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| Game title |
Version |
Latest Report |
Hits |
Message |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-10-28 |
507 |
80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2025-03-22 |
25 |
80630007=sceAtracSetData(2, 08d4b180, 0000d260): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-04-27 |
78 |
80630007=sceAtracSetData(2, 08d4b180, 00003fd0): atracID uses different codec type than data |
| EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON |
v1.9.4 |
2026-06-29 |
2,593 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16) |
| WWE 2K23 by Gamer Modder and Finn |
v1.9.4 |
2025-02-09 |
7 |
80630007=sceAtracSetData(2, 08d4b180, 00007f00): atracID uses different codec type than data |
| EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON |
v1.18.1 |
2025-04-28 |
79 |
Unknown GetPointerWrite 00000000 PC 08824cf4 LR 088113dc |
| EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON |
v1.18.1 |
2025-06-06 |
109 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
| POCKET POOL |
v1.18.1 |
2025-08-31 |
14 |
sceNetAdhocMatchingInit(32768) at 08872f74 |
| Kenka Bancho: Badass Rumble |
v1.18.1 |
2025-03-27 |
3 |
00000000=sceUtilityScreenshotInitStart(091a3510) |
| eFootball By TM ARTS |
v1.18.1 |
2025-03-25 |
2 |
MIPSCompileOp: Invalid instruction 44f10000 |
| eFootball By TM ARTS |
v1.18.1 |
2025-03-25 |
2 |
MIPSCompileOp: Invalid instruction 450c3000 |
| God of War: Ragnarok |
v1.18.1 |
2025-02-26 |
37 |
Rendering to framebuffer offset at 04161800 +64x0 (stride 1024) |
| EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON |
v1.18.1 |
2026-05-27 |
440 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| Need For Speed™ Underground Rivals |
v1.19.3 |
2025-07-29 |
5 |
Block transfer invalid: 9ae5a040/20 -> 041c5770/20, 32x64x2 (0,0)->(0,0) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-17 |
8 |
MIPSCompileOp: Invalid instruction 4c045c00 |
| WWE SmackDown vs. RAW 2011 |
v1.18.1 |
2026-01-17 |
7 |
Unknown GetPointerWrite 00000000 PC 088d8984 LR 088d898c |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.18.1 |
2025-03-25 |
8 |
MIPSCompileOp: Invalid instruction 00000038 |
| NARUTO SHIPPUDEN: Ultimate Ninja Heroes 3 |
v1.18.1 |
2024-11-26 |
3 |
00000000=sceUtilityScreenshotInitStart(09a8cc48) |
| Resistance: Retribution™ |
v1.18.1 |
2025-03-19 |
3 |
MIPSCompileOp: Invalid instruction 00000015 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.18.1 |
2025-03-17 |
7 |
Branch in JumpReg delay slot at 09ff4aac in block starting at 09ff1e00 |
| Ys: The Oath in Felghana |
v1.18.1 |
2025-01-15 |
8 |
sceIoIoctl(disc0:/sce_lbn059fa1_size0x15b15, 0101000a, 09faf8c0, 4, 00000000, 0) |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.18.1-116-g2402eea4b1 |
2025-10-16 |
24 |
MIPSCompileOp: Invalid instruction 00010101 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2024-11-14 |
27 |
807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0000 |
| God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-23 |
2 |
WriteToHardware: Invalid address 000002a0 near PC 08a8873c LR 08a880cc |
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.18.1 |
2026-01-11 |
92 |
Unknown GetPointerWrite 00000000 PC 0889f828 LR 0894a094 |
| Pro Evolution Soccer 2013 |
v1.18.1 |
2025-05-27 |
4 |
Error in shader program link: info: Variable u_texelDelta has unmatched precision qualifier in different shaders
fs: postshader
#version 320 es
precision mediump float;
precision highp int;
uniform vec2 u_texelDelta;
