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| Game title |
Version |
Latest Report |
Hits |
Message |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-11-07 |
2,642 |
80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-05-26 |
36 |
80630007=sceAtracSetData(2, 08d13140, 00006ed8): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-11-07 |
7,249 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
| Patapon 3 - DxD Edition v1.0 |
v1.18.1 |
2025-05-02 |
5 |
WriteToHardware: Invalid address 00000000 near PC 08974730 LR 0897478c |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.18.1 |
2025-05-07 |
12 |
80630007=sceAtracSetData(2, 08d4b180, 000040e8): atracID uses different codec type than data |
| God of War™: Ghost of Sparta |
v1.18.1 |
2025-08-16 |
18 |
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].
01730144:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 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))
// 01730144:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 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 lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
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 - 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);
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.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 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)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin |
| God of War™: Ghost of Sparta |
v1.18.1 |
2025-05-06 |
6 |
MIPSCompileOp: Invalid instruction 45525453 |
| God of War™: Ghost of Sparta |
v1.18.1 |
2025-05-06 |
6 |
MIPSCompileOp: Invalid instruction 72635320 |
| God of War™: Ghost of Sparta |
v1.18.1 |
2025-05-06 |
6 |
MIPSCompileOp: Invalid instruction 74736e69 |
| God of War™: Ghost of Sparta |
v1.18.1 |
2025-05-06 |
6 |
MIPSCompileOp: Invalid instruction 706d6f43 |
| God of War™: Ghost of Sparta |
v1.18.1 |
2025-05-06 |
6 |
MIPSCompileOp: Invalid instruction 73252074 |
| God of War™: Ghost of Sparta |
v1.18.1 |
2025-05-06 |
6 |
MIPSCompileOp: Invalid instruction 7562202c |
| God of War™: Ghost of Sparta |
v1.18.1 |
2025-05-06 |
6 |
MIPSCompileOp: Invalid instruction 76206d61 |
| God of War™: Ghost of Sparta |
v1.18.1 |
2025-05-06 |
4 |
MTIC instruction hit (72656666) at 08c10074 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1-1063-g102b515f7c |
2025-06-28 |
9 |
WriteToHardware: Invalid address 151b30f4 near PC 0880dcc8 LR 0880dcc8 |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.18.1 |
2025-05-17 |
12 |
80630007=sceAtracSetData(2, 08d4b180, 0000835c): atracID uses different codec type than data |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.18.1 |
2025-05-18 |
8 |
80630007=sceAtracSetData(2, 08d4b180, 00004200): atracID uses different codec type than data |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.18.1 |
2025-05-07 |
10 |
80630007=sceAtracSetData(2, 08d4b180, 000049a8): atracID uses different codec type than data |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.18.1 |
2025-05-17 |
26 |
80630007=sceAtracSetData(2, 08d4b180, 000032b0): atracID uses different codec type than data |
| MLB 11 The Show™ |
v1.18.1 |
2025-05-03 |
5 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (1c09bd0a), bad data |
| MONSTER HUNTER PORTABLE 3rd |
v1.18.1 |
2025-05-19 |
27 |
MIPSCompileOp: Invalid instruction 04ef0a54 |
| Prince of Persia - Revelations |
v1.18.1 |
2025-01-21 |
3 |
80630006=sceAtracSetDataAndGetID(0983f700, 00000800): invalid RIFF header |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.18.1 |
2025-04-18 |
8 |
80630007=sceAtracSetData(2, 08d4b180, 0000c3fc): atracID uses different codec type than data |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.18.1 |
2025-04-18 |
61 |
80630007=sceAtracSetData(2, 08d13140, 00006ed8): atracID uses different codec type than data |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.18.1 |
2025-04-18 |
29 |
80630007=sceAtracSetData(2, 08d4b180, 0000516c): atracID uses different codec type than data |
| Marvel™ Ultimate Alliance |
v1.18.1 |
2024-11-28 |
6 |
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].
