Recent logs - v1.9.4

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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
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-11-07 163 80630007=sceAtracSetData(2, 08d4b180, 00001cd0): atracID uses different codec type than data
eFootball 2024 Beta By Tutoriales Bendezu v1.9.4 2025-08-14 189 BREAK instruction hit
SBK-07 v1.8.0 2025-09-25 16 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08f82fd0): duplicate handler
God of War: Chains of Olympus v1.18.1 2025-12-03 3 Imm vertex used fog
God of War: Chains of Olympus v1.18.1 2025-12-03 3 Imm vertex used secondary color
eFootball 2022 by GAME OVER y Ramirez 15 v1.18.1 2025-02-22 22 sceNetAdhocMatchingInit(32768) at 08a719b8
WWE 2K22 EN ESPAÑOL BY ANT v1.9.4 2025-02-27 6 80630007=sceAtracSetData(2, 08d4b180, 0000e44c): atracID uses different codec type than data
遙かなる時空の中で6 v1.18.1 2026-05-09 53 00000400=sceGeEdramSetAddrTranslation(00000800)
MLB 11 The Show™ v1.18.1 2026-01-13 2 scePsmfPlayerSetPsmf*: incorrect PSMF magic (955ddd42), bad data
Grand Theft Auto: Vice City Stories v3.0 v1.18.1 2025-03-03 23 sceNetAdhocMatchingInit(13620) at 08a565f8
MLB 11 The Show™ v1.18.1 2025-01-26 2 scePsmfPlayerSetPsmf*: incorrect PSMF magic (fffffff6), bad data
SBK-07 v1.9.4 2025-04-15 32 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08ff6d60): duplicate handler
SBK-07 v1.9.4 2025-09-25 71 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08f82ee0): duplicate handler
SBK-07 v1.9.4 2026-05-08 802 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08ff4ff0): duplicate handler
SBK-07 v1.9.4 2026-05-08 815 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08f85260): duplicate handler
GTA: Liberty City Stories v1.18.1 2025-03-22 2 WriteToHardware: Invalid address 00000268 near PC 08ad603c LR 08ad603c
The Warriors v1.20.4-777-g16a38b090a 2026-11-15 6,370 Failed to read valid video stream data from header
eFootball Chelito 19 v1.9.4 2026-01-18 7 WriteToHardware: Invalid address 00000004 near PC 08863d74 LR 088a69f4
Assassin's Creed: Bloodlines™ v1.18.1 2025-02-27 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 r9p0-01rel0 [Revision 96995]. 01f10444:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f10444:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 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 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 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_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
WWE 2K21 PRICELESS ALACRITY V3.0.1 v1.18.1 2025-07-21 5 80630007=sceAtracSetData(3, 08d4b180, 0000e3e0): atracID uses different codec type than data
WWE'12 v1.18.1 2025-03-04 19 Unknown GetPointerWrite 00000030 PC 089df104 LR 089df120
DMB Tuner v1.18.1 2024-12-15 9 UNIMPL sceVaudioSetAlcMode(0)
WWE SmackDown vs. RAW 2K23 v1.9.4 2025-08-04 106 Branch in JumpReg delay slot at 08fca08c in block starting at 08fca044
WWE SmackDown vs. RAW 2K23 v1.9.4 2025-05-25 109 MIPSCompileOp: Invalid instruction 0101fa01
WWE SmackDown vs. RAW 2K23 v1.9.4 2025-08-04 111 MIPSCompileOp: Invalid instruction 00010005
WWE 2K22 EN ESPAÑOL BY ANT v1.18.1 2025-05-07 6 80630007=sceAtracSetData(2, 08d4b180, 000034e0): atracID uses different codec type than data
WWE 2K22 EN ESPAÑOL BY ANT v1.18.1 2025-05-07 11 80630007=sceAtracSetData(2, 08d4b180, 000033c8): atracID uses different codec type than data
Prince of Persia - Revelations v1.18.1 2025-05-12 2 80630006=sceAtracSetDataAndGetID(09a62d00, 00000800): invalid RIFF header
WWE SmackDown vs. RAW 2011 v1.8.0 2026-01-10 5 80630007=sceAtracSetData(3, 08d4b180, 0001dc28): atracID uses different codec type than data
Mortal Kombat: Unchained v1.18.1 2025-05-21 7 MIPSCompileOp: Invalid instruction 00000005
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 2 Branch in JumpReg delay slot at 08e22e20 in block starting at 08e21d80
WWE 2K22 EN ESPAÑOL BY ANT v1.18.1 2025-05-07 4 80630007=sceAtracSetData(2, 08d4b180, 000028d8): atracID uses different codec type than data
Def Jam® Fight For NY™: The Takeover v1.18.1 2024-12-04 2 sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 00000e29): duplicate handler
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-11-07 1,297 80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-11-07 2,423 80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-11-07 1,355 80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-11-07 4,873 80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data
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

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