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| Game title |
Version |
Latest Report |
Hits |
Message |
| Everybody's Tennis™ |
v1.18.1 |
2026-07-25 |
8 |
sceNetAdhocMatchingInit(16384) at 088c27ac |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.18.1-162-gfe38e8822c |
2025-04-14 |
7 |
80630007=sceAtracSetData(3, 08d4b180, 00007624): atracID uses different codec type than data |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.6.3 |
2026-06-21 |
16 |
80630007=sceAtracSetData(2, 08d4b180, 00008800): atracID uses different codec type than data |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-08-18 |
20 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091e68c0): duplicate handler |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.18.1 |
2025-09-21 |
5 |
00000000=sceUtilityScreenshotInitStart(09a810e8) |
| SBK®09 Superbike World Championship |
v1.18.1 |
2026-02-15 |
23 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08fac2c0): duplicate handler |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.18.1 |
2025-11-05 |
748 |
Unknown GetPointerWrite 00000000 PC 08a02a0c LR 0881615c |
| ARMEN NOIR portable |
v1.18.1 |
2025-05-16 |
275 |
00000000=sceUtilityScreenshotInitStart(08b508d8) |
| ASTONISHIA STORY |
v1.20.3 |
2026-07-20 |
50 |
ELF relocation HI16/4 pair (instead of LO16) at 08876224 / 08876234 |
| ASTONISHIA STORY |
v1.20.3 |
2026-07-20 |
50 |
ELF relocation HI16/4 pair (instead of LO16) at 088761ec / 088761fc |
| ASTONISHIA STORY |
v1.20.3 |
2026-07-20 |
51 |
ELF relocation HI16/4 pair (instead of LO16) at 08875630 / 08875680 |
| ASTONISHIA STORY |
v1.20.3 |
2026-07-20 |
52 |
ELF relocation HI16/4 pair (instead of LO16) at 088753b4 / 088753c4 |
| ASTONISHIA STORY |
v1.20.3 |
2026-07-20 |
53 |
ELF relocation HI16/4 pair (instead of LO16) at 088748dc / 088748f8 |
| ASTONISHIA STORY |
v1.20.3 |
2026-07-20 |
53 |
ELF relocation HI16/4 pair (instead of LO16) at 08874308 / 08874310 |
| ASTONISHIA STORY |
v1.20.3 |
2026-07-20 |
54 |
ELF relocation HI16/4 pair (instead of LO16) at 088742d0 / 088742d4 |
| ASTONISHIA STORY |
v1.20.3 |
2026-07-20 |
54 |
ELF relocation HI16/4 pair (instead of LO16) at 08874268 / 0887426c |
| ASTONISHIA STORY |
v1.20.3 |
2026-07-20 |
55 |
ELF relocation HI16/4 pair (instead of LO16) at 08873858 / 08873864 |
| EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.18.1 |
2026-02-12 |
87 |
Unknown GetPointerWrite 00000000 PC 088287e0 LR 088287f0 |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.9.4 |
2025-05-28 |
9 |
80630007=sceAtracSetData(2, 08d4b180, 00006d54): atracID uses different codec type than data |
| OFF ROAD |
v1.18.1 |
2025-07-17 |
13 |
565 depal unsupported: shift=3 mask=fc offset=0 |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.7.4 |
2025-07-06 |
15 |
80630007=sceAtracSetData(3, 08d4b180, 00007914): atracID uses different codec type than data |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.18.1-783-g81015abef7 |
2026-11-07 |
908 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
| Puzzle Challenge: Crosswords and More! |
v1.18.1 |
2025-02-18 |
11 |
00000400=sceGeEdramSetAddrTranslation(00001000) |
| MONSTER HUNTER PORTABLE 3rd |
v1.18.1 |
2025-08-18 |
3 |
WriteToHardware: Invalid address 00000064 near PC 09c8a2b0 LR 09c8a198 |
| MONSTER HUNTER PORTABLE 3rd |
v1.18.1 |
2025-08-18 |
3 |
WriteToHardware: Invalid address 00000062 near PC 09c8a2b0 LR 09c8a198 |
| MONSTER HUNTER PORTABLE 3rd |
v1.18.1 |
2025-08-18 |
3 |
WriteToHardware: Invalid address 00000060 near PC 09c8a2b0 LR 09c8a198 |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.18.1 |
2025-03-04 |
184 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 000f |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2025-12-17 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 00000ff6): duplicate handler |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.4.2 |
2025-09-21 |
322 |
WriteToHardware: Invalid address 00000004 near PC 08856f24 LR 08856f30 |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.18.1 |
2025-09-20 |
32 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l0 rate 000f |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.9.3 |
2025-01-05 |
10 |
WriteToHardware: Invalid address 3f800008 near PC 08a552d0 LR 08a552d0 |
| eFottball Hend Asean |
v1.18.1 |
2025-03-08 |
28 |
Unknown GetPointerWrite 00000000 PC 088287e0 LR 088287f0 |
| TEKKEN 6 |
v1.18.1 |
2025-10-11 |
