Recent logs - v1.18.1

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
NARUTO Shippuden: Legends: Akatsuki Rising v1.18.1 2025-06-03 2 MIPSCompileOp: Invalid instruction 0000840e
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-06-27 189 80630007=sceAtracSetData(3, 08d4b180, 00012e00): atracID uses different codec type than data
グランナイツヒストリー v1.18.1 2025-02-17 4 00000000=sceUtilityScreenshotInitStart(08de3090)
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.18.1 2025-04-02 9 00000400=sceGeEdramSetAddrTranslation(00000800)
eFootball Chelito 19 v1.18.1 2024-11-19 3 MIPSCompileOp: Invalid instruction 00004505
Assassin's Creed: Bloodlines™ v1.19.3 2025-11-27 91 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]. 01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp: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)) // 01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; 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 mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = splat3(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 <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
Crash™ Tag Team Racing v1.18.1 2025-01-20 3 80630006=sceAtracSetDataAndGetID(09c4f540, 00014000): invalid RIFF header
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-11 3 MIPSCompileOp: Invalid instruction 43bad93c
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-11 3 MIPSCompileOp: Invalid instruction cdd167b1
DIABOLIK LOVERS MORE,BLOOD v1.18.1 2026-09-05 181 00000000=sceUtilityScreenshotInitStart(08b61688)
MLB 11 The Show™ v1.18.1 2025-04-14 10 scePsmfPlayerSetPsmf*: incorrect PSMF magic (596cf7f5), bad data
eFootball PES 2021 By GABRIEL v1.18.1 2025-05-17 6 Unknown GetPointerWrite 00000000 PC 0881606c LR 08816080
Silent Hill®: Origins v1.18.1 2025-04-30 14 Imm vertex used fog
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-08-08 3 00000000=sceUtilityScreenshotInitStart(09cabea8)
PES 2014 v1.18.1 2025-06-04 18 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l3 rate 000f
Assassin's Creed: Bloodlines™ v1.19.3 2026-02-28 176 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]. 01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp: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)) // 01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; 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 mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = splat3(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 <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.18.1 2025-06-26 5 00000000=sceUtilityScreenshotInitStart(09a747e8)
WWE 2K22 EN ESPAÑOL BY ANT v1.18.1 2025-05-15 19 80630007=sceAtracSetData(2, 08d4b180, 00003710): atracID uses different codec type than data
WWE 2K22 EN ESPAÑOL BY ANT v1.8.0 2026-05-30 39 80630007=sceAtracSetData(2, 08d4b180, 00008c2c): atracID uses different codec type than data
WWE 2K22 EN ESPAÑOL BY ANT v1.8.0 2026-05-30 46 80630007=sceAtracSetData(2, 08d4b180, 000011e4): atracID uses different codec type than data
WWE 2K22 EN ESPAÑOL BY ANT v1.8.0 2026-05-30 36 80630007=sceAtracSetData(2, 08d4b180, 00003224): atracID uses different codec type than data
Cars: Race-O-Rama v1.18.1 2025-10-12 3 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 410 #extension GL_ARB_shader_stencil_export : require // Driver: AMD Radeon(TM) HD 7450A Graphics - GLSL 410 #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; }
WWE 2K22 EN ESPAÑOL BY ANT v1.18.1 2025-05-07 665 80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first
WWE 2K22 EN ESPAÑOL BY ANT v1.18.1 2025-05-07 664 80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first
TNT Racers v1.20.4 2026-07-24 15 sceNetAdhocMatchingInit(32768) at 08903c64
クロニクルオブダンジョンメーカー v1.18.1 2025-06-10 20 00000400=sceGeEdramSetAddrTranslation(00000000)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-05-23 8 00000000=sceUtilityScreenshotInitStart(09caaee8)
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.18.1 2025-04-12 12 00000000=sceUtilityScreenshotInitStart(09a83c98)
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-06-27 558 80630007=sceAtracSetData(3, 08d4b180, 00015700): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-06-27 250 80630007=sceAtracSetData(3, 08d4b180, 0000d800): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-03-17 27 80630007=sceAtracSetData(3, 08d4b180, 00004c00): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.20.4 2026-11-15 3,166 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-09-16 3,142 80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data
真・三國無雙 MULTI RAID 2 v1.20.3 2026-10-09 34 sceNetAdhocMatchingInit(32768) at 08982204
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.9.4 2025-09-10 28 80630007=sceAtracSetData(2, 08d4b180, 000061b8): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.9.4 2025-06-19 44 80630007=sceAtracSetData(2, 08d4b180, 00002130): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.18.1 2025-01-09 3 80630007=sceAtracSetData(2, 08d4b180, 00007f40): atracID uses different codec type than data
SSX On Tour v1.18.1 2025-08-27 18 Imm vertex used fog
