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| Game title |
Version |
Latest Report |
Hits |
Message |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2025-03-20 |
3 |
00000000=sceUtilityScreenshotInitStart(09caaa28) |
| DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.18.1-1063-g102b515f7c |
2026-10-15 |
99 |
Unknown GetPointerWrite 00000000 PC 08995b04 LR 0893be10 |
| BLACK WOLVES SAGA -Last Hope- |
v1.18.1 |
2025-05-10 |
42 |
00000000=sceUtilityScreenshotInitStart(08b123fc) |
| inviZimals™ |
v1.18.1 |
2025-05-17 |
70 |
00000000=sceUtilityScreenshotInitStart(08a4ce24) |
| LocoRoco |
v1.18.1 |
2024-12-24 |
2 |
sceNetAdhocMatchingInit(131072) at 08945d80 |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2025-02-05 |
11 |
80630007=sceAtracSetData(2, 08d4b180, 000061b8): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2025-10-05 |
29 |
80630007=sceAtracSetData(2, 08d4b180, 00007f00): atracID uses different codec type than data |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.18.1 |
2024-12-20 |
8 |
80630007=sceAtracSetData(3, 08d4b180, 000052e4): atracID uses different codec type than data |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.6.3 |
2026-06-21 |
18 |
80630007=sceAtracSetData(2, 08d4b180, 00004200): atracID uses different codec type than data |
| WWE VS AEW 2K23 (DELUXE EDITION) BY ¡¿Eso Que?! |
v1.18.1 |
2025-06-02 |
5 |
Unknown GetPointerWrite 00000000 PC 08bf4028 LR 08bf4038 |
| FINAL FANTASY III |
v1.18.1 |
2025-03-25 |
7 |
sceKernelRegisterSubIntrHandler(30, 0, 0895c654, 00000000): duplicate handler |
| Dragon Ball Z: Forever Tenkaichi Tag Team |
v1.18.1 |
2025-02-09 |
13 |
Branch in branch delay slot at 08a78944 with different target |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2025-01-11 |
2 |
00000000=sceUtilityScreenshotInitStart(09cae148) |
| LocoRoco |
v1.19.3 |
2025-08-23 |
6 |
sceNetAdhocMatchingInit(32768) at 0893b008 |
| SBK®09 Superbike World Championship |
v1.9.4 |
2026-01-28 |
6 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090b5b60): duplicate handler |
| SBK®09 Superbike World Championship |
v1.9.4 |
2026-01-28 |
6 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090b5bc0): duplicate handler |
| CARS |
v1.20.4 |
2026-11-09 |
15 |
sceNetAdhocMatchingInit(131072) at 08aa89cc |
| Prince of Persia - Rival Swords |
v1.18.1 |
2025-05-15 |
8 |
00000400=sceGeEdramSetAddrTranslation(00001000) |
| グランナイツヒストリー |
v1.18.1 |
2026-02-08 |
12 |
00000000=sceUtilityScreenshotInitStart(08ded2a0) |
| EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON |
v1.18.1 |
2025-03-01 |
7 |
Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460 |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2024-12-08 |
2 |
00000000=sceUtilityScreenshotInitStart(09cb0d28) |
| eFootball Chelito 19 |
v1.18.1 |
2024-11-30 |
2 |
Unknown GetPointerWrite 00000070 PC 08839018 LR 08838a80 |
| eFootball Chelito 19 |
v1.18.1 |
2024-11-30 |
2 |
WriteToHardware: Invalid address 000000a0 near PC 08838abc LR 08838a80 |
| eFootball Chelito 19 |
v1.18.1 |
2024-11-30 |
2 |
WriteToHardware: Invalid address 00000004 near PC 08863d74 LR 0884480c |
| TRON EVOLUTION |
v1.18.1 |
2025-01-15 |
9 |
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].
01f35551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 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))
// 01f35551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3 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 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 mediump vec3 u_lightatt2;
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 vec3 u_lightspecular3;
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);
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 - 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);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = |
| TRON EVOLUTION |
v1.18.1 |
2025-01-15 |
10 |
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].
01730551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 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))
// 01730551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3 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 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 mediump vec3 u_lightatt2;
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() {
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);
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 - 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);
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 |
| God of War™: Ghost of Sparta |
v1.18.1 |
2025-04-22 |
2 |
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 r9p0-00dev0 [Revision 96995].