96 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (7e94eb6f), bad data |
| MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.18.1 |
2025-03-17 |
6 |
Imm vertex used fog |
| Justice League: Heroes™ |
v1.19.3 |
2025-12-01 |
9 |
Block transfer invalid: 00000000/80 -> 04155400/80, 128x3x4 (0,0)->(0,0) |
| WWE SmackDown vs. RAW 2011 |
v1.18.1 |
2026-10-02 |
22 |
80630007=sceAtracSetData(2, 08d4b180, 00003940): atracID uses different codec type than data |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.18.1 |
2025-07-12 |
5 |
00000000=sceUtilityScreenshotInitStart(09a8d8c8) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2025-01-05 |
2 |
00000000=sceUtilityScreenshotInitStart(09cae288) |
| eFootball Chelito 19 |
v1.18.1 |
2025-02-27 |
47 |
MIPSCompileOp: Invalid instruction 041a2980 |
| 天誅 忍大全 |
v1.18.1 |
2025-05-31 |
10 |
sceNetAdhocMatchingInit(131072) at 08942ca8 |
| Radiant Mythology |
v1.19.3 |
2025-09-29 |
10 |
sceNetAdhocMatchingInit(163840) at 08ae89f4 |
| MONSTER HUNTER PORTABLE 3rd |
v1.18.1 |
2025-04-10 |
65 |
80630006=sceAtracSetDataAndGetID(08bfac40, 000c9000): invalid RIFF header |
| eFootball PES By HAROUN TECH |
v1.18.1 |
2025-04-24 |
38 |
Unknown GetPointerWrite 00000000 PC 08a02a0c LR 0881615c |
| LA Rush |
v1.20.3 |
2026-03-27 |
5 |
sceNetAdhocMatchingInit(16384) at 089448a0 |
| Resistance: Retribution™ |
v1.19.3 |
2025-09-07 |
6 |
Block transfer invalid: 00000000/0 -> 00000000/0, 752x956x4 (0,0)->(0,0) |
| LEGO® Batman™: The Videogame |
v1.18.1 |
2025-05-11 |
3 |
Branch in branch delay slot at 0894079c with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2024-12-07 |
6 |
MIPSCompileOp: Invalid instruction 41100000 |
| Worms Open Warfare 2 |
v1.18.1 |
2025-05-04 |
5 |
sceNetAdhocMatchingInit(32768) at 089b59d4 |
| 梅沢由香里のやさしい囲碁 |
v1.18.1 |
2026-05-03 |
20 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
| eFootball Chelito 19 |
v1.18.1 |
2024-12-05 |
2 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| eFootball PES 2021 By GABRIEL |
v1.8.0 |
2025-04-01 |
12 |
WriteToHardware: Invalid address 00000004 near PC 08863d64 LR 08849a48 |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.9.3 |
2025-09-30 |
373 |
WriteToHardware: Invalid address 00000004 near PC 08856d1c LR 08856d28 |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.8.0 |
2026-01-13 |
147 |
WriteToHardware: Invalid address 00000004 near PC 08863d6c LR 08856c34 |
| eFootball 2022 by GAME OVER y Ramirez 15 |
v1.18.1 |
2025-09-12 |
240 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| Prince of Persia - Revelations |
v1.18.1 |
2025-01-12 |
2 |
80630006=sceAtracSetDataAndGetID(09793b80, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.18.1 |
2024-12-10 |
2 |
80630006=sceAtracSetDataAndGetID(09848c00, 00000800): invalid RIFF header |
| ディスガイア インフィニット |
v1.18.1 |
2025-03-03 |
3 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| Grand Theft Auto: Vice City Stories |
v1.18.1 |
2025-08-16 |
3 |
Branch in branch delay slot at 08c46d60 with different target |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.18.1 |
2024-12-15 |
9 |
80630007=sceAtracSetData(3, 08d4b180, 00003b70): atracID uses different codec type than data |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.9.4 |
2025-11-02 |
246 |
80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header |
| eFootball By TM ARTS |
v1.18.1 |
2025-05-23 |
4 |
Unknown GetPointerWrite 00000000 PC 08824a48 LR 088113c4 |
| ダンボール戦機W |
v1.20.4 |
2026-07-11 |
17 |
NpSignin Init Params: 00000000, 00000000, 00000000, 00000000 |
| PES2017 BLACK EDITION |
v1.18.1-572-g49a18086e3 |
2026-01-28 |
86 |
Unknown GetPointerWrite 00000000 PC 08816150 LR 08816164 |
| eFottball Hend Asean |
v1.18.1 |
2025-04-19 |
13 |
Unknown GetPointerWrite 00000000 PC 08808430 LR 08808448 |
| EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.9.4 |
2025-06-08 |
197 |
80630006=sceAtracSetDataAndGetID(09a25200, 00001000): invalid RIFF header |
| グランナイツヒストリー |
v1.18.1 |
2025-02-17 |
3 |
00000000=sceUtilityScreenshotInitStart(08d3ba50) |
| 真・三國無双6 Special |
v1.19.3-1438-gbab01f1b16 |
2026-02-01 |
11 |
sceNetAdhocMatchingInit(32768) at 08894fe8 |
| FIFA 14 - Es |
v1.18.1 |
2025-05-13 |
8 |
MIPSCompileOp: Invalid instruction 00006469 |
| 遊☆戯☆王 アーク□ファイブ タッグフォース スペシャル |
v1.18.1 |
2025-03-04 |
6 |
Unknown GetPointerWrite 0000005e PC 08f3e9c8 LR 08f3e9d0 |
| Medal of Honor Heroes™ 2 |
v1.18.1 |
2025-04-20 |
7 |
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].
