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| Game title |
Version |
Latest Report |
Message |
| eFootball PES 2021 T. Bendezu "C19" |
v1.18.1 |
2026-07-23 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 09dbb1a5 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.18.1 |
2026-07-23 |
MIPSCompileOp: Invalid instruction 030000fc |
| eFootball PES 2021 T. Bendezu "C19" |
v1.18.1 |
2026-07-23 |
MIPSCompileOp: Invalid instruction 780001d3 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.18.1 |
2026-07-23 |
Branch in Jump delay slot at 08020400 in block starting at 080203e8 |
| eFootball 2024 By RH12 Official |
v1.18.1 |
2026-07-23 |
Unknown GetPointerWrite 10101016 PC 08855b68 LR 08855ba0 |
| eFootball PES 2024 "SN3" |
v1.18.1 |
2026-07-23 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:45: 'clamp' : no matching overloaded function found
ERROR: 0:45: 'assign' : cannot convert from ' const float' to ' temp lowp 3-component vector of float'
ERROR: 0:45: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10180000:0021d002 Tex Fog FragUber TFuncMod AlphaTest0 >
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
|
| eFootball PES 2024 "SN3" |
v1.18.1 |
2026-07-23 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:40: 'clamp' : no matching overloaded function found
ERROR: 0:40: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10184000:00200000 Fog Flat FragUber
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 v = v_color0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
| eFootball PES 2024 "SN3" |
v1.18.1 |
2026-07-23 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:45: 'clamp' : no matching overloaded function found
ERROR: 0:45: 'assign' : cannot convert from ' const float' to ' temp lowp 3-component vector of float'
ERROR: 0:45: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10184000:0021d002 Tex Fog Flat FragUber TFuncMod AlphaTest0 >
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
|
| eFootball PES 2024 "SN3" |
v1.18.1 |
2026-07-23 |
Vulkan error in shader compilation: info: ERROR: 0:83: 'dot' : no matching overloaded function found
ERROR: 0:83: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 01000000:80000b20 HWX T N Light: LightUberShader Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (std140, set = 0, binding = 4) uniform lightVars {
vec4 u_ambient;
vec3 u_matdiffuse;
vec4 u_matspecular;
vec3 u_matemissive;
uint u_lightControl; // light ubershader control bits
vec3 u_lightpos[4];
vec3 u_lightdir[4];
vec3 u_lightatt[4];
vec4 u_lightangle_spotCoef[4];
vec3 u_lightambient[4];
vec3 u_lightdiffuse[4];
vec3 u_lightspecular[4];
};
layout (location = 0) in vec3 position;
layout (location = 2) in vec3 normal;
layout (location = 1) in vec2 texcoord;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
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;
uint comp; uint type; float attenuation;
for (uint i = 0; i < 4; i++) {
if ((u_lightControl & (0x1u << i)) != 0x0u) {
comp = (u_lightControl >> uint(0x4u + 0x4u * i)) & 0x3u;
type = (u_lightControl >> uint(0x4u + 0x4u * i + 0x2u)) & 0x3u;
toLight = u_lightpos[i];
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt[i], vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir[i], toLight);
if (angle >= u_lightangle_spotCoef[i].x) {
lightScale = attenuation * (u_lightangle_spotCoef[i].y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef[i].y));
} else {
lightScale = 0.0;
}
}
} else {
lightScale = 1.0;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0;
}
diffuse = (u_lightdiffuse[i] * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u && 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;
}
lightSum1 += u_lightspecular[i] * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient[i] * ambientColor.rgb + diffuse) * lightScale;
}
} v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);
|
| eFootball PES 2024 "SN3" |
v1.18.1 |
2026-07-23 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:45: 'clamp' : no matching overloaded function found
ERROR: 0:45: 'assign' : cannot convert from ' const float' to ' temp lowp 3-component vector of float'
