Recent logs - v1.20.4

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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
ARMORED CORE FORMULA FRONT v1.20.4 2026-10-26 120 ELF relocation HI16/4 pair (instead of LO16) at 08a46130 / 08a46134
ARMORED CORE FORMULA FRONT v1.20.4 2026-10-26 120 ELF relocation HI16/4 pair (instead of LO16) at 08a460c8 / 08a460cc
ARMORED CORE FORMULA FRONT v1.20.4 2026-10-26 120 ELF relocation HI16/4 pair (instead of LO16) at 08a44fd4 / 08a45024
ARMORED CORE FORMULA FRONT v1.20.4 2026-10-26 121 ELF relocation HI16/4 pair (instead of LO16) at 08a44d58 / 08a44d68
ARMORED CORE FORMULA FRONT v1.20.4 2026-10-26 121 ELF relocation HI16/4 pair (instead of LO16) at 08a44124 / 08a44140
ARMORED CORE FORMULA FRONT v1.20.4 2026-10-26 121 ELF relocation HI16/4 pair (instead of LO16) at 08a43b88 / 08a43b94
ARMORED CORE FORMULA FRONT v1.20.4 2026-10-26 122 ELF relocation HI16/4 pair (instead of LO16) at 08a3b818 / 08a3b828
ARMORED CORE FORMULA FRONT v1.20.4 2026-10-26 125 ELF relocation HI16/4 pair (instead of LO16) at 08a35fc8 / 08a35fdc
WWE 2K22 EN ESPAÑOL BY ANT PLAY AIPS v1.18.1 2025-01-08 7 80630007=sceAtracSetData(2, 08d4b180, 000090c0): atracID uses different codec type than data
eFootball Chelito 19 v1.9.4 2026-10-04 196 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l0 rate 000f
eFootball Chelito 19 v1.9.4 2026-10-04 4,799 sceMp3Init: invalid data: not layer 3
侍道ポータブル v1.18.1 2025-06-03 2 WriteToHardware: Invalid address 00001200 near PC 08000000 LR 08000000
Assassin's Creed: Bloodlines™ v1.19.2 2025-10-16 8 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]. 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.z
CLADUN™: This is an RPG! v1.18.1 2025-07-25 29 00000000=sceUtilityScreenshotInitStart(089b3dd0)
PES 2014 v1.18.1 2025-03-08 6 Unknown GetPointerWrite 00000000 PC 08824cfc LR 088113e4
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-05-14 13 80630007=sceAtracSetData(2, 08d4b180, 0000d378): atracID uses different codec type than data
悪魔城ドラキュラXクロニクル v1.18.1 2025-11-06 2 sceNetAdhocMatchingInit(32768) at 088d7710
eFootball Chelito 19 v1.18.1 2025-11-24 105 Unknown GetPointerWrite 00000000 PC 08824cf4 LR 088113dc
悪代官漫遊記 正義の刃 v1.18.1 2025-02-26 2 sceNetAdhocMatchingInit(32768) at 08833554
Riviera~約束の地リヴィエラ~ v1.18.1 2025-05-23 9 00000400=sceGeEdramSetAddrTranslation(00000200)
Capcom Puzzle World v1.18.1 2026-01-04 7 00000400=sceGeEdramSetAddrTranslation(00000200)
eFootball Chelito 19 v1.9.3 2026-05-19 144 WriteToHardware: Invalid address 00000004 near PC 08863d6c LR 0884c9fc
eFootball 2024 Beta By Tutoriales Bendezu v1.18.1 2025-08-19 10 MIPSCompileOp: Invalid instruction 0000ffff
FIFA 14 - Es v1.18.1 2025-04-30 6 Unknown GetPointerWrite 0000000c PC 08abc954 LR 08abc96c
SBK®09 Superbike World Championship v1.9.4 2025-08-26 37 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0903f060): duplicate handler
PRO EVOLUTION SOCCER VANDAMME EDITION v1.18.1 2024-12-09 8 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header
Bounty Hounds v1.18.1 2025-06-14 16 Rendering to framebuffer offset at 040cc000 +256x0 (stride 512)
eFootball Chelito 19 v1.18.1-986-ga174fdb19e 2026-11-01 6,728 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
eFootball Chelito 19 v1.9.3 2026-05-06 124 WriteToHardware: Invalid address 00000004 near PC 08863d6c LR 08856c34
eFootball Chelito 19 v1.18.1-984-gfd4809490b 2026-11-07 1,772 Unknown GetPointerWrite 00000000 PC 08816154 LR 0881615c
FLOWERS v1.18.1 2026-09-07 120 00000000=sceUtilityScreenshotInitStart(08c96688)
