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Game title |
Version |
Latest Report |
Message |
TMNT |
v1.18.1-1309-gecbbadd604 |
2025-06-22 |
Unexpected mpeg first timestamp: df006fb7cec / 15324560456940 |
EA-Sports FC PC-V |
v1.18.1-1309-gecbbadd604 |
2025-06-18 |
Unknown GetPointer 0000b300 PC 0881c428 LR 0881c438 |
SWAT®: Target Liberty™ |
v1.19.2 |
2025-06-23 |
sceKernelCreateThread(name=STREAM_THREAD): unsupported attributes 00002000, ignoring |
EA-Sports FC PC-V |
v1.18.1-1309-gecbbadd604 |
2025-06-14 |
Unknown GetPointer 00004310 PC 0881c428 LR 0881c438 |
CDM FIFA |
v1.18.1-1309-gecbbadd604 |
2025-06-10 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08ab1450 |
EA-Sports FC PC-V |
v1.18.1-1309-gecbbadd604 |
2025-06-21 |
Unknown GetPointer 0000a300 PC 0884a918 LR 0884a938 |
God of War™: Ghost of Sparta |
v1.18.1-1309-gecbbadd604 |
2025-06-02 |
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 r4p0-00rel0 [Revision 96995].
01f34515:00000f09 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:0 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))
// 01f34515:00000f09 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:0 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 mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
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 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
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 ;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
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)), worldnorma |
God of War™: Ghost of Sparta |
v1.18.1-1309-gecbbadd604 |
2025-06-02 |
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 r4p0-00rel0 [Revision 96995].
01f34515:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:0 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))
// 01f34515:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:0 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 mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
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 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
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 ;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
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);
l |
God of War™: Ghost of Sparta |
v1.18.1-1309-gecbbadd604 |
2025-06-02 |
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 r4p0-00rel0 [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 |
v1.18.1-1309-gecbbadd604 |
2025-06-02 |
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 r4p0-00rel0 [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);
|
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-05-30 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 000049a8): atracID uses different codec type than data |
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-05-30 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 000055b0): atracID uses different codec type than data |
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-05-30 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 00003fd0): atracID uses different codec type than data |
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-05-30 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 0000a358): atracID uses different codec type than data |
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-05-30 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 000060a0): atracID uses different codec type than data |
God of War™: Ghost of Sparta |
v1.18.1-1309-gecbbadd604 |
2025-05-31 |
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 r4p0-00rel0 [Revision 96995].
01f34151:00000f29 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34151:00000f29 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform 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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
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 ;
}
light |
God of War™: Ghost of Sparta |
v1.18.1-1309-gecbbadd604 |
2025-05-31 |
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 r4p0-00rel0 [Revision 96995].
01f34151:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34151:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform 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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
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 += |
God of War™: Ghost of Sparta |
v1.18.1-1309-gecbbadd604 |
2025-05-29 |
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 r4p0-00rel0 [Revision 96995].
01730144:00000f29 HWX C T N LM RevN Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01730144:00000f29 HWX C T N LM RevN Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform 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 lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
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);
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);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullR |
God of War™: Ghost of Sparta |
v1.18.1-1309-gecbbadd604 |
2025-05-29 |
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 r4p0-00rel0 [Revision 96995].
01730144:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01730144:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform 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 lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
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);
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);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w < |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-28 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 000049e0): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-28 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00001c20): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-28 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00005220): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-28 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00009ba0): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-28 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 0000f1e0): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-28 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 0000eee0): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-28 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 0001efd8): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-28 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08b9d600, 00037f10): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-28 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00013860): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-28 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08b9d600, 0001f438): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-28 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00008170): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-28 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08b9d600, 00035e40): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-28 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00005b00): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-21 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00004c00): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-21 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00007f20): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-21 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00001620): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-28 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00002460): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-21 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00002220): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-21 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00005a60): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-21 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00007f00): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-21 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(3, 08bd5640, 00018700): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-21 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08b9d600, 000033c8): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-21 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 0000c420): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-19 