01b14054:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:1 t:1 3: c:0 t:1 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))
// 01b14054:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:1 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 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 lowp vec3 u_lightspecular1;
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 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 = 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;
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);
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_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_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_cullRangeMi |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2025-06-10 |
5 |
00000000=sceUtilityScreenshotInitStart(09caa748) |
| White Knight Chronicles™: Origins |
v1.18.1 |
2025-09-01 |
24 |
00000000=sceUtilityScreenshotInitStart(09c99c4c) |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.18.1 |
2025-05-12 |
4 |
80630007=sceAtracSetData(2, 08d4b180, 00007ae0): atracID uses different codec type than data |
| Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-01-10 |
4 |
Branch in branch delay slot at 088a008f with different target |
| eFootball RH12 SEASON 5 |
v1.18.1 |
2025-04-05 |
4 |
sceNetAdhocMatchingInit(32768) at 08a71984 |
| EFOOTBALL 2023 BY TEGA GAMING |
v1.18.1 |
2025-02-28 |
10 |
Unknown GetPointerWrite 00000000 PC 08808430 LR 08808448 |
| UEFA Champions League™ 2006-2007 |
v1.18.1 |
2025-03-18 |
2 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e39af4, 4, 00000000, 0) |
| WWE SmackDown! vs. RAW 2006. |
v1.20.4 |
2026-11-14 |
267 |
No DL ID available to enqueue |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-08-01 |
37 |
80630007=sceAtracSetData(2, 08d4b180, 00004bd8): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2025-05-01 |
40 |
80630007=sceAtracSetData(2, 08d4b180, 00002130): atracID uses different codec type than data |
| WWE'12 REMASTERED VERSION |
v1.18.1 |
2025-02-16 |
4 |
80630007=sceAtracSetData(2, 08d4b180, 00007bf8): atracID uses different codec type than data |
| eFootball Chelito 19 |
v1.9.4 |
2026-10-26 |
62,981 |
MIPSCompileOp: Invalid instruction 01010101 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2026-02-28 |
16 |
WriteToHardware: Invalid address 0000010b near PC 089ae5a8 LR 089ae5a8 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2026-02-28 |
14 |
WriteToHardware: Invalid address 00000103 near PC 089b0ac8 LR 089b0ac8 |
| Midnight Club: L.A. Remix® |
v1.18.1 |
2025-01-26 |
3 |
80630006=sceAtracSetDataAndGetID(08ca5900, 000037cc): invalid RIFF header |
| WWE SmackDown vs. RAW 2011 |
v1.18.1 |
2025-01-09 |
2 |
80630007=sceAtracSetData(3, 08d4b180, 00002f68): atracID uses different codec type than data |
| DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.18.1 |
2025-03-15 |
26 |
Unknown GetPointerWrite 00000000 PC 0893f038 LR 08875d94 |
| Kenka Bancho: Badass Rumble |
v1.18.1 |
2024-12-05 |
27 |
00000000=sceUtilityScreenshotInitStart(092bc8e0) |
| BURNOUT DOMINATOR |
v1.20.4 |
2026-10-26 |
368 |
sceNetAdhocMatchingInit(9816) at 088fc654 |
| IWF VS AEW & CZW 2K23 |
v1.18.1 |
2025-11-21 |
3 |
80630007=sceAtracSetData(2, 08bd5600, 00019800): atracID uses different codec type than data |
| IWF VS AEW & CZW 2K23 |
v1.18.1 |
2025-02-28 |
12 |
80630007=sceAtracSetData(2, 08bd5600, 00018000): atracID uses different codec type than data |
| MotorStorm®: Raging Ice |
v1.20.4 |
2026-10-25 |
128 |
ELF relocation HI16/1(16) pair (instead of LO16) at 088ee210 / 088ee214 |
| Grand Theft Auto: Vice City Stories |
v1.18.1 |
2026-06-09 |
6 |
MIPSCompileOp: Invalid instruction 000004e8 |
| SBK-07 |
v1.9.4 |
2025-05-04 |
170 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08fa1e40): duplicate handler |
| SBK-07 |
v1.9.4 |
2025-05-04 |
166 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 091a99d0): duplicate handler |
| eFootball PES 2021 By SinSega |
