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| Game title |
Version |
Latest Report |
Hits |
Message |
| SBK-07 |
v1.18.1 |
2024-11-19 |
17 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08ffdd80): duplicate handler |
| LigaPro de SUPER DUPER Gameplays |
v1.9.4 |
2026-08-20 |
766 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00000800): invalid RIFF header |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-06-24 |
116 |
80630007=sceAtracSetData(2, 08d4b180, 00010200): atracID uses different codec type than data |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-09-05 |
926 |
80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data |
| eFootball 2024 V1 |
v1.18.1 |
2025-06-04 |
787 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| SBK-07 |
v1.18.1 |
2024-12-01 |
6 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09103a00): duplicate handler |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.9 |
2025-05-02 |
7 |
80630007=sceAtracSetData(2, 08d4b180, 0000f8a8): atracID uses different codec type than data |
| eFOOTBALL PSP GAME BY NEXTGEN |
v1.18.1 |
2025-05-12 |
9 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
| DRAGON BALL Z SPARKING ZERO |
v1.18.1 |
2026-10-27 |
480 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| Secret Agent Clank™ |
v1.18.1 |
2025-05-10 |
13 |
00000000=sceGeEdramSetAddrTranslation(00000000) |
| Secret Agent Clank™ |
v1.18.1 |
2025-05-10 |
4 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| Ghost Rider |
v1.18.1 |
2024-11-07 |
2 |
WriteToHardware: Invalid address 00000dd0 near PC 089c513c LR 089b8688 |
| eFOOTBALL 2020 |
v1.18.1 |
2025-04-18 |
2 |
MIPSCompileOp: Invalid instruction 4dbc3053 |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2025-03-25 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 0000090a): duplicate handler |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-06-04 |
3 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09125a40): duplicate handler |
| FIFA STREET 2 |
v1.18.1 |
2025-04-29 |
4 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.18.1 |
2025-05-10 |
21 |
MIPSCompileOp: Invalid instruction 00000041 |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-06-29 |
439 |
80630007=sceAtracSetData(3, 08d4b180, 00019800): atracID uses different codec type than data |
| SBK-07 |
v1.18.1 |
2024-11-23 |
5 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08eb0bf0): duplicate handler |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2025-01-03 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 00000c16): duplicate handler |
| eFootball 2024 By RH12 Official |
v1.18.1-846-gab47c3cb1f |
2026-11-03 |
2,363 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| グランナイツヒストリー |
v1.18.1 |
2025-05-02 |
4 |
00000000=sceUtilityScreenshotInitStart(08de0e10) |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-10-17 |
8,087 |
80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data |
| Gran Turismo® |
v1.18.1 |
2025-01-26 |
31 |
sceKernelCreateThread(name=GTRemastered): unsupported attributes 00001007 |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-02-18 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09098af0): duplicate handler |
| PES MODDED BY TBOSEt |
v1.18.1 |
2025-01-13 |
18 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
| WWE SmackDown vs. RAW 2007 The Remastered Mod |
v1.20.4 |
2026-09-18 |
257 |
Rendering to framebuffer offset at 04000000 +480x0 (stride 512) |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.18.1 |
2025-04-05 |
55 |
Unknown GetPointerWrite 00000000 PC 088d8930 LR 088d898c |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-10-17 |
13,267 |
80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-10-07 |
4,354 |
80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-10-07 |
263 |
80630007=sceAtracSetData(2, 08d13140, 00006ed8): atracID uses different codec type than data |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-11-06 |
23,363 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.18.1 |
2025-05-03 |
13 |
80630007=sceAtracSetData(2, 08d4b180, 00007624): atracID uses different codec type than data |
| eFOOTBALL PSP GAME BY NEXTGEN |
v1.9.4 |
2026-03-06 |
958 |
MIPSCompileOp: Invalid instruction 46c00460 |
| Pro Evolution Soccer 2013 |
v1.7.5 |
2025-07-09 |
7 |
MIPSCompileOp: Invalid instruction 000003e8 |
| 海猫鸣泣之时 Portable 2 |
v1.18.1 |
2025-01-26 |
6 |
00000000=sceUtilityScreenshotInitStart(09f0837c) |
| Resistance: Retribution™ |
v1.18.1 |
2025-01-24 |
2 |
MIPSCompileOp: Invalid instruction 9d2b98e9 |
| Resistance: Retribution™ |
v1.18.1 |
2026-07-15 |
6 |
MIPSCompileOp: Invalid instruction 9d2b990a |
| Resistance: Retribution™ |
v1.18.1 |
2026-07-15 |
31 |
MIPSCompileOp: Invalid instruction 9d2b9d2b |
| PES FL 2022 |
v1.18.1 |
2025-02-07 |
15 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
| Myuno eFootball 24 |
v1.18.1 |
2025-05-22 |
122 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| eFooTBall Play Cesar Patch |
v1.18.1 |
2025-08-01 |
8 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 000f |
| Yu-Gi-Oh! GX Tag Force |
v1.18.1 |
2024-12-08 |
10 |
Unknown GetPointerWrite 0a0556dc PC 0880dd1c LR 09a0dbec |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-05-19 |
5 |
80630006=sceAtracSetDataAndGetID(09dd2f80, 00014000): invalid RIFF header |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.18.1 |
2024-12-21 |
2 |
Unknown GetPointerWrite 00000000 PC 0880a114 LR 0880a114 |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2025-06-16 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 000009d1): duplicate handler |
| Jak & Daxter®:The Lost Frontier™ |
v1.18.1 |
2025-07-10 |
40 |
00000000=sceGeEdramSetAddrTranslation(00000000) |
| Jak & Daxter®:The Lost Frontier™ |
v1.18.1 |
2025-07-10 |
24 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| God of War: Chains of Olympus |
v1.18.1 |
2025-02-07 |
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 r10p0-00dev0 [Revision 96995].
