Recent logs - v1.18.1

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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
Kenka Bancho: Badass Rumble v1.18.1 2025-05-02 12 00000000=sceUtilityScreenshotInitStart(091b3270)
SBK®09 Superbike World Championship v1.18.1 2025-04-19 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091afbf0): duplicate handler
GTA: Sindacco Chronicles v1.9.4 2026-11-05 10,966 80630006=sceAtracSetHalfwayBufferAndGetID(08dda440, 00000800, 00040000): invalid RIFF header
eFootball Chelito 19 v1.9.4 2025-02-24 6 MIPSCompileOp: Invalid instruction 0000005f
SBK®09 Superbike World Championship v1.9.4 2025-04-18 124 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08f87fe0): duplicate handler
WWE 2K21 PRICELESS ALACRITY V3.0.1 v1.18.1 2025-04-22 66 No DL ID available to enqueue
God of War(TM): Chains of Olympus Special Edition Demo v1.20.2 2026-11-01 43 Rendering to framebuffer offset at 04161800 +64x0 (stride 1024)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-02-05 6 00000000=sceUtilityScreenshotInitStart(09caa788)
Assassin's Creed: Bloodlines™ v1.20.3 2026-05-08 47 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; }
SBK®09 Superbike World Championship v1.9.4 2025-04-18 14 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090913f0): duplicate handler
グランナイツヒストリー v1.18.1 2025-03-14 6 00000000=sceUtilityScreenshotInitStart(08de9bb0)
グランナイツヒストリー v1.18.1 2026-06-04 12 00000000=sceUtilityScreenshotInitStart(08de9180)
グランナイツヒストリー v1.18.1 2026-06-04 17 00000000=sceUtilityScreenshotInitStart(08de0e20)
普利尼 ~我当主角行不行?~ v1.18.1-539-g79940fe58a 2025-05-12 11 sceNetAdhocMatchingInit(32768) at 0886f4f8
SplinterCell v1.18.1 2024-11-24 61 sceKernelCreateThread(name=SplinterCellEssentials.PPSS): unsupported attributes 00001007
Tony Hawk's Project Mod v1.18.1 2025-02-01 176 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed
SBK®08 Superbike World Championship v1.18.1 2026-07-11 10 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 090ec0d0): duplicate handler
Killzone™: Liberation v1.18.1 2024-11-14 15 Branch in branch delay slot at 08f04028 with different target
Virtua Tennis 3 v1.18.1 2024-11-28 2 80630011=sceAtracSetDataAndGetID(08cdd6c0, 00000004): buffer too small
MLB 11 The Show™ v1.18.1 2026-02-01 7 scePsmfPlayerSetPsmf*: incorrect PSMF magic (b538e567), bad data
MLB 11 The Show™ v1.18.1 2025-05-07 4 scePsmfPlayerSetPsmf*: incorrect PSMF magic (d65b8029), bad data
MLB 11 The Show™ v1.18.1 2025-05-30 7 scePsmfPlayerSetPsmf*: incorrect PSMF magic (0db5be04), bad data
RESISTANCE® ~報復の刻~ 体験版 v1.20.4 2026-11-13 8 Failed to read valid video stream data from header
RESISTANCE® ~報復の刻~ 体験版 v1.20.4 2026-11-13 11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08edb0e0, 4, 00000000, 0)
MLB 11 The Show™ v1.18.1 2025-07-21 7 scePsmfPlayerSetPsmf*: incorrect PSMF magic (01bf0876), bad data
WTF: work time fun™ v1.19.3 2025-08-30 3 sceNetAdhocMatchingInit(32768) at 089d495c
METAL SLUG XX v1.18.1 2024-11-28 4 Unknown GetPointerWrite 00000000 PC 088658ac LR 088658ac
FRONTIER GATE Boost+ v1.18.1 2025-02-20 12 MIPSCompileOp: Invalid instruction 43470000
FRONTIER GATE Boost+ v1.18.1 2025-02-20 6 MIPSCompileOp: Invalid instruction 434f0000
FRONTIER GATE Boost+ v1.18.1 2025-02-20 3 MIPSCompileOp: Invalid instruction 434c0000
EFOOTBALL 2023 BRI LIGA 1 & EROPA v1.18.1 2024-11-18 5 Unknown GetPointerWrite 00000000 PC 08808430 LR 08808448
Moto3 21 by ARIAN v1.18.1 2025-03-25 32 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 091600b0): duplicate handler
Moto3 21 by ARIAN v1.18.1 2025-03-25 34 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 090ec0d0): duplicate handler
Moto3 21 by ARIAN v1.18.1 2025-03-25 45 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08fccc50): duplicate handler
Moto3 21 by ARIAN v1.18.1 2025-10-09 51 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08f614a0): duplicate handler
Moto3 21 by ARIAN v1.18.1 2025-10-09 50 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08f617e0): duplicate handler
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.18.1 2025-04-29 4 80630007=sceAtracSetData(2, 08d4b180, 0000601c): atracID uses different codec type than data
FIFA 07 v1.18.1 2025-03-23 5 Unknown GetPointerWrite 000005c0 PC 08dba774 LR 08dba774