Assassin's Creed: Bloodlines™ v1.20.3 2026-05-16 293 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p0-00dev0 [Revision 96995]. 01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp: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)) // 01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; 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 mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = splat3(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 <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
WWE 2K22 EN ESPAÑOL BY ANT PLAY AIPS v1.18.1 2025-01-08 90 80630007=sceAtracSetData(2, 08d4b180, 00004b8c): atracID uses different codec type than data
eFootball PES 2023 Danilo Gamer v1.9.4 2025-08-26 197 sceMp3Init: invalid data: not layer 3
Midnight Club: L.A. Remix® v1.18.1 2025-03-08 3 80630006=sceAtracSetDataAndGetID(08ca5900, 00004b4c): invalid RIFF header
MLB 11 The Show™ v1.18.1 2025-04-15 6 scePsmfPlayerSetPsmf*: incorrect PSMF magic (9a226dd9), bad data
NEED FOR SPEED™ Carbon OTC v1.18.1 2024-12-13 4 WriteToHardware: Invalid address 00000460 near PC 08b6b6b4 LR 088866d4
SBK®09 Superbike World Championship v1.18.1 2025-06-18 3 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08f8ee40): duplicate handler
WWE 2K22 EN ESPAÑOL BY ANT PLAY AIPS v1.9.4 2025-06-29 53 80630007=sceAtracSetData(2, 08d4b180, 00001f00): atracID uses different codec type than data
eFootball 2023 by peruvian pes v1.18.1 2024-12-11 17 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-04-17 6 sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 000008f5): duplicate handler
The 3rd Birthday® v1.18.1 2025-06-20 2 Branch in RSZeroComp delay slot at 089b08b3 in block starting at 089b08a3
Prince of Persia The Forgotten Sands™ v1.18.1 2024-11-06 4 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09457f74, 4, 00000000, 0)
Prince of Persia The Forgotten Sands™ v1.18.1 2024-11-06 4 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09457f74, 4, 00000000, 0)
WWE 2K22 EN ESPAÑOL BY ANT PLAY AIPS v1.9.4 2025-06-29 215 80630006=sceAtracSetData(2, 08d4b180, 00018000): invalid RIFF header
うたの☆プリンスさまっ♪MUSIC v1.18.1-32-g62851d8770 2026-11-08 33 00000400=sceGeEdramSetAddrTranslation(00000000)
Kenka Bancho: Badass Rumble v1.18.1 2025-02-16 3 00000000=sceUtilityScreenshotInitStart(0945ea50)
eFootball Chelito 19 v1.9.4 2025-09-16 15 80630006=sceAtracSetDataAndGetID(09a25200, 00002800): invalid RIFF header
TRON EVOLUTION v1.18.1 2025-03-09 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 r8p0-00dev0 [Revision 96995]. 01700551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: 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)) // 01700551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: 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 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 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; 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 - 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 *
TRON EVOLUTION v1.18.1 2025-03-09 11 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p0-00dev0 [Revision 96995]. 01f35551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 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)) // 01f35551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3 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 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; 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 - 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 = do
TRON EVOLUTION v1.18.1 2025-03-09 9 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p0-00dev0 [Revision 96995]. 01730551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 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)) // 01730551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3 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 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 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; 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 - 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_l
Ben 10 Ultimate Alien: Cosmic Destruction v1.18.1 2025-03-14 2 scePsmfPlayerSetPsmf*: unexpected streamID 35
Ben 10 Ultimate Alien: Cosmic Destruction v1.18.1 2025-03-14 2 scePsmfPlayerSetPsmf*: unexpected streamID b6
Ben 10 Ultimate Alien Cosmic Destruction v1.18.1 2024-11-23 3 Branch in RSRTComp delay slot at 08000020 in block starting at 08000000
Ben 10 Ultimate Alien Cosmic Destruction v1.18.1 2024-11-23 3 MIPSCompileOp: Invalid instruction 001f171e
Ben 10 Ultimate Alien Cosmic Destruction v1.18.1 2024-11-23 3 MIPSCompileOp: Invalid instruction b70d862a
Ben 10 Ultimate Alien Cosmic Destruction v1.18.1 2024-11-23 3 MIPSCompileOp: Invalid instruction b009952c
eFooTBall Play Cesar Patch v1.18.1 2026-10-07 275 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
eFootball Chelito 19 v1.4.2 2026-09-27 22 WriteToHardware: Invalid address 00000000 near PC 0882bbf4 LR 0882bc04
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-03-27 4 00000000=sceUtilityScreenshotInitStart(09ca9c68)
Prince of Persia - Rival Swords v1.18.1 2025-05-18 8 Block transfer invalid: 722be500/308 -> 00000000/0, 565x897x4 (533,896)->(51,363)
KHLMANIA v1.18.1 2025-05-11 3 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 0935a214, 4, 00000000, 0)
俺の屍を越えてゆけ v1.18.1 2025-10-01 156 00000000=sceUtilityScreenshotInitStart(09bcc5ac)
Efootball 2022 Komo Valeri... v1.9.4 2025-03-05 50 Failed to truncate file.