01f24040:00000b29 HWX C T N LM Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:2 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))
// 01f24040:00000b29 HWX C T N LM Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:2 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform 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 vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = color0.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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
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);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
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 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_c |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.18.1 |
2025-04-28 |
4 |
80630007=sceAtracSetData(2, 08d4b180, 0000e3e0): atracID uses different codec type than data |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-10-19 |
3 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0905c460): duplicate handler |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-10-19 |
3 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0927bf30): duplicate handler |
| God of War: Chains of Olympus |
v1.18.1 |
2025-01-03 |
94 |
80631003=sceAtracSetAA3DataAndGetID(08b70ec0, 00000030, 00000030, 09fbba6c[ffffffff]): invalid ea3 magic bytes |
| Prince of Persia - Revelations |
v1.18.1 |
2025-05-07 |
2 |
WriteToHardware: Invalid address 00000fa2 near PC 08bb8728 LR 08bb864c |
| Prince of Persia - Revelations |
v1.18.1 |
2025-05-07 |
2 |
WriteToHardware: Invalid address 00000f9c near PC 08bb86e4 LR 08bb864c |
| Prince of Persia - Revelations |
v1.18.1 |
2025-05-07 |
2 |
WriteToHardware: Invalid address 00000f78 near PC 08ba94e8 LR 08ba94bc |
| SBK®09 Superbike World Championship |
v1.9.4 |
2026-06-04 |
22 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090828c0): duplicate handler |
| Dragon Ball Xenoverse 2 Valhalla |
v1.18.1 |
2025-09-18 |
178 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| The Simpsons™ Game |
v1.18.1 |
2025-04-08 |
2 |
00000400=sceGeEdramSetAddrTranslation(00001000) |
| SBK-07 |
v1.18.1 |
2025-03-11 |
8 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08f822a0): duplicate handler |
| God of War™: Ghost of Sparta |
v1.18.1 |
2025-05-05 |
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 r10p0-00dev0 [Revision 96995].
01f34151:00000f29 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34151:00000f29 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(-normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * specularColor * ldot ;
}
l |
| God of War™: Ghost of Sparta |
v1.18.1 |
2025-05-05 |
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 r10p0-00dev0 [Revision 96995].