01f00444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 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))
// 01f00444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform 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 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);
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_color1 = splat3(0.0);
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 |
| EFOOTBALL 2023 BY TEGA GAMING |
v1.18.1 |
2025-02-01 |
526 |
sceMp3Init: invalid data: not layer 3 |
| WWE SmackDown vs. RAW 2011 |
v1.9.4 |
2026-05-14 |
12 |
80630007=sceAtracSetData(3, 08d13140, 00038000): atracID uses different codec type than data |
| Moto3 21 by ARIAN |
v1.18.1 |
2025-10-13 |
9 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 09051e90): duplicate handler |
| Moto3 21 by ARIAN |
v1.18.1 |
2025-10-13 |
12 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08e7a340): duplicate handler |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.18.1 |
2025-05-07 |
19 |
80630007=sceAtracSetData(2, 08d4b180, 00003080): atracID uses different codec type than data |
| SBK-07 |
v1.18.1 |
2024-11-08 |
3 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 092ecae0): duplicate handler |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.8.0 |
2025-01-30 |
57 |
WriteToHardware: Invalid address 00000004 near PC 08863d74 LR 08856d28 |
| クラシックダンジョン ~扶翼の魔装陣~ 無料体験版+追加コンテンツ |
v1.18.1 |
2025-02-04 |
9 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| Moto3 21 by ARIAN |
v1.18.1 |
2024-12-12 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08fc18c0): duplicate handler |
| BEN 10: Protector of Earth |
v1.18.1 |
2025-01-16 |
21 |
MIPSCompileOp: Invalid instruction 42480000 |
| BEN 10: Protector of Earth |
v1.18.1 |
2025-01-16 |
21 |
MIPSCompileOp: Invalid instruction 40a00000 |
| God of War™: Ghost of Sparta |
v1.18.1 |
2025-11-24 |
21 |
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].
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.rgb |
| God of War™: Ghost of Sparta |
v1.18.1 |
2025-11-24 |
21 |
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].
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 ;
}
lig |
| MX vs ATV™ Reflex |
v1.18.1 |
2025-10-23 |
11 |
sceNetAdhocMatchingInit(32768) at 08a997c4 |
| unENDing Bloody Call |
v1.18.1 |
2025-08-11 |
13 |
00000400=sceGeEdramSetAddrTranslation(00000200) |
| Forza Horizon 5 |
v1.9.4 |
2025-12-08 |
521 |
80000107=sceDisplaySetFrameBuf(00000000, 512, 1, 0): must change latched framebuf first |
| eFootball PES 2021 By GABRIEL |
v1.18.1 |
2025-05-22 |
6 |
Unknown GetPointerWrite 00000000 PC 08824ce4 LR 088113c4 |
| eFootball Chelito 19 |
v1.18.1 |
2025-02-04 |
2 |
Unknown GetPointerWrite 00000000 PC 0884aae4 LR 0884ab08 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-08-16 |
5 |
MIPSCompileOp: Invalid instruction 43eb8000 |
| eFootball Play-C |
v1.18.1-968-g41b93c895c |
2026-11-04 |
4,533 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| ウルトラマン Fighting Evolution 0 |
v1.18.1 |
2024-12-12 |
3 |
80630006=sceAtracSetDataAndGetID(09228440, 000d11bc): invalid RIFF header |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.8.0 |
2026-09-25 |
13,366 |