eFootball Chelito 19 v1.20.4 2026-11-14 25,393 sceNetAdhocMatchingInit(32768) at 08a719b8
eFootball Chelito 19 v1.18.1-986-ga174fdb19e 2026-11-08 71,708 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
喧嘩番長5~漢の法則~ v1.18.1 2025-03-23 36 00000000=sceUtilityScreenshotInitStart(0956e970)
初音ミク -Project DIVA- v1.18.1 2025-02-02 3 00000000=sceUtilityScreenshotInitStart(093e0a98)
WWE SmackDown vs. RAW 2011 v1.18.1 2026-01-21 3 80630007=sceAtracSetData(2, 08d4b180, 0001c0d0): atracID uses different codec type than data
FIFA 14 v1.18.1 2025-02-09 2 Branch in JumpReg delay slot at 098cadb4 in block starting at 098cadb0
God of War: Ragnarok v1.18.1 2025-06-03 244 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
Kenka Bancho: Badass Rumble v1.18.1 2025-05-03 2 00000000=sceUtilityScreenshotInitStart(092ba800)
Kenka Bancho: Badass Rumble v1.18.1 2025-03-24 5 00000000=sceUtilityScreenshotInitStart(092b8a50)
英雄伝説 零の軌跡 v1.20.4 2026-11-13 1,030 ELF relocation HI16/4 pair (instead of LO16) at 0893826c / 08937c20
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 0893826c / 08937c0c
EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON v1.18.1 2025-08-21 362 sceNetAdhocMatchingInit(32768) at 08a719b8
eFootball Chelito 19 v1.18.1 2025-08-31 5 Unknown GetPointerWrite 000000c0 PC 088113c0 LR 088113dc
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-01-18 27 80630007=sceAtracSetData(2, 08d4b180, 00003a58): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-07-08 74 80630007=sceAtracSetData(2, 08d4b180, 00004000): atracID uses different codec type than data
喧嘩番長5~漢の法則~ v1.18.1 2025-05-08 69 00000000=sceUtilityScreenshotInitStart(0956b650)
喧嘩番長5~漢の法則~ v1.18.1 2025-03-23 21 00000000=sceUtilityScreenshotInitStart(09905970)
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-05-21 27 80630007=sceAtracSetData(2, 08d4b180, 00010000): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-10-28 311 80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-11-07 514 80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-11-07 119 80630007=sceAtracSetData(2, 08d4b180, 00004d00): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-10-28 254 80630007=sceAtracSetData(2, 08d4b180, 00004500): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-11-07 123 80630007=sceAtracSetData(2, 08d4b180, 00005b00): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-10-04 88 80630007=sceAtracSetData(2, 08d4b180, 00004890): atracID uses different codec type than data
TEKKEN 6 v1.18.1 2025-05-13 2 800200d2=scePsmfPlayerSetPsmfCB(090f1924, disc0:/PSP_GAME/USRDIR/movie/title.pmf): too many streams in PSMF video, bogus data
TEKKEN 6 v1.18.1 2025-05-13 3 800200d2=scePsmfPlayerSetPsmfCB(090effa4, disc0:/PSP_GAME/USRDIR/movie/title.pmf): too many streams in PSMF video, bogus data
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-01-21 2 00000000=sceUtilityScreenshotInitStart(09cac2c8)
eFootball 2024 Beta By Tutoriales Bendezu v1.9.4 2025-05-10 32 MIPSCompileOp: Invalid instruction 00000005
WWE 2K23 by Gamer Modder and Finn v1.9.4 2025-02-12 47 80630007=sceAtracSetData(2, 08d4b180, 00002f00): atracID uses different codec type than data
DRAGON BALL BUDOKAI TENKAICHI 4 v1.18.1 2025-05-12 859 00000400=sceGeEdramSetAddrTranslation(00000800)
eFootball RH12 SEASON 6 v1.18.1 2025-05-10 654 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-10-17 33 80630007=sceAtracSetData(2, 08d4b180, 000062d0): atracID uses different codec type than data
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

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