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.9 2025-05-25 8 80630007=sceAtracSetData(2, 08d4b180, 00004e08): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.18.1 2025-06-09 19 80630007=sceAtracSetData(2, 08d4b180, 00003da0): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.18.1 2025-03-04 13 80630007=sceAtracSetData(2, 08d4b180, 00003710): atracID uses different codec type than data
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-06-10 5 00000000=sceUtilityScreenshotInitStart(09cad008)
FRONTIER GATE Boost+ v1.18.1 2024-12-14 4 Branch in JumpReg delay slot at 09f82400 in block starting at 09f82400
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.9.4 2025-12-11 1,157 sceMp3Init: invalid data: not layer 3
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.18.1 2026-08-25 11,904 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.18.1 2025-05-23 6 80630007=sceAtracSetData(2, 08d4b180, 00005038): atracID uses different codec type than data
WWE 2K22 EN ESPAÑOL BY ANT v1.9.4 2025-05-20 95 80630006=sceAtracSetData(2, 08d4b180, 00004500): invalid RIFF header
SBK-07 v1.18.1 2025-06-09 3 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09156940): duplicate handler
LEGO® Batman™: The Videogame v1.18.1 2025-04-10 2 MIPSCompileOp: Invalid instruction 7fff7fff
UNDEAD KNIGHTS v1.18.1 2026-01-01 6 sceNetAdhocMatchingInit(32768) at 08887ec8
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-06-10 4 sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 000003ec): duplicate handler
DISSIDIA duodecim prologus FINAL FANTASY v1.18.1 2025-03-29 2 Rendering to framebuffer offset at 040cc000 +256x0 (stride 512)
PES 2019 VANDAMMEEDITION v1.18.1 2025-02-02 75 MIPSCompileOp: Invalid instruction 00000001
MONSTER HUNTER PORTABLE 3rd v1.18.1 2025-02-27 6 80630006=sceAtracSetDataAndGetID(08b71440, 00003000): invalid RIFF header
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.18.1 2024-12-22 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 r10p0-00dev0 [Revision 96995]. 01f10044:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 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)) // 01f10044:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp: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 mediump mat4 u_texmtx; 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 vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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 = u_matambientalpha; 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); 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
WWE VS AEW 2K23 (DELUXE EDITION) BY ¡¿Eso Que?! v1.18.1 2025-06-01 6 80630007=sceAtracSetData(3, 08d4b180, 00004c00): atracID uses different codec type than data
WWE VS AEW 2K23 (DELUXE EDITION) BY ¡¿Eso Que?! v1.18.1 2025-05-31 2 80630007=sceAtracSetData(2, 08d4b180, 00003100): atracID uses different codec type than data
MotorStorm®: Arctic Edge v1.18.1-1211-g6770122c5c 2026-11-08 40 NpSignin Init Params: 00000000, 00000000, 00000000, 00000000
Patapon 3 Overhaul Public Demo v1.18.1 2025-05-20 9 MIPSCompileOp: Invalid instruction 00000001
FINDER LOVE 工藤里紗 v1.18.1 2025-03-30 54 00000400=sceGeEdramSetAddrTranslation(00000200)
PES 2019 VANDAMMEEDITION v1.18.1 2025-02-02 22 MIPSCompileOp: Invalid instruction 00010005
MONSTER HUNTER PORTABLE 3rd v1.18.1 2025-07-01 41 Unknown GetPointerWrite ffffffff PC 0880c088 LR 08864138
TEKKEN 6 v1.18.1 2024-11-14 134 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10466DATA/TEKKEN6.BIN, 09fcc1d0, 00000002)
MLB 11 The Show™ v1.18.1 2025-07-10 12 scePsmfPlayerSetPsmf*: incorrect PSMF magic (7d42ae7b), bad data
MLB 11 The Show™ v1.18.1 2025-06-03 5 scePsmfPlayerSetPsmf*: incorrect PSMF magic (db357d94), bad data
MLB 11 The Show™ v1.18.1 2026-01-10 5 scePsmfPlayerSetPsmf*: incorrect PSMF magic (e769999c), bad data
eFootball By TM ARTS v1.9.4 2026-07-01 835 Atrac data chunk extends beyond riff chunk
WWE All Stars v1.18.1 2026-02-11 18 Unknown GetPointerWrite 00000000 PC 08ab9fc0 LR 08a89150
神々の悪戯 InFinite v1.18.1 2025-06-05 16 00000400=sceGeEdramSetAddrTranslation(00000000)
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2025-03-18 4 MIPSCompileOp: Invalid instruction 429c0000
PES 2014 v1.18.1 2025-05-25 15 Unknown GetPointerWrite 00000000 PC 08824a60 LR 088113e4
eFootball PES By HAROUN TECH v1.18.1 2025-12-10 42 Failed to truncate file.