ERROR: 0:45: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10184000:00200002 Tex Fog Flat FragUber TFuncMod
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
| eFootball PES 2024 "SN3" |
v1.18.1 |
2026-07-23 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:45: 'clamp' : no matching overloaded function found
ERROR: 0:45: 'assign' : cannot convert from ' const float' to ' temp lowp 3-component vector of float'
ERROR: 0:45: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10180000:00200002 Tex Fog FragUber TFuncMod
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
| eFootball Lop - Play |
v1.18.1 |
2026-07-23 |
Vulkan error in shader compilation: info: ERROR: 0:83: 'dot' : no matching overloaded function found
ERROR: 0:83: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 01000000:80000b20 HWX T N Light: LightUberShader Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (std140, set = 0, binding = 4) uniform lightVars {
vec4 u_ambient;
vec3 u_matdiffuse;
vec4 u_matspecular;
vec3 u_matemissive;
uint u_lightControl; // light ubershader control bits
vec3 u_lightpos[4];
vec3 u_lightdir[4];
vec3 u_lightatt[4];
vec4 u_lightangle_spotCoef[4];
vec3 u_lightambient[4];
vec3 u_lightdiffuse[4];
vec3 u_lightspecular[4];
};
layout (location = 0) in vec3 position;
layout (location = 2) in vec3 normal;
layout (location = 1) in vec2 texcoord;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
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;
uint comp; uint type; float attenuation;
for (uint i = 0; i < 4; i++) {
if ((u_lightControl & (0x1u << i)) != 0x0u) {
comp = (u_lightControl >> uint(0x4u + 0x4u * i)) & 0x3u;
type = (u_lightControl >> uint(0x4u + 0x4u * i + 0x2u)) & 0x3u;
toLight = u_lightpos[i];
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt[i], vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir[i], toLight);
if (angle >= u_lightangle_spotCoef[i].x) {
lightScale = attenuation * (u_lightangle_spotCoef[i].y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef[i].y));
} else {
lightScale = 0.0;
}
}
} else {
lightScale = 1.0;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0;
}
diffuse = (u_lightdiffuse[i] * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u && 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;
}
lightSum1 += u_lightspecular[i] * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient[i] * ambientColor.rgb + diffuse) * lightScale;
}
} v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);
|
| eFootball Lop - Play |
v1.18.1 |
2026-07-23 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:40: 'clamp' : no matching overloaded function found
ERROR: 0:40: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10184000:00200000 Fog Flat FragUber
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 v = v_color0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
| eFootball Lop - Play |
v1.18.1 |
2026-07-23 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:45: 'clamp' : no matching overloaded function found
ERROR: 0:45: 'assign' : cannot convert from ' const float' to ' temp lowp 3-component vector of float'
ERROR: 0:45: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10180000:00200002 Tex Fog FragUber TFuncMod
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
| eFootball Lop - Play |
v1.18.1 |
2026-07-23 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:40: 'clamp' : no matching overloaded function found
ERROR: 0:40: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10180000:00200000 Fog FragUber
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 v = v_color0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
| eFootball Lop - Play |
v1.18.1 |
2026-07-23 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:45: 'clamp' : no matching overloaded function found
ERROR: 0:45: 'assign' : cannot convert from ' const float' to ' temp lowp 3-component vector of float'
ERROR: 0:45: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10180000:0021d002 Tex Fog FragUber TFuncMod AlphaTest0 >
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
|