01f34151:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34151:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * specularColor * ldot ;
}
lightSum0.rg |
| ドラゴンクエスト&ファイナルファンタジー in いただきストリート ポータブル |
v1.18.1 |
2024-12-14 |
25 |
sceNetAdhocMatchingInit(32768) at 0889f594 |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.18.1 |
2025-05-22 |
22 |
80630007=sceAtracSetData(2, 08d4b180, 0000893c): atracID uses different codec type than data |
| WWE 2K23 by Gamer Modder and Finn |
v1.9.4 |
2025-01-26 |
18 |
80630007=sceAtracSetData(2, 08d4b180, 00010200): atracID uses different codec type than data |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-04-15 |
3 |
Jump to invalid address: 038d2960 PC 08e21ee4 LR 08abd878 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-04-15 |
3 |
Jump to invalid address: 03885260 PC 08e21ee0 LR 08abd878 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-04-15 |
3 |
Jump to invalid address: 02a01340 PC 08e21584 LR 08abd878 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-04-15 |
3 |
Jump to invalid address: 029d7260 PC 08e21580 LR 08abd878 |
| SBK®09 Superbike World Championship |
v1.9.4 |
2025-08-26 |
38 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0907ab30): duplicate handler |
| SBK®09 Superbike World Championship |
v1.9.4 |
2025-08-26 |
97 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08fa6790): duplicate handler |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-05-27 |
64 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090bb7f0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.9.4 |
2025-10-15 |
59 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09276f40): duplicate handler |
| SBK®09 Superbike World Championship |
v1.9.3 |
2025-05-17 |
11 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09103850): duplicate handler |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.18.1 |
2025-01-06 |
8 |
80630007=sceAtracSetData(3, 08d4b180, 000097ec): atracID uses different codec type than data |
| eFootball PES 2021 By GABRIEL |
v1.18.1 |
2024-11-24 |
5 |
Unknown GetPointerWrite d612acb8 PC 0888d3ec LR 0888d3fc |
| Need For Speed™ Underground Rivals |
v1.18.1 |
2025-07-23 |
7 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
| White Knight Chronicles™: Origins |
v1.18.1 |
2026-03-11 |
24 |
00000000=sceUtilityScreenshotInitStart(09c99d7c) |
| IRON MAN |
v1.18.1 |
2025-02-22 |
4 |
Unknown GetPointerWrite 0000003c PC 08940008 LR 08940008 |
| FOOTBALLMANAGERHANDHELD2011 |
v1.18.1 |
2025-04-09 |
2 |
sceNetAdhocMatchingInit(65536) at 089d48d0 |
| FINAL FANTASY TACTICS®: THE WAR OF THE LIONS™ |
v1.19.3-1456-g722178e205 |
2026-02-18 |
10 |
Branch in branch delay slot at 0880d048 with different target |
| Ape Escape™ |
v1.18.1 |
2025-04-28 |
10 |
sceNetAdhocMatchingInit(131072) at 089b0d4c |
| eFootball PES 2020 "C19" |
v1.18.1-787-ge63dbd888e |
2025-08-03 |
5 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
| WWE'12 |
v1.8.0 |
2025-06-19 |
4 |
MIPSCompileOp: Invalid instruction 43000424 |
| Efootball 2024 By Ghoff Project |
v1.18.1 |
2025-05-17 |
24 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
| God of War™: Ghost of Sparta |
v1.18.1 |
2025-08-17 |
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 r10p0-00rel0 [Revision 96995].
01f34151:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34151:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * specularColor * ldot ;
}
lightSum0.rg |
| God of War™: Ghost of Sparta |
v1.18.1 |
2025-08-17 |
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 r10p0-00rel0 [Revision 96995].
01f34151:00000f29 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34151:00000f29 HWX C T N LM RevN Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(-normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * specularColor * ldot ;
}
l |
| Pro Evolution Soccer 2013 |
v1.18.1 |
2026-07-10 |
11 |
sceKernelCreateThread(name=ScePafThread): unsupported attributes 00000008 |
| SBK-07 |
v1.18.1 |
2025-01-04 |
7 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0911dd70): duplicate handler |
| SBK-07 |
v1.18.1 |
2025-01-04 |
8 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08fa8380): duplicate handler |
| God of War™: Ghost of Sparta |
v1.20.4-4303-gfb93fad41c |
2026-11-11 |
9 |
Imm vertex used secondary color |
| God of War™: Ghost of Sparta |
v1.20.4-4303-gfb93fad41c |
2026-11-11 |
11 |
Imm vertex used fog |
| Moto3 21 by ARIAN |
v1.18.1 |
2025-03-06 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 0915ebc0): duplicate handler |
| SBK-07 |
v1.18.1 |
2025-05-04 |
29 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0906b3e0): duplicate handler |
| Rock Band Unplugged™ |
v1.19.3 |
2025-07-24 |
6 |
NpSignin Init Params: 00000000, 00000000, 00000000, 00000000 |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.18.1 |
2024-12-23 |
2 |
WriteToHardware: Invalid address 00000038 near PC 08816e6c LR 08816e6c |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.9.4 |
2026-09-26 |
11 |
80630007=sceAtracSetData(2, 08d4b180, 00008a30): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.18.1 |
2025-06-17 |
9 |
80630007=sceAtracSetData(2, 08d4b180, 00004cf0): atracID uses different codec type than data |
| WWE 2K23 by Gamer Modder and Finn |
v1.18.1 |
2025-01-27 |
5 |
80630007=sceAtracSetData(2, 08d13140, 000033c8): atracID uses different codec type than data |
| eFootball Chelito 19 |
v1.9.4 |
2026-10-20 |
114 |
80630006=sceAtracSetDataAndGetID(09a25200, 00003000): invalid RIFF header |