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00003100): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-28 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 0000fe00): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-19 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00006960): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-19 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00001860): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-21 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00010200): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-18 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00002b20): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-21 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00006000): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-28 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00005000): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-28 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00012e00): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-19 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00004100): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-28 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00018700): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-28 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00015700): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-28 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 0000d800): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-18 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00007c20): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-21 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00002820): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-18 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00018000): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-21 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 000029a0): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-19 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 00003c60): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-21 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08bd5640, 000013e0): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2010 |
v1.18.1-1309-gecbbadd604 |
2025-05-28 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08b9d600, 00038000): atracID uses different codec type than data |
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-05-08 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 00004200): atracID uses different codec type than data |
MONSTER HUNTER FREEDOM UNITE™ |
v1.18.1-1309-gecbbadd604 |
2025-05-07 |
UNTESTED sceHttpCreateTemplate(Capcom Portable Browser v1.3 for MH_Portable_2nd_G, 1, 1) |
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-05-02 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 00005b00): atracID uses different codec type than data |
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-05-30 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 00004100): atracID uses different codec type than data |
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-05-02 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 00002f00): atracID uses different codec type than data |
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-05-02 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 00004500): atracID uses different codec type than data |
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-05-02 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 00004d00): atracID uses different codec type than data |
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-05-02 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 00003100): atracID uses different codec type than data |
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-05-01 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 0000d5a8): atracID uses different codec type than data |
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-05-01 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 00002018): atracID uses different codec type than data |
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-05-08 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 00005150): atracID uses different codec type than data |
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-05-01 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 00004cf0): atracID uses different codec type than data |
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-05-01 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 00006000): atracID uses different codec type than data |
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-05-01 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 00010e88): atracID uses different codec type than data |
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-05-01 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 0000cf18): atracID uses different codec type than data |
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-05-08 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 0000ba50): atracID uses different codec type than data |
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-05-08 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 000061b8): atracID uses different codec type than data |
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-05-30 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 00007bf8): atracID uses different codec type than data |
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-05-02 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 00004000): atracID uses different codec type than data |
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-05-08 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data |
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-04-30 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 00006ed8): atracID uses different codec type than data |
WWE'12 |
v1.18.1-1309-gecbbadd604 |
2025-05-30 |
SCE_KERNEL_ERROR_SCE_ERROR_ATRAC_WRONG_CODECTYPE=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data |
Star Wars Battlefront Elite Squadron |
v1.18.1-1309-gecbbadd604 |
2025-04-28 |
sceKernelLoadModule: unsupported options size=00000014, flags=00559000, pos=0, access=1, data=2, text=2 |
Star Wars Battlefront Elite Squadron |
v1.18.1-1309-gecbbadd604 |
2025-04-28 |
Video out requested, not supported: mode=0 size=0,0 |
Star Wars Battlefront Elite Squadron |
v1.18.1-1309-gecbbadd604 |
2025-04-28 |
sceKernelLoadModule: unsupported options size=00000014, flags=000f9000, pos=0, access=1, data=2, text=2 |
Star Wars Battlefront Elite Squadron |
v1.18.1-1309-gecbbadd604 |
2025-04-28 |
sceKernelLoadModule: unsupported options size=00000014, flags=00038800, pos=0, access=1, data=2, text=2 |
EA SPORTS™ FIGHT NIGHT Round 3 |
v1.18.1-1309-gecbbadd604 |
2025-04-23 |
Unknown GetPointer 00000014 PC 08cad784 LR 08bee118 |
eFootball 2025 by MP |
v1.18.1-1309-gecbbadd604 |
2025-04-23 |
Unknown GetPointerWrite 00000000 PC 08872c14 LR 08872c1c |
eFootball 2025 by MP |
v1.18.1-1309-gecbbadd604 |
2025-04-23 |
ReadFromHardware: Invalid address 00005490 near PC 088536ec LR 088536ec |
eFootball 2025 by MP |
v1.18.1-1309-gecbbadd604 |
2025-04-23 |
WriteToHardware: Invalid address 00005490 near PC 088536ec LR 088536ec |
eFootball 2025 by MP |
v1.18.1-1309-gecbbadd604 |
2025-04-23 |
ReadFromHardware: Invalid address 000000a0 near PC 08838a80 LR 08838a80 |
eFootball 2025 by MP |
v1.18.1-1309-gecbbadd604 |
2025-04-23 |
WriteToHardware: Invalid address 00000004 near PC 08844800 LR 0884480c |
eFootball 2025 by MP |
v1.18.1-1309-gecbbadd604 |
2025-04-23 |
ReadFromHardware: Invalid address 00000004 near PC 08844800 LR 0884480c |
eFootball 2025 by MP |
v1.18.1-1309-gecbbadd604 |
2025-04-22 |
ReadFromHardware: Invalid address 00000000 near PC 0881c16c LR 0881c16c |
eFootball 2025 by MP |
v1.18.1-1309-gecbbadd604 |
2025-04-22 |
Branch in branch delay slot at 0804e5b8 with different target |
eFootball 2025 by MP |
v1.18.1-1309-gecbbadd604 |
2025-04-22 |
Trying to compile instruction 000009f6 that can't be interpreted |
eFootball 2025 by MP |
v1.18.1-1309-gecbbadd604 |
2025-04-22 |
Trying to compile instruction 40000000 that can't be interpreted |
eFootball 2025 by MP |
v1.18.1-1309-gecbbadd604 |
2025-04-22 |
WriteToHardware: Invalid address 00000004 near PC 08863d6c LR 08856c34 |