uniform vec2 u_pixelDelta;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec4 u_time;
in vec2 v_texcoord0;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
in vec4 v_texcoordNC0;
in vec4 v_texcoordNC1;
in vec4 v_texcoordNC2;
in vec4 v_texcoordNC3;
mediump int SEPIA;
mediump int GRAYSCALE;
mediump int NEGATIVE;
mediump int PSPCOLORS;
bvec4 _and_(bvec4 A, bvec4 B)
{
return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w);
}
vec4 df(vec4 A, vec4 B)
{
return abs(A - B);
}
bvec4 close(vec4 A, vec4 B)
{
vec4 param = A;
vec4 param_1 = B;
return lessThan(df(param, param_1), vec4(15.0));
}
bvec4 _or_(bvec4 A, bvec4 B)
{
return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w);
}
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
{
vec4 param = a;
vec4 param_1 = b;
vec4 param_2 = a;
vec4 param_3 = c;
vec4 param_4 = d;
vec4 param_5 = e;
vec4 param_6 = d;
vec4 param_7 = f;
vec4 param_8 = g;
vec4 param_9 = h;
return (((df(param, param_1) + df(param_2, param_3)) + df(param_4, param_5)) + df(param_6, param_7)) + (df(param_8, param_9) * 4.0);
}
vec3 processxBR(vec3 color)
{
vec2 pS = vec2(1.0) / u_texelDelta;
vec2 fp = fract(v_texcoord0 * pS);
vec2 TexCoord_0 = v_texcoord0 - (fp * u_pixelDelta);
vec2 dx = vec2(u_texelDelta.x, 0.0);
vec2 dy = vec2(0.0, u_texelDelta.y);
vec2 y2 = dy + dy;
vec2 x2 = dx + dx;
vec3 A = texture(sampler0, (TexCoord_0 - dx) - dy).xyz;
vec3 B = texture(sampler0, TexCoord_0 - dy).xyz;
vec3 C = texture(sampler0, (TexCoord_0 + dx) - dy).xyz;
vec3 D = texture(sampler0, TexCoord_0 - dx).xyz;
vec3 E = texture(sampler0, TexCoord_0).xyz;
vec3 F = texture(sampler0, TexCoord_0 + dx).xyz;
vec3 G = texture(sampler0, (TexCoord_0 - dx) + dy).xyz;
vec3 H = texture(sampler0, TexCoord_0 + dy).xyz;
vec3 I = texture(sampler0, (TexCoord_0 + dx) + dy).xyz;
vec3 A1 = texture(sampler0, (TexCoord_0 - dx) - y2).xyz;
vec3 C1 = texture(sampler0, (TexCoord_0 + dx) - y2).xyz;
vec3 A0 = texture(sampler0, (TexCoord_0 - x2) - dy).xyz;
vec3 G0 = texture(sampler0, (TexCoord_0 - x2) + dy).xyz;
vec3 C4 = texture(sampler0, (TexCoord_0 + x2) - dy).xyz;
vec3 I4 = texture(sampler0, (TexCoord_0 + x2) + dy).xyz;
vec3 G5 = texture(sampler0, (TexCoord_0 - dx) + y2).xyz;
vec3 I5 = texture(sampler0, (TexCoord_0 + dx) + y2).xyz;
vec3 B1 = texture(sampler0, TexCoord_0 - y2).xyz;
vec3 D0 = texture(sampler0, TexCoord_0 - x2).xyz;
vec3 H5 = texture(sampler0, TexCoord_0 + y2).xyz;
vec3 F4 = texture(sampler0, TexCoord_0 + x2).xyz;
vec4 b = vec4(dot(B, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(D, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(H, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(F, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)));
vec4 c = vec4(dot(C, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(A, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(G, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(I, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)));
vec4 d = vec4(b.y, b.z, b.w, b.x);
vec4 e = vec4(dot(E, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)));
vec4 f = vec4(b.w, b.x, b.y, b.z);
vec4 g = vec4(c.z, c.w, c.x, c.y);
vec4 h = vec4(b.z, b.w, b.x, b.y);
vec4 i = vec4(c.w, c.x, c.y, c.z);
vec4 i4 = vec4(dot(I4, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(C1, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)) |
| WWE SmackDown vs. RAW 2K23 |
v1.18.1 |
2025-02-06 |
17 |
sceNetAdhocMatchingInit(32768) at 08a587d0 |
| God of War®: Ghost of Sparta |
v1.19.3 |
2025-12-09 |
23 |
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].