v1.18.1-12-g1124be79f8 |
2025-04-11 |
17 |
Unknown GetPointerWrite 00000000 PC 08824cf4 LR 088113dc |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.18.1 |
2025-05-07 |
10 |
80630007=sceAtracSetData(2, 08d4b180, 00002d38): atracID uses different codec type than data |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.18.1 |
2025-05-07 |
9 |
80630007=sceAtracSetData(2, 08d4b180, 00002c20): atracID uses different codec type than data |
| IWF VS AEW & CZW 2K23 |
v1.18.1 |
2025-11-23 |
8 |
80630007=sceAtracSetData(2, 08bd5600, 00005b00): atracID uses different codec type than data |
| IWF VS AEW & CZW 2K23 |
v1.18.1 |
2025-11-23 |
7 |
80630007=sceAtracSetData(2, 08bd5600, 00004c00): atracID uses different codec type than data |
| IWF VS AEW & CZW 2K23 |
v1.18.1 |
2025-11-21 |
22 |
80630007=sceAtracSetData(2, 08bd5600, 00003720): atracID uses different codec type than data |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-06-07 |
2 |
MIPSCompileOp: Invalid instruction 42106234 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-06-07 |
2 |
MIPSCompileOp: Invalid instruction 45134442 |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.18.1 |
2024-11-28 |
2 |
00000000=sceUtilityScreenshotInitStart(09a823a8) |
| eFootball Chelito 19 |
v1.18.1 |
2026-02-24 |
597 |
Unknown GetPointerWrite 00000000 PC 08a02a0c LR 0881615c |
| SBK-07 |
v1.9.4 |
2025-05-04 |
240 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08fa1700): duplicate handler |
| SBK-07 |
v1.9.4 |
2025-05-04 |
273 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08f845d0): duplicate handler |
| MONSTER HUNTER PORTABLE 2nd G |
v1.18.1 |
2025-04-06 |
5 |
80630006=sceAtracSetDataAndGetID(08c74880, 0007e000): invalid RIFF header |
| Midnight Club: L.A. Remix® |
v1.18.1 |
2025-03-08 |
3 |
80630006=sceAtracSetDataAndGetID(08ca5900, 0000364c): invalid RIFF header |
| WWE'12 REMASTERED VERSION |
v1.18.1 |
2025-06-10 |
40 |
80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data |
| WWE'12 REMASTERED VERSION |
v1.18.1 |
2025-02-16 |
4 |
80630007=sceAtracSetData(2, 08d4b180, 000034e0): atracID uses different codec type than data |
| WWE'12 REMASTERED VERSION |
v1.18.1 |
2025-02-16 |
6 |
80630007=sceAtracSetData(2, 08d4b180, 00003fd0): atracID uses different codec type than data |
| WWE'12 REMASTERED VERSION |
v1.18.1 |
2025-02-16 |
35 |
80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data |
| WWE'12 REMASTERED VERSION |
v1.18.1 |
2025-02-16 |
34 |
80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data |
| WWE'12 REMASTERED VERSION |
v1.18.1 |
2025-02-16 |
49 |
80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data |
| WWE'12 REMASTERED VERSION |
v1.18.1 |
2025-06-10 |
12 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
| IWF VS AEW & CZW 2K23 |
v1.18.1 |
2025-11-21 |
17 |
80630007=sceAtracSetData(2, 08bd5600, 00001860): atracID uses different codec type than data |
| 初音ミク -Project DIVA- |
v1.18.1 |
2025-02-06 |
5 |
00000000=sceUtilityScreenshotInitStart(0916e990) |
| God of War®:降誕の刻印 |
v1.18.1 |
2025-02-17 |
7 |
00000800=sceGeEdramSetAddrTranslation(00000800) |
| 龙战士Ⅲ |
v1.19.3 |
2026-10-16 |
1,155 |
Bad VAG samples address? 09937dd1 / 125269776 |
| IWF VS AEW & CZW 2K23 |
v1.18.1 |
2025-11-23 |
7 |
80630007=sceAtracSetData(2, 08bd5600, 00003100): atracID uses different codec type than data |
| IWF VS AEW & CZW 2K23 |
v1.18.1 |
2025-11-23 |
14 |
80630007=sceAtracSetData(2, 08bd5600, 00004d00): atracID uses different codec type than data |
| IWF VS AEW & CZW 2K23 |
v1.18.1 |
2025-11-22 |
30 |
80630007=sceAtracSetData(2, 08bd5600, 00002b20): atracID uses different codec type than data |
| IWF VS AEW & CZW 2K23 |
v1.18.1 |
2025-11-21 |
13 |
80630007=sceAtracSetData(2, 08bd5600, 00003ea0): atracID uses different codec type than data |
| METAL SLUG Anthology |
v1.19.3 |
2025-10-13 |
7 |
Error in shader compilation: info: Fragment shader failed to compile with the following errors:
ERROR: 0:2: error(#61) Required extension isn't found, extension 'GL_ARB_shader_stencil_export' is not supported