ReadFCR: Unexpected reg 21 |
| SBK®08 Superbike World Championship |
v1.18.1 |
2025-06-03 |
3 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08fc9690): duplicate handler |
| SBK-07 |
v1.9.4 |
2025-05-18 |
51 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08f85420): duplicate handler |
| eFootball 2022 by GAME OVER y Ramirez 15 |
v1.18.1 |
2024-11-28 |
3 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
| NARUTO SHIPPUDEN: Ultimate Ninja Heroes 3 |
v1.18.1 |
2024-12-29 |
4 |
00000000=sceUtilityScreenshotInitStart(09a82ae8) |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-03-28 |
4 |
80630006=sceAtracSetDataAndGetID(09db53c0, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-03-28 |
2 |
80630006=sceAtracSetDataAndGetID(09d95d80, 00014000): invalid RIFF header |
| Dragon Ball Z: Forever Tenkaichi Tag Team |
v1.18.1 |
2025-02-02 |
13 |
MIPSCompileOp: Invalid instruction 00000005 |
| MLB 11 The Show™ |
v1.18.1 |
2025-04-28 |
2 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (fff0fff5), bad data |
| Mega Man Powered Up |
v1.18.1 |
2026-02-02 |
334 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| WWE SmackDown vs. RAW 2011 |
v1.9.4 |
2026-07-29 |
12 |
80630007=sceAtracSetData(2, 08d4b180, 0000b5f0): atracID uses different codec type than data |
| NASCAR® |
v1.18.1 |
2025-05-03 |
9 |
Block transfer invalid: 00000000/0 -> 00000000/0, 1024x1024x2 (0,0)->(0,0) |
| ARMORED CORE FORMULA FRONT |
v1.20.4-479-gd82b795f6a |
2026-11-15 |
744 |
ELF relocation HI16/4 pair (instead of LO16) at 08a46564 / 08a46574 |
| ARMORED CORE FORMULA FRONT |
v1.20.4-479-gd82b795f6a |
2026-11-15 |
731 |
ELF relocation HI16/4 pair (instead of LO16) at 08a4652c / 08a4653c |
| ARMORED CORE FORMULA FRONT |
v1.20.4-479-gd82b795f6a |
2026-11-15 |
747 |
ELF relocation HI16/4 pair (instead of LO16) at 08a46168 / 08a46170 |
| ARMORED CORE FORMULA FRONT |
v1.20.4-479-gd82b795f6a |
2026-11-15 |
743 |
ELF relocation HI16/4 pair (instead of LO16) at 08a46130 / 08a46134 |
| ARMORED CORE FORMULA FRONT |
v1.20.4-479-gd82b795f6a |
2026-11-15 |
739 |
ELF relocation HI16/4 pair (instead of LO16) at 08a460c8 / 08a460cc |
| ARMORED CORE FORMULA FRONT |
v1.20.4-479-gd82b795f6a |
2026-11-15 |
753 |
ELF relocation HI16/4 pair (instead of LO16) at 08a44fd4 / 08a45024 |
| ARMORED CORE FORMULA FRONT |
v1.20.4-479-gd82b795f6a |
2026-11-15 |
757 |
ELF relocation HI16/4 pair (instead of LO16) at 08a44d58 / 08a44d68 |
| ARMORED CORE FORMULA FRONT |
v1.20.4-479-gd82b795f6a |
2026-11-15 |
764 |
ELF relocation HI16/4 pair (instead of LO16) at 08a44124 / 08a44140 |
| ARMORED CORE FORMULA FRONT |
v1.20.4-479-gd82b795f6a |
2026-11-15 |
758 |
ELF relocation HI16/4 pair (instead of LO16) at 08a43b88 / 08a43b94 |
| ARMORED CORE FORMULA FRONT |
v1.20.4-479-gd82b795f6a |
2026-11-15 |
771 |
ELF relocation HI16/4 pair (instead of LO16) at 08a3b818 / 08a3b828 |
| ARMORED CORE FORMULA FRONT |
v1.20.4-479-gd82b795f6a |
2026-11-15 |
816 |
ELF relocation HI16/4 pair (instead of LO16) at 08a35fc8 / 08a35fdc |
| Dynasty Warriors®: Strikeforce |
v1.18.1 |
2025-04-02 |
3 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULES01221INSTALLFRA/PARAM.SFO, 09fa8790, 00000002) |
| eFootball PES By HAROUN TECH |
