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| 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 |