ERROR: error(#273) 1 compilation errors. No code generated
stencil_fs
#version 410
#extension GL_ARB_shader_stencil_export : require
// Driver: AMD Radeon(TM) HD 7450A Graphics - GLSL 410
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
float roundAndScaleTo255f(in float x) { return floor(x * 255.99); }
in highp vec2 v_texcoord; // TEXCOORD0
uniform float stencilValue;
out vec4 fragColor0;
void main() {
vec4 index = texture(tex, v_texcoord.xy);
vec4 outColor = index.aaaa;
gl_FragStencilRefARB = int(roundAndScaleTo255f(index.a));
fragColor0 = outColor;
}
|
| IWF VS AEW & CZW 2K23 |
v1.18.1 |
2025-11-23 |
48 |
80630007=sceAtracSetData(2, 08bd5600, 000020a0): atracID uses different codec type than data |
| IWF VS AEW & CZW 2K23 |
v1.18.1 |
2025-11-22 |
18 |
80630007=sceAtracSetData(2, 08bd5600, 00001620): atracID uses different codec type than data |
| Spider-Man 3 |
v1.18.1 |
2025-03-17 |
2 |
Branch in RSZeroComp delay slot at 040fc788 in block starting at 040fc788 |
| WWE 2K22 BY CRAFTER GAMING MODDER |
v1.18.1 |
2025-03-14 |
2 |
80630007=sceAtracSetData(2, 08d13140, 00002c20): atracID uses different codec type than data |
| WWE'12 REMASTERED VERSION |
v1.18.1 |
2025-06-10 |
173 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
| Disney•Pixar Cars 2 |
v1.18.1 |
2025-04-22 |
9 |
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].
01f05555:00000b29 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t: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))
// 01f05555:00000b29 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t: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 vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
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 mediump vec3 u_lightatt2;
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 vec3 u_lightspecular3;
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);
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);
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 * lightScale;
}
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);
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 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldn |
| IWF VS AEW & CZW 2K23 |
v1.18.1 |
2025-11-23 |
25 |
80630007=sceAtracSetData(2, 08bd5600, 00002160): atracID uses different codec type than data |
| IWF VS AEW & CZW 2K23 |
v1.18.1 |
2025-11-22 |
27 |
80630007=sceAtracSetData(2, 08bd5600, 00002460): atracID uses different codec type than data |
| IWF VS AEW & CZW 2K23 |
v1.18.1 |
2025-11-21 |
15 |
80630007=sceAtracSetData(2, 08bd5600, 000013e0): atracID uses different codec type than data |
| IWF VS AEW & CZW 2K23 |
v1.18.1 |
2026-01-17 |
7 |
80630007=sceAtracSetData(2, 08bd5600, 00002f00): atracID uses different codec type than data |
| IWF VS AEW & CZW 2K23 |
v1.18.1 |
2026-01-17 |
72 |
80630007=sceAtracSetData(2, 08bd5600, 00012e00): atracID uses different codec type than data |
| IWF VS AEW & CZW 2K23 |
v1.18.1 |
2026-01-17 |
23 |
80630007=sceAtracSetData(2, 08bd5600, 000028e0): atracID uses different codec type than data |
| IWF VS AEW & CZW 2K23 |
v1.18.1 |
2026-01-17 |
23 |
80630007=sceAtracSetData(2, 08bd5600, 00003f60): atracID uses different codec type than data |
| IWF VS AEW & CZW 2K23 |
v1.18.1 |
2026-01-17 |
16 |
80630007=sceAtracSetData(2, 08bd5600, 00003360): atracID uses different codec type than data |
| IWF VS AEW & CZW 2K23 |
v1.18.1 |
2026-01-17 |
294 |
80630007=sceAtracSetData(2, 08bd5600, 00005000): atracID uses different codec type than data |
| IWF VS AEW & CZW 2K23 |
v1.18.1 |
2025-11-23 |
58 |
80630007=sceAtracSetData(2, 08bd5600, 00018700): atracID uses different codec type than data |
| IWF VS AEW & CZW 2K23 |
v1.18.1 |
2026-01-17 |
112 |
80630007=sceAtracSetData(2, 08bd5600, 0000d800): atracID uses different codec type than data |
| IWF VS AEW & CZW 2K23 |
v1.18.1 |
2026-01-17 |
35 |
80630007=sceAtracSetData(2, 08bd5600, 00002520): atracID uses different codec type than data |