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.
| 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 |