| eFootball Lop - Play |
v1.18.1 |
2026-07-23 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:45: 'clamp' : no matching overloaded function found
ERROR: 0:45: 'assign' : cannot convert from ' const float' to ' temp lowp 3-component vector of float'
ERROR: 0:45: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10184000:0021d002 Tex Fog Flat FragUber TFuncMod AlphaTest0 >
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
|
| eFootball Lop - Play |
v1.18.1 |
2026-07-23 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:45: 'clamp' : no matching overloaded function found
ERROR: 0:45: 'assign' : cannot convert from ' const float' to ' temp lowp 3-component vector of float'
ERROR: 0:45: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10184000:00200002 Tex Fog Flat FragUber TFuncMod
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
| eFootball 2025 |
v1.18.1 |
2026-07-23 |
80630006=sceAtracSetDataAndGetID(09a25200, 00003800): invalid RIFF header |
| eFootball 2026 Update FIFA World Cup |
v1.18.1 |
2026-07-23 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| eFootball Chelito 19 |
v1.18.1 |
2026-07-23 |
Unknown GetPointer 000d0000 PC 0884a918 LR 0884a938 |
| はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.18.1 |
2026-07-23 |
sceDmacMemcpy(dest=09778540, src=09777540, size=4096): overlapping read |
| NARUTO Shippuden: Legends: Akatsuki Rising |
v1.18.1 |
2026-07-23 |
sceDmacMemcpy(dest=041c4fc0, src=08ee60d0, size=64): overlapping read |
| God of War®: Ghost of Sparta |
v1.18.1 |
2026-07-23 |
Error in shader compilation: info: Fragment shader failed to compile with the following errors:
ERROR: 0:2: error(#61) Required extension isn't found, extension 'GL_ARB_shader_stencil_export' is not supported
ERROR: error(#273) 1 compilation errors. No code generated
stencil_fs
#version 330
#extension GL_ARB_shader_stencil_export : require
// Driver: ATI Radeon HD 4200 - GLSL 330
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
float roundAndScaleTo255f(in float x) { return floor(x * 255.99); }
in highp vec2 v_texcoord; // TEXCOORD0
uniform float stencilValue;
out vec4 fragColor0;
void main() {
vec4 index = texture(tex, v_texcoord.xy);
vec4 outColor = index.aaaa;
gl_FragStencilRefARB = int(roundAndScaleTo255f(index.a));
fragColor0 = outColor;
}
|
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2026-07-23 |
AT3 header map lacks entry for bpf: 0 channels: 0 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.18.1 |
2026-07-22 |
MIPSCompileOp: Invalid instruction 02000068 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.18.1 |
2026-07-22 |
MIPSCompileOp: Invalid instruction 40282168 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.18.1 |
2026-07-22 |
MIPSCompileOp: Invalid instruction 00000068 |
| We Are 26 Patch By Luis24psp |
v1.18.1 |
2026-07-22 |
Savedata version requested: 3 |
| EA |
v1.18.1 |
2026-07-22 |
ReadFromHardware: Invalid address 00000008 near PC 0887c834 LR 0887c664 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.20.4 |
2026-07-23 |
Game install with no files / data |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2026-07-21 |
sceDmacMemcpy(dest=09b03440, src=08400000, size=724736): overlapping read |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2026-07-23 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| eFootball 2024 By RH12 Official |
v1.18.1 |
2026-07-21 |
MIPSCompileOp: Invalid instruction 000005fd |
| eFootball 2024 By RH12 Official |
v1.18.1 |
2026-07-21 |
MIPSCompileOp: Invalid instruction 0026bfff |
| eFootball 2024 By RH12 Official |
v1.18.1 |
2026-07-21 |
MIPSCompileOp: Invalid instruction 0000203f |
| eFootball 2024 By RH12 Official |
v1.18.1 |
2026-07-21 |
WriteToHardware: Invalid address dead7e4f near PC 08043500 LR 08000020 |
| eFootball 2024 By RH12 Official |
v1.18.1 |
2026-07-21 |
MIPSCompileOp: Invalid instruction 00000077 |
| eFootball 2024 By RH12 Official |
v1.18.1 |
2026-07-21 |
MIPSCompileOp: Invalid instruction 06771000 |
| Warriors Orochi 3
English patch By IndraConstantines 2018 |
v1.18.1 |
2026-07-21 |
sceDmacMemcpy(dest=094cf420, src=09bed300, size=25892): overlapping read |