01730144:00000f29 HWX C T N LM RevN 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))
// 01730144:00000f29 HWX C T N LM RevN 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_cul |
| God of War®: Ghost of Sparta |
v1.19.3 |
2025-12-09 |
31 |
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].
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.w |
| Desi Adda: Games of India™ |
v1.18.1 |
2024-12-26 |
324 |
Bad VAG samples address? 09c9ba10 / 222304 |
| MONSTER HUNTER PORTABLE 2nd G |
v1.18.1 |
2025-04-06 |
9 |
80630006=sceAtracSetDataAndGetID(08c74880, 0007b800): invalid RIFF header |
| MONSTER HUNTER PORTABLE 2nd G |
v1.18.1 |
2025-04-06 |
9 |
80630006=sceAtracSetDataAndGetID(08c74880, 000ae000): invalid RIFF header |
| Silent Hill Origins Bahasa Indonesia By Indra Constantine |
v1.18.1 |
2025-11-27 |
30 |
00000400=sceGeEdramSetAddrTranslation(00001000) |
| eFootball Chelito 19 |
v1.9.4 |
2025-06-08 |
6 |
MIPSCompileOp: Invalid instruction 00000aff |
| ドラゴンボールZ 真武道会2 |
v1.18.1 |
2025-01-06 |
14 |
Branch in branch delay slot at 48abff38 with different target |
| ドラゴンボールZ 真武道会2 |
v1.18.1 |
2025-01-06 |
6 |
Branch in branch delay slot at 48abff24 with different target |
| ドラゴンボールZ 真武道会2 |
v1.18.1 |
2025-01-06 |
6 |
Branch in branch delay slot at 48abff20 with different target |
| ドラゴンボールZ 真武道会2 |
v1.18.1 |
2025-01-06 |
6 |
MIPSCompileOp: Invalid instruction 42c00000 |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-06-26 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08faf200): duplicate handler |
| eFootball Asia 2023 |
v1.18.1 |
2026-05-01 |
60 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): invalid RIFF header |
| UFC® Undisputed™ 2010 |
v1.18.1 |
2025-03-18 |
5 |
Unknown GetPointerWrite 00000004 PC 08880470 LR 089fc1cc |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.18.1 |
2025-10-15 |
107 |
Unknown GetPointerWrite 00000000 PC 08871374 LR 0887138c |
| eFooTBall Play Cesar Patch |
v1.18.1 |
2025-11-07 |
16 |
Unknown GetPointerWrite 00000000 PC 08816154 LR 0881615c |
| MLB 11 The Show™ |
v1.18.1 |
2025-05-01 |
2 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (1480000a), bad data |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.18.1 |
2025-05-05 |
2 |
80630007=sceAtracSetData(2, 08d4b180, 00003e54): atracID uses different codec type than data |
| Syphon Filter®: Dark Mirror |
v1.18.1 |
2025-01-21 |
2 |
WriteToHardware: Invalid address 00000050 near PC 08b78f18 LR 08b792a0 |
| 英雄伝説 零の軌跡 |
v1.20.4 |
2026-11-13 |
1,037 |
ELF relocation HI16/4 pair (instead of LO16) at 0893826c / 08937bbc |
| 英雄伝説 零の軌跡 |
v1.20.4 |
2026-11-13 |
1,050 |
ELF relocation HI16/4 pair (instead of LO16) at 0893826c / 08937ba4 |
| 英雄伝説 零の軌跡 |
v1.20.4 |
2026-11-13 |
1,042 |
ELF relocation HI16/4 pair (instead of LO16) at 0893826c / 08937b74 |
| 英雄伝説 零の軌跡 |
v1.20.4 |
2026-11-13 |
4,197 |
ELF relocation HI16/0 pair (instead of LO16) at 0893826c / 08804000 |
| 英雄伝説 零の軌跡 |
v1.20.4 |
2026-11-13 |
1,025 |
ELF relocation HI16/4 pair (instead of LO16) at 0890d0ec / 0890be84 |
| 英雄伝説 零の軌跡 |
v1.20.4 |
2026-11-13 |
1,028 |