01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f30444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
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 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 = color0.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;
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 = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
|
| eFootball PES By HAROUN TECH |
v1.9.4 |
2026-05-22 |
136 |
80630006=sceAtracSetDataAndGetID(09a25200, 00002000): invalid RIFF header |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.9.4 |
2025-03-28 |
18 |
80630007=sceAtracSetData(2, 08d4b180, 00006a64): atracID uses different codec type than data |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.9.4 |
2025-05-28 |
49 |
80630007=sceAtracSetData(3, 08d13140, 00038000): atracID uses different codec type than data |
| OJR EDIÇÕES 2020 |
v1.18.1 |
2025-04-13 |
2 |
Unknown GetPointerWrite 00000002 PC 08a02afc LR 08872c1c |
| eFootball PES 2021 By GABRIEL |
v1.18.1 |
2024-11-07 |
2 |
Unknown GetPointerWrite 00000000 PC 08959440 LR 08959450 |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.9.4 |
2025-05-13 |
31 |
80630007=sceAtracSetData(2, 08d4b180, 0000a234): atracID uses different codec type than data |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.9.4 |
2026-03-05 |
87 |
80630007=sceAtracSetData(2, 08d4b180, 00010200): atracID uses different codec type than data |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.18.1 |
2026-04-05 |
6 |
80630007=sceAtracSetData(3, 08d4b180, 00009638): atracID uses different codec type than data |
| Dragon Ball Z: Forever Tenkaichi Tag Team |
v1.18.1 |
2026-03-22 |
317 |
sceNetAdhocMatchingInit(32768) at 08812da4 |
| SBK®08 Superbike World Championship |
v1.18.1 |
2025-03-20 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08fa50a0): duplicate handler |
| METAL SLUG Anthology |
v1.18.1 |
2024-11-07 |
4 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIb74d, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4 |
| PES 2019 VANDAMMEEDITION |
v1.18.1 |
2025-01-04 |
6 |
Unknown GetPointerWrite 00000000 PC 0881615c LR 08816164 |
| Assassin's Creed: Bloodlines™ |
v1.19.2 |
2025-06-24 |
41 |
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 r9p0-01rel0 [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;
}
|
| みんなのGOLF ポータブル2 |
v1.18.1 |
2025-07-10 |
506 |
Normal projection mapping without normal? |
| ドラゴンボール タッグバーサス |
v1.18.1 |
2025-02-08 |
17 |
Branch in branch delay slot at 08a77844 with different target |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.18.1 |
2025-06-06 |
14 |
80630007=sceAtracSetData(2, 08d4b180, 000090c0): atracID uses different codec type than data |
| 忍道 焔 |
v1.18.1 |
2025-06-08 |
3 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 08df54b0, 4, 00000000, 0) |
| 忍道 焔 |
v1.18.1 |
2025-06-08 |
3 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08df54b0, 4, 00000000, 0) |
| The Sims™ 2 |
v1.18.1 |
2025-07-15 |
7 |
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].
01f14444:00050b28 HWX C T N TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: 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))
// 01f14444:00050b28 HWX C T N TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 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 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 mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
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 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;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos. |
| Gran Turismo® |
v1.18.1 |
2025-02-08 |
5 |
MIPSCompileOp: Invalid instruction 00000005 |
| SBK®09 Superbike World Championship |
v1.9.4 |
2025-04-15 |
29 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08f87fc0): duplicate handler |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.18.1 |
2025-03-24 |
3 |
00000000=sceUtilityScreenshotInitStart(09882718) |
| SBK-07 |
v1.18.1 |
2025-04-27 |
3 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09097f80): duplicate handler |
| GTA: Sindacco Chronicles |
v1.20.2 |
2026-03-16 |
137 |
Trying to relocate non-loaded section (null) |
| GTA: Sindacco Chronicles |
v1.18.1 |
2025-04-16 |
76 |
sceKernelCreateThread(name=GTALCS.PPSSPP.WidescreenFix): unsupported attributes 00001007 |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.18.1 |
2025-05-29 |
151 |
Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460 |
| EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.18.1 |
2025-08-13 |
172 |
Unknown GetPointerWrite 00000000 PC 0881613c LR 08816144 |
| Prince of Persia - Revelations |
v1.6.3 |
2025-07-05 |
3 |
80630006=sceAtracSetDataAndGetID(09591800, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.18.1 |
2025-05-07 |
24 |
Unknown GetPointerWrite 00000000 PC 088179c0 LR 08ba91c8 |
| PERSONA2 罰 |
v1.20.4-506-g0335e5e6a9 |
2026-10-25 |
1,708 |
ELF relocation HI16/0 pair (instead of LO16) at 08888eb8 / 08804000 |