| MONSTER HUNTER PORTABLE 2nd G |
v1.18.1 |
2026-07-21 |
sceDmacMemcpy(dest=0414e000, src=094f6480, size=309984): overlapping read |
| EA SPORTS FC26 BY Charly |
v1.18.1 |
2026-07-20 |
sceDmacMemcpy(dest=040cc000, src=086ce940, size=1251008): overlapping read |
| eFootball Chelito 19 |
v1.18.1 |
2026-07-20 |
Unknown GetPointer 00260600 PC 0884a918 LR 0884a938 |
| eFootball 2027 By Bendezu |
v1.18.1 |
2026-07-19 |
Unknown GetPointer 050cf104 PC 0884d7b4 LR 0884d7d4 |
| eFootball Lop - Play |
v1.18.1 |
2026-07-19 |
MIPSCompileOp: Invalid instruction 00011e37 |
| eFootball Lop - Play |
v1.18.1 |
2026-07-19 |
Jump to invalid address: 01e05c00 |
| eFootball Lop - Play |
v1.18.1 |
2026-07-19 |
Jump to invalid address: 0731b060 |
| eFootball Lop - Play |
v1.18.1 |
2026-07-19 |
Jump to invalid address: 076314c0 |
| eFootball 2026 Update FIFA World Cup |
v1.20.3 |
2026-07-23 |
Game install with no files / data |
| はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.18.1 |
2026-07-20 |
sceDmacMemcpy(dest=09745500, src=09743500, size=8192): overlapping read |
| CRISIS CORE -FINAL FANTASY VII- |
v1.18.1 |
2026-07-16 |
sceDmacMemcpy(dest=0853f840, src=0967f780, size=188416): overlapping read |
| EFOOTBALL 26 PPSSPP BY SPARTAN |
v1.18.1 |
2026-07-17 |
807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 0005 |
| eFootball SAN JOE |
v1.18.1 |
2026-07-15 |
Unknown GetPointer 00000008 PC 08a0a208 LR 08a01a10 |
| WWE'12 |
v1.18.1 |
2026-07-14 |
sceDmacMemcpy(dest=04131450, src=09621630, size=65552): overlapping read |
| NARUTO Shippuden: Legends: Akatsuki Rising |
v1.18.1 |
2026-07-14 |
sceDmacMemcpy(dest=041c5c80, src=09020490, size=64): overlapping read |
| Mortal Kombat: Unchained |
v1.18.1 |
2026-07-14 |
ReadFromHardware: Invalid address 0000058c near PC 08a2632c LR 08a1e3c0 |
| WWE'12 |
v1.18.1 |
2026-07-14 |
sceDmacMemcpy(dest=04132fc0, src=095fbb80, size=65552): overlapping read |
| eFootball Chelito 19 |
v1.18.1 |
2026-07-14 |
MIPSCompileOp: Invalid instruction 71e44dfc |
| eFootball Chelito 19 |
v1.18.1 |
2026-07-14 |
Unknown GetPointer 003a0000 PC 0884a918 LR 0884a938 |
| Efootball Pes Psp 2026/27 Dri Chnl |
v1.18.1 |
2026-07-14 |
Unknown GetPointer 00000020 PC 08815fc8 LR 08815fd4 |
| Efootball Pes Psp 2026/27 Dri Chnl |
v1.18.1 |
2026-07-14 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
| Efootball Pes Psp 2026/27 Dri Chnl |
v1.20.4-605-gf0c28c6744 |
2026-07-22 |
Savedata version requested: 3 |
| EA-Sports FC PC-V |
v1.18.1 |
2026-07-14 |
Unknown GetPointer 9c11ebbb PC 0884d320 LR 0884d7d4 |
| SDガンダム ジージェネレーション オーバーワールド |
v1.18.1 |
2026-07-15 |
Error in shader program link: info: Variable u_texelDelta has unmatched precision qualifier in different shaders
fs: postshader
#version 320 es
precision mediump float;
precision highp int;
uniform vec2 u_texelDelta;
layout(binding = 0) uniform mediump sampler2D sampler0;
in vec2 v_texcoord0;
in vec2 v_texcoord1;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
void main()
{
vec2 texcoordInPixels = ((v_texcoord0 * v_texcoord1) * 272.0) * u_texelDelta.y;
vec2 centerCoord = floor(texcoordInPixels) + vec2(0.5);
vec2 distFromCenter = abs(centerCoord - texcoordInPixels);
float Y = max(distFromCenter.x, distFromCenter.y);
Y *= Y;
float YY = Y * Y;
float YYY = YY * Y;
float LineWeight = YY - (2.7000000476837158203125 * YYY);
LineWeight = 1.0 - (14.0 * LineWeight);
vec3 colour = texture(sampler0, v_texcoord0).xyz * LineWeight;
_RESERVED_IDENTIFIER_FIXUP_gl_FragColor = vec4(colour, 1.0);
}
vs: postshader
#version 320 es
uniform vec2 u_texelDelta;
out vec2 v_texcoord0;
in vec2 a_texcoord0;
in vec4 a_position;
out vec2 v_texcoord1;
void main()
{
v_texcoord0 = a_texcoord0;
gl_Position = a_position;
v_texcoord1 = vec2(1.0) / u_texelDelta;
}
|
| eFootball Lop - Play |
v1.18.1 |
2026-07-13 |
Unknown GetPointer f1c8dfff PC 0884d7cc LR 0884d7d4 |
| eFootball Chelito 19 * BETEGAMING |
v1.18.1 |
2026-07-13 |
Unknown GetPointer 2c5c2682 PC 0884d5b0 LR 0884d7d4 |
| eFootball JOELAND |
v1.18.1 |
2026-07-12 |
Unknown GetPointer 00591200 PC 0884d7b4 LR 0884d7d4 |
| eFootball JOELAND |