v1.18.1 |
2026-08-15 |
141 |
BREAK instruction hit |
| eFootball PES By HAROUN TECH |
v1.9.4 |
2025-04-21 |
9 |
MIPSCompileOp: Invalid instruction 00000001 |
| Prince of Persia - Revelations |
v1.18.1 |
2024-11-22 |
2 |
80630006=sceAtracSetDataAndGetID(08f8b000, 00000800): invalid RIFF header |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2025-05-14 |
2 |
00000000=sceUtilityScreenshotInitStart(09caa148) |
| PERSONA2 罰 |
v1.20.4 |
2026-09-06 |
275 |
ELF relocation HI16/0 pair (instead of LO16) at 08814ccc / 08804000 |
| WWE 2K22 BY LEGENT GAMER |
v1.18.1 |
2024-12-23 |
4 |
sceNetAdhocMatchingInit(32768) at 08a587d0 |
| プリニー2 ~特攻遊戯!暁のパンツ大作戦ッス!!~ |
v1.18.1 |
2026-11-08 |
42 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-12-09 |
2 |
MIPSCompileOp: Invalid instruction 9fdbaca0 |
| Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-12-09 |
2 |
Branch in branch delay slot at 0887ec3a with different target |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.18.1 |
2025-03-18 |
6 |
00000000=sceUtilityScreenshotInitStart(09a8ce48) |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.18.1 |
2024-11-25 |
2 |
00000000=sceUtilityScreenshotInitStart(09a80f58) |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.18.1 |
2024-12-27 |
2 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (00c09700), bad data |
| Call of Duty : Roads to Victory™ |
v1.19.3 |
2025-09-01 |
4 |
Branch in JumpReg delay slot at 04021a4c in block starting at 04021880 |
| SBK-07 |
v1.18.1 |
2024-11-22 |
6 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08ea7330): duplicate handler |
| SBK-07 |
v1.18.1 |
2024-11-22 |
11 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08f829c0): duplicate handler |
| Kenka Bancho: Badass Rumble |
v1.18.1 |
2025-07-14 |
29 |
00000000=sceUtilityScreenshotInitStart(091ab790) |
| ISO FULL PORT FINAL BY MODS LATINOS |
v1.18.1 |
2025-02-02 |
22 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| Grand Theft Auto: Vice City Stories |
v1.18.1 |
2026-03-10 |
3 |
Imm vertex used fog |
| EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.18.1 |
2026-05-17 |
297 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
| 真・三國無雙 MULTI RAID |
v1.18.1 |
2024-12-28 |
3 |
sceNetAdhocMatchingInit(32768) at 089677c0 |
| グランナイツヒストリー |
v1.18.1 |
2025-04-25 |
17 |
00000000=sceUtilityScreenshotInitStart(08de0950) |
| GTA: Liberty City Stories |
v1.18.1 |
2026-04-11 |
6 |
Imm vertex used secondary color |
| GTA: Liberty City Stories |
v1.18.1 |
2026-09-20 |
7 |
Imm vertex used fog |
| GTA: Liberty City Stories |
v1.18.1 |
2025-01-07 |
68 |
Unusual bezier/spline vtype: 1201c321, morph: 0, bones: 8 |
| DB Xenoverse Tag Tea v5 by Legend Crack Z |
v1.18.1-1063-g102b515f7c |
2025-09-09 |
8 |
MIPSCompileOp: Invalid instruction 7f821695 |
| WWE'12 |
v1.18.1 |
2025-06-19 |
4 |
MIPSCompileOp: Invalid instruction b00000af |
| WWE'12 |
v1.18.1 |
2025-06-19 |
6 |
MIPSCompileOp: Invalid instruction b10004af |
| WWE'12 |
v1.18.1-1063-g102b515f7c |
2025-12-19 |
7 |
MIPSCompileOp: Invalid instruction b20008af |
| WWE 2K23 by Gamer Modder and Finn |
v1.9.4 |
2025-03-17 |
48 |
80630007=sceAtracSetData(2, 08d4b180, 00004100): atracID uses different codec type than data |