Revision 96995].
01f34550:00000f09 HWX C T N LM RevN Light: 0: c:0 t:0 1: c:1 t:1 2: c:1 t:1 3: 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))
// 01f34550:00000f09 HWX C T N LM RevN Light: 0: c:0 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3
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 vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform 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);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight) |
| God of War®: Ghost of Sparta |
v1.17.1 |
2024-11-02 |
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 r8p0-00dev0 [Revision 96995].
01f34550:00000b09 HWX C T N LM Light: 0: c:0 t:0 1: c:1 t:1 2: c:1 t:1 3: 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))
// 01f34550:00000b09 HWX C T N LM Light: 0: c:0 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3
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 vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform 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);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight |
| God of War®: Ghost of Sparta |
v1.17.1 |
2024-11-02 |
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 r8p0-00dev0 [Revision 96995].
01f34154:00000b09 HWX C T N LM Light: 0: c:0 t:1 1: c:1 t:1 2: c:1 t:0 3: 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))
// 01f34154:00000b09 HWX C T N LM Light: 0: c:0 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3
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 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 lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
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 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);
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);
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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance; |
| METAL SLUG Anthology |
v1.18.1 |
2024-11-24 |
2 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI0894, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4 |