Recent logs - v1.18.1-40-gc9c5435a86

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Showing the 14 newest messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
eFootball RB - V. v1.18.1-40-gc9c5435a86 2026-11-08 2,085 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
eFootball CESAR - PATCH v1.18.1-362-g01b4eb41be 2026-11-07 1,856 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
EA FC 2024 BY RA-PATCH v1.18.1-908-gd7aa236e13 2026-11-05 689 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
eFootball PC - V. v1.18.1-572-g49a18086e3 2026-11-07 3,336 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
Disney•Pixar Cars 2 v1.18.1-1602-g8734df7cba 2025-07-06 8 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r10p0-00rel0 [Revision 96995]. 01f05555:00000b21 HWX T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 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)) // 01f05555:00000b21 HWX T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); 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
eFootball Chelito 19 v1.18.1-986-ga174fdb19e 2026-11-01 6,728 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
WWE SmackDown vs. RAW 2008 v1.20.4-479-gd82b795f6a 2026-11-14 12,209 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
WWE SmackDown vs. RAW 2010 v1.20.4-4331-gae21ead0d8 2026-11-15 32,756 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
God of War: Chains of Olympus v1.20.4-916-ge009d182ff 2026-11-15 19,743 Rendering to framebuffer offset at 04161800 +64x0 (stride 1024)
God of War™: Ghost of Sparta v1.20.4-822-gd90fdee8fc 2026-11-15 204,214 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
Pro Evolution Soccer 2013 v1.18.1-38-g2daca0fedf 2026-11-06 7,264 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
Silent Hill®: Origins v1.9.4 2026-11-08 21,849 Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0
NBA STREET Showdown v1.9.4 2026-09-24 436 BREAK instruction hit
Dragon Ball Z: Tenkaichi Tag Team v1.9.4 2026-10-26 24,923 BREAK instruction hit