ELF relocation HI16/4 pair (instead of LO16) at 0890d0ec / 0890be44 |
| 英雄伝説 零の軌跡 |
v1.20.4 |
2026-11-13 |
1,040 |
ELF relocation HI16/4 pair (instead of LO16) at 0890d0ec / 0890be18 |
| 英雄伝説 零の軌跡 |
v1.20.4 |
2026-11-13 |
1,044 |
ELF relocation HI16/4 pair (instead of LO16) at 0890d0ec / 0890be10 |
| 英雄伝説 零の軌跡 |
v1.20.4 |
2026-11-13 |
1,077 |
ELF relocation HI16/0 pair (instead of LO16) at 0890d0ec / 08804000 |
| Silent Hill |
v1.20.4 |
2026-11-14 |
56 |
Rendering to framebuffer offset at 04170000 +256x0 (stride 512) |
| Kenka Bancho: Badass Rumble |
v1.18.1 |
2025-03-02 |
2 |
00000000=sceUtilityScreenshotInitStart(093c3f30) |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.18.1 |
2025-05-04 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 00005924): atracID uses different codec type than data |
| 次の犠牲者をオシラセシマス -死と絶望を乗り越えて- |
v1.18.1 |
2025-10-20 |
7 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.18.1 |
2025-03-02 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 0001c504): atracID uses different codec type than data |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.9.4 |
2025-05-19 |
11 |
80630007=sceAtracSetData(2, 08d4b180, 00010000): atracID uses different codec type than data |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.18.1 |
2025-05-12 |
66 |
Unknown GetPointerWrite 00000000 PC 0882bbf4 LR 088113dc |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2025-05-08 |
6 |
00000000=sceUtilityScreenshotInitStart(09caa2c8) |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.18.1 |
2025-05-07 |
13 |
80630007=sceAtracSetData(2, 08d4b180, 00003a58): atracID uses different codec type than data |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.18.1 |
2025-05-07 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 00002e64): atracID uses different codec type than data |
| 無双OROCHI2 Special |
v1.18.1 |
2026-01-04 |
10 |
80630006=sceAtracSetDataAndGetID(08ecd500, 000034e4): invalid RIFF header |
| 無双OROCHI2 Special |
v1.18.1 |
2026-01-06 |
4 |
80630006=sceAtracSetDataAndGetID(08ecd500, 00008fa4): invalid RIFF header |
| 無双OROCHI2 Special |
v1.18.1 |
2026-01-05 |
6 |
80630006=sceAtracSetDataAndGetID(08ecd500, 00004fe4): invalid RIFF header |
| 無双OROCHI2 Special |
v1.18.1 |
2026-01-04 |
8 |
80630006=sceAtracSetDataAndGetID(08ecd500, 00008464): invalid RIFF header |
| PERSONA2 罰 |
v1.20.4 |
2026-10-23 |
1,139 |
ELF relocation HI16/0 pair (instead of LO16) at 0886b6c8 / 08804000 |
| MONSTER HUNTER PORTABLE 2nd G |
v1.18.1 |
2025-02-11 |
4 |
Branch in JumpReg delay slot at 09ffdc4c in block starting at 09ffd5d4 |
| Jak & Daxter®:The Lost Frontier™ |
v1.18.1 |
2025-01-03 |
2 |
Unknown GetPointerWrite 00000000 PC 09ee9f2c LR 09ee78c8 |
| Resistance: Retribution™ |
v1.18.1 |
2025-05-01 |
3 |
80631003=sceAtracSetAA3DataAndGetID(08ffa940, 0000c800, 00e1a800, 09fcc9b8[ffffffff]): invalid ea3 magic bytes |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-03-07 |
4 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0913c6e0): duplicate handler |
| Spider-Man 3 |
v1.18.1 |
2025-01-27 |
14 |
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].