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2025-06-12 6 MIPSCompileOp: Invalid instruction 43434343
Grand Theft Auto: Vice City Stories v1.18.1 2025-05-18 11 WriteToHardware: Invalid address 42c8082c near PC 08000000 LR 08000000
勇者30 SECOND v1.18.1 2025-04-22 3 BREAK instruction hit
勇者30 SECOND v1.18.1 2025-04-22 3 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed
DUNGEON EXPLORER Warriors of Ancient Arts v1.19.3 2026-08-14 9 sceNetAdhocMatchingInit(32768) at 08814d8c
勇者30 SECOND v1.18.1 2025-05-20 2 WriteToHardware: Invalid address 98fd4c53 near PC 08000000 LR 08000000
Midnight Club: L.A. Remix® v1.18.1 2025-06-02 5 80630006=sceAtracSetDataAndGetID(08c9d8c0, 0000244c): invalid RIFF header
グランナイツヒストリー v1.18.1 2025-05-28 2 00000000=sceUtilityScreenshotInitStart(08de0850)
Forest Puzzle v1.18.1 2025-05-27 3 00000400=sceGeEdramSetAddrTranslation(00000800)
eFootball PES By HAROUN TECH v1.9.4 2026-11-04 414 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header
eFootball PES 2023 Danilo Gamer v1.18.1 2025-02-21 60 80630006=sceAtracSetDataAndGetID(09acbc00, 00004000): invalid RIFF header
eFootball Chelito 19 v1.18.1 2025-10-08 32 Branch in RSZeroComp delay slot at 08000100 in block starting at 0800002c
Blast Off v1.18.1 2026-08-05 60 00000400=sceGeEdramSetAddrTranslation(00000000)
Blast Off v1.18.1 2025-06-16 9 00000400=sceGeEdramSetAddrTranslation(00000000)
God of War®: Ghost of Sparta v1.18.1 2025-03-26 124 No DL ID available to enqueue
PES 2019 VANDAMMEEDITION v1.18.1-1785-g3f583ff5ab 2025-07-05 9 Unknown GetPointerWrite 00000000 PC 08824cfc LR 088113e4
Z.H.P.: Unlosing Ranger VS Darkdeath Evilman v1.18.1-362-g01b4eb41be 2025-06-22 12 00000400=sceGeEdramSetAddrTranslation(00000000)
SBK-07 v1.18.1 2024-11-12 3 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08fa8b50): duplicate handler
Street Kix Freestyle v1.20.4-4634-g9f286ee4ca 2026-11-09 136 Bad VAG samples address? 09d100f0 / 192502
Street Kix Freestyle v1.20.4-479-gd82b795f6a 2026-11-01 2,391 Bad VAG samples address? 09dd64f0 / 141752
Midnight Club 3: DUB Edition v1.18.1 2025-05-24 26 MIPSCompileOp: Invalid instruction 00000001
Silent Hill® Origins v1.19.3 2025-08-13 13 Imm vertex used fog
PES ASIA (SeziaMod) v1.18.1 2025-12-22 13 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
フォトカノ v1.18.1 2025-05-31 13 00000000=sceUtilityScreenshotInitStart(08b59944)
Grand Theft Auto: Liberty City Stories v1.9.4 2025-05-12 8 WriteToHardware: Invalid address 00000268 near PC 08000000 LR 08000000
Pro Evolution Soccer 6 v1.18.1 2025-07-11 6 00000400=sceGeEdramSetAddrTranslation(00000400)
Prinny 2: Dawn of Operation Panties, Dood! v1.18.1 2025-08-23 28 00000400=sceGeEdramSetAddrTranslation(00000000)
SBK®09 Superbike World Championship v1.9.4 2025-04-18 164 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08f8c710): duplicate handler
SBK®09 Superbike World Championship v1.9.4 2025-04-18 436 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08fb5450): duplicate handler

« Newest   Older »