eFootball PES 2021 By GABRIEL v1.18.1 2025-07-26 58 807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 0000
Ratchet PSP SAD v1.18.1 2025-03-24 65 00000000=sceGeEdramSetAddrTranslation(00000000)
Ratchet PSP SAD v1.18.1 2025-03-24 14 00000400=sceGeEdramSetAddrTranslation(00000000)
RA-PATCH EDISI FIFA WORLD CUP 2022 v1.18.1 2025-01-22 3 Unknown GetPointerWrite 00000002 PC 08a02afc LR 08872c1c
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-06-25 212 80630007=sceAtracSetData(3, 08d4b180, 00018700): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2025-09-17 19 80630007=sceAtracSetData(3, 08d4b180, 00004500): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.6.3 2025-09-17 5 80630007=sceAtracSetData(3, 08d4b180, 00010200): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-09-20 80 80630007=sceAtracSetData(2, 08d4b180, 00001f00): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-06-29 431 80630007=sceAtracSetData(3, 08d4b180, 00018000): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-06-23 313 80630007=sceAtracSetData(3, 08d4b180, 0000fe00): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.3 2025-10-24 117 80630007=sceAtracSetData(3, 08d4b180, 00005000): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-11-06 331 80630007=sceAtracSetData(2, 08d4b180, 00001cd0): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-11-06 205 80630007=sceAtracSetData(2, 08d4b180, 00004890): atracID uses different codec type than data
SBK®09 Superbike World Championship v1.18.1 2025-08-10 6 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090f3370): duplicate handler
ダイスダイス◆ファンタジア v1.18.1 2025-04-08 14 00000400=sceGeEdramSetAddrTranslation(00000000)
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-29 14 MIPSCompileOp: Invalid instruction b4480000
PES 2018 GLGM PATCHS v1.18.1 2025-02-15 17 Unknown GetPointerWrite 00000000 PC 08816150 LR 08816164
God of War®: Ghost of Sparta v1.18.1 2025-04-20 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 r10p0-00rel0 [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 ; } l
God of War®: Ghost of Sparta v1.18.1 2025-04-20 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 r10p0-00rel0 [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.rg
eFottball Hend Asean v1.18.1 2025-10-20 1,736 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
NARUTO Shippuden: Legends: Akatsuki Rising v1.18.1 2025-06-03 2 MIPSCompileOp: Invalid instruction 62102168
NARUTO Shippuden: Legends: Akatsuki Rising v1.18.1 2025-06-03 2 MIPSCompileOp: Invalid instruction 63008800
NARUTO Shippuden: Legends: Akatsuki Rising v1.18.1 2025-06-03 2 MIPSCompileOp: Invalid instruction 6200888e
NARUTO Shippuden: Legends: Akatsuki Rising v1.18.1 2025-06-03 2 MIPSCompileOp: Invalid instruction 62008806
NARUTO Shippuden: Legends: Akatsuki Rising v1.18.1 2025-06-03 2 MIPSCompileOp: Invalid instruction 43000c8e
NARUTO Shippuden: Legends: Akatsuki Rising v1.18.1 2025-06-03 2 MIPSCompileOp: Invalid instruction 00802114
NARUTO Shippuden: Legends: Akatsuki Rising v1.18.1 2025-06-03 3 MIPSCompileOp: Invalid instruction b0000caf
NARUTO Shippuden: Legends: Akatsuki Rising v1.18.1 2025-06-03 2 MIPSCompileOp: Invalid instruction 00008c68

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