03700011:41c00b21 HWX T N LM Bones:8 Light: 0: c:1 t:0 1: c:1 t:0 2: c:0 t:0 WScale 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))
// 03700011:41c00b21 HWX T N LM Bones:8 Light: 0: c:1 t:0 1: c:1 t:0 2: c:0 t:0 WScale 1 Cull
attribute mediump vec4 w1, w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
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 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 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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
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;
ldot = dot(toLight, worldnormal);
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 ;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
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(t |
| Spider-Man 3 |
v1.18.1 |
2025-01-27 |
94 |
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].
03700110:41800b21 HWX T N LM Bones:7 Light: 0: c:0 t:0 1: c:1 t:0 2: c:1 t:0 WScale 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))
// 03700110:41800b21 HWX T N LM Bones:7 Light: 0: c:0 t:0 1: c:1 t:0 2: c:1 t:0 WScale 1 Cull
attribute mediump vec4 w1;
attribute mediump vec3 w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
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 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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
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 ;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
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_uvsca |
| WWE DON'21 |
v1.6.3 |
2026-11-01 |
8 |
80630007=sceAtracSetData(2, 08d13140, 000060a0): atracID uses different codec type than data |
| Prince of Persia - Revelations |
v1.18.1 |
2025-01-08 |
3 |
80630006=sceAtracSetDataAndGetID(098a1380, 00000800): invalid RIFF header |
| Def Jam® Fight For NY™: The Takeover |
v1.7.5 |
2024-12-10 |
3 |
sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 0000072f): duplicate handler |
| METAL SLUG XX™ |
v1.18.1 |
2025-04-30 |
30 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| DISSIDIA FINAL FANTASY |
v1.18.1 |
2026-03-05 |
6 |
sceNetAdhocMatchingInit(20460) at 089a31f8 |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.18.1 |
2024-11-12 |
3 |
00000000=sceUtilityScreenshotInitStart(09a73568) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-05 |
7 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
| eFootball Libertadores 2K23 by lasso y total G |
v1.19.1 |
2025-06-27 |
227 |
sceNetAdhocMatchingInit(32768) at 08a719b8 |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2025-10-01 |
3 |
sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 0000030b): duplicate handler |
| MLB 07 The Show |
v1.18.1 |
2025-04-07 |
4 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (18de0770), bad data |
| Crazy Taxi: Fare Wars |
v1.18.1-162-gfe38e8822c |
2026-09-13 |
11 |
Unknown GetPointerWrite ffffffef PC 088452ac LR 08845280 |
| WWE SmackDown vs. RAW 2K23 |
v1.20.3 |
2026-04-25 |
320 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.9.4 |
2025-05-30 |
36 |
80630007=sceAtracSetData(2, 08d4b180, 00001f00): atracID uses different codec type than data |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.18.1 |
2025-04-18 |
9 |
80630007=sceAtracSetData(2, 08d4b180, 00009adc): atracID uses different codec type than data |
| ACE COMBAT JOINT ASSAULT |
v1.18.1 |
2025-07-26 |
17 |
Trying to compile instruction 40000000 that can't be interpreted |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-11-07 |
321 |
80630007=sceAtracSetData(2, 08d4b180, 00020000): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-11-07 |
767 |
80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data |
| eFootball Chelito 19 |
v1.18.1 |
2025-06-05 |
26 |
MIPSCompileOp: Invalid instruction 00ffffff |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.18.1 |
2025-06-13 |
6 |
00000000=sceUtilityScreenshotInitStart(09a81068) |
| SBK®09 Superbike World Championship |
v1.8.0 |
2025-06-04 |
6 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091d4a70): duplicate handler |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-01-28 |
8 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0910a7c0): duplicate handler |
| PES Ultimate Patch 2021 |
v1.18.1 |
2025-07-17 |
3 |
Unknown GetPointerWrite 00000140 PC 088113bc LR 088113c4 |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.18.1 |
2025-05-04 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 00006194): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2011 |
v1.9.4 |
2026-04-30 |
16 |
80630007=sceAtracSetData(2, 08d4b180, 0000c658): atracID uses different codec type than data |