v1.18.1 |
2026-07-12 |
Unknown GetPointer 005a2305 PC 0884d7b4 LR 0884d7d4 |
| RA-PATCH WORLD CUP 2026 |
v1.18.1 |
2026-07-13 |
Unknown GetPointer 00000000 PC 0884a908 LR 0884a928 |
| RA-PATCH WORLD CUP 2026 |
v1.18.1 |
2026-07-13 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
| eFootball PC - V. |
v1.18.1 |
2026-07-12 |
Unknown GetPointer 00260600 PC 0884a918 LR 0884a938 |
| 英雄伝説 空の軌跡SC |
v1.18.1 |
2026-07-11 |
sceDmacMemcpy(dest=0411d000, src=08e548c0, size=4096): overlapping read |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2026-07-11 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c31794, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2026-07-11 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c31794, 4, 00000000, 0) |
| ボンバーマン ポータブル |
v1.18.1 |
2026-07-11 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(ILKML5c, f8:e0:b2:bd:7c:4c, 30000000, 0) at 088cce7c |
| ボンバーマン ポータブル |
v1.18.1 |
2026-07-11 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(ILKML5c, 2, 2, 09fff470, 30000000, 0) at 088cd1a4 |
| ボンバーマン ポータブル |
v1.18.1 |
2026-07-11 |
UNIMPL sceUtilityGameSharingInitStart(08df6844) |
| ボンバーマン ポータブル |
v1.18.1 |
2026-07-11 |
UNIMPL sceUtilityGameSharingInitStart(08def9c4) |
| ボンバーマン ポータブル |
v1.18.1 |
2026-07-11 |
UNIMPL sceUtilityGameSharingInitStart(08df91c4) |
| EA SPORTS FC26 |
v1.18.1 |
2026-07-11 |
Unknown GetPointer 00000000 PC 0884a918 LR 0884a938 |
| SBK®08 Superbike World Championship |
v1.18.1 |
2026-07-11 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 093c10a0): duplicate handler |
| SBK®08 Superbike World Championship |
v1.18.1 |
2026-07-11 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 0939f020): duplicate handler |
| SBK®08 Superbike World Championship |
v1.18.1 |
2026-07-11 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 092fafc0): duplicate handler |
| SBK®08 Superbike World Championship |
v1.18.1 |
2026-07-11 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08fbcce0): duplicate handler |
| SBK®08 Superbike World Championship |
v1.18.1 |
2026-07-11 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08fc3ab0): duplicate handler |
| SBK®08 Superbike World Championship |
v1.18.1 |
2026-07-11 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 090a7350): duplicate handler |
| SBK®08 Superbike World Championship |
v1.18.1 |
2026-07-11 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 091b9380): duplicate handler |
| PES eFOOTBALL 2026 JRplay |
v1.18.1 |
2026-07-11 |
ReadFromHardware: Invalid address 00000040 near PC 089f4f50 LR 08824a40 |
| eFootball 2026 StaR Patch |
v1.18.1 |
2026-07-20 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): invalid RIFF header |
| LEGO® Пиpaты Kapибcкого Mоря. Видео игра |
v1.18.1 |
2026-07-10 |
80630006=sceAtracSetData(0, 09538cc0, 00030000): invalid RIFF header |
| eFootball RB - V. |
v1.18.1 |
2026-07-09 |
WriteToHardware: Invalid address 00000004 near PC 08863d74 LR 08856f30 |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2026-07-09 |
sceDmacMemcpy(dest=0984c200, src=08400000, size=72384): overlapping read |
| eFootball PC - V. |
v1.18.1 |
2026-07-08 |
Unknown GetPointer 10b40db7 PC 0884d5b0 LR 0884d7d4 |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2026-07-08 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09cb66f4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2026-07-08 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09cb66f4, 4, 00000000, 0) |
| SBK®09 Superbike World Championship |
v1.18.1 |
2026-07-08 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09692e40): duplicate handler |
| SBK®09 Superbike World Championship |
v1.18.1 |
2026-07-08 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092a1fe0): duplicate handler |
| NASCAR® |
v1.18.1 |
2026-07-07 |
VTYPE with morph used: THRU=0 TC=0 COL=3 POS=1 NRM=2 WT=1 NW=8 IDX=0 MC=7 |
| はじめの一歩 PORTABLE VICTORIOUS SPIRITS |
v1.18.1 |
2026-07-07 |
sceDmacMemcpy(dest=0970f900, src=0970e900, size=4096): overlapping read |
| eFootball WORLD CUP 2026 ST PATCH |
v1.18.1 |
2026-07-18 |
Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460 |