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| Game title |
Version |
Latest Report |
Hits |
Message |
| eFottball Hend Asean |
v1.18.1 |
2025-05-31 |
47 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
| Efootball PES 2020 KEYHAN |
v1.18.1 |
2025-06-04 |
2 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
| Spider-Man 3 |
v1.18.1 |
2025-07-08 |
22 |
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].
03700110:41800b21 HWX T N LM Bones:7 Light: 0: c:0 t:0 1: c:1 t:0 2: c:1 t:0 WScale 1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 03700110:41800b21 HWX T N LM Bones:7 Light: 0: c:0 t:0 1: c:1 t:0 2: c:1 t:0 WScale 1 Cull
attribute mediump vec4 w1;
attribute mediump vec3 w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvsca |
| Spider-Man 3 |
v1.18.1 |
2025-07-08 |
11 |
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].
03700011:41c00b21 HWX T N LM Bones:8 Light: 0: c:1 t:0 1: c:1 t:0 2: c:0 t:0 WScale 1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 03700011:41c00b21 HWX T N LM Bones:8 Light: 0: c:1 t:0 1: c:1 t:0 2: c:0 t:0 WScale 1 Cull
attribute mediump vec4 w1, w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(t |
| eFootball 2024 LaLiga Hypermotion By Bendezu |
v1.18.1 |
2025-06-04 |
618 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| eFootball PES 2021 By GABRIEL |
v1.18.1 |
2026-01-09 |
13 |
807f00fd=sceMp3Init(00000000): invalid sample rate v3 l3 rate 03 |
| Surf's Up ™ |
v1.18.1 |
2025-05-10 |
2 |
sceNetAdhocMatchingInit(32768) at 0896eddc |
| White Knight Chronicles™: Origins |
v1.18.1 |
2025-03-27 |
4 |
00000000=sceUtilityScreenshotInitStart(09c9218c) |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.18.1-116-g2402eea4b1 |
2025-10-16 |
31 |
MIPSCompileOp: Invalid instruction 00010001 |
| eFootball Play-C |
v1.9.4 |
2026-11-02 |
2,595 |
80630006=sceAtracSetDataAndGetID(09a25200, 00001000): invalid RIFF header |
| eFOOTBALL By YUNIER YUNIER & EDITOR ECUADOR PSP |
v1.9.4 |
2026-09-13 |
101 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 08a81ed4, 4, 00000000, 0) |
| eFOOTBALL By YUNIER YUNIER & EDITOR ECUADOR PSP |
v1.9.4 |
2026-08-31 |
103 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08a81ed4, 4, 00000000, 0) |
| eFOOTBALL By YUNIER YUNIER & EDITOR ECUADOR PSP |
v1.18.1 |
2025-11-23 |
77 |
sceNetAdhocMatchingInit(131072) at 08996e18 |
| eFootball 2024 By Bendezu |
v1.18.1 |
2025-05-19 |
8 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| Monster Jam: Urban Assault |
v1.19.3 |
2025-09-04 |
11 |
sceNetAdhocMatchingInit(98304) at 0890165c |
| PES FL 2022 |
v1.18.1-670-g63c7c73fa0 |
2026-04-25 |
441 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.18.1 |
2025-04-12 |
3 |
MIPSCompileOp: Invalid instruction 6b636974 |
| eFootball 2024 By T4G |
v1.18.1 |
2025-03-01 |
6 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.18.1 |
2025-02-03 |
3 |
Unknown GetPointerWrite 00000000 PC 08816084 LR 08816098 |
| SBK®09 Superbike World Championship |
v1.9.3 |
2025-03-07 |
5 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092a54f0): duplicate handler |
| SBK-07 |
v1.18.1 |
2025-01-03 |
7 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0923c8f0): duplicate handler |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2025-05-30 |
2 |
00000000=sceUtilityScreenshotInitStart(09cab488) |
| PES FL 2022 |
v1.18.1 |
2026-04-03 |
510 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
| ATOM(アトム) |
v1.20.4 |
2026-10-23 |
24 |
ELF relocation HI16/1(16) pair (instead of LO16) at 08881c44 / 08881c48 |
| ATOM(アトム) |
v1.20.4 |
2026-10-23 |
26 |
ELF relocation HI16/1(16) pair (instead of LO16) at 08881bb8 / 08881bbc |
| ATOM(アトム) |
v1.20.4 |
2026-10-23 |
23 |
ELF relocation HI16/1(16) pair (instead of LO16) at 0888f848 / 0888f84c |
| ATOM(アトム) |
v1.20.4 |
2026-10-23 |
22 |
ELF relocation HI16/1(16) pair (instead of LO16) at 0888f6d4 / 0888f6d8 |
| ATOM(アトム) |
v1.20.4 |
2026-10-23 |
23 |
ELF relocation HI16/1(16) pair (instead of LO16) at 088820ac / 088820b0 |
| ATOM(アトム) |
v1.20.4 |
2026-10-23 |
24 |
ELF relocation HI16/1(16) pair (instead of LO16) at 08881dd4 / 08881dd8 |
| RESISTANCE® ~報復の刻~ |
v1.18.1 |
2025-04-27 |
5 |
Unknown GetPointerWrite 25ffa938 PC 08d09d20 LR 08cd6754 |
| WWE 2K20 BY RAJAT GAMING STUDIO |
v1.18.1 |
2024-11-16 |
15 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
| SBK®09 Superbike World Championship |
v1.18.1 |
2026-02-13 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09125970): duplicate handler |
| PES 2014 |
v1.18.1 |
2024-11-12 |
2 |
WriteToHardware: Invalid address 00000000 near PC 08811218 LR 08825d5c |
| PES 2014 |
v1.18.1 |
2024-11-12 |
2 |
WriteToHardware: Invalid address 00000000 near PC 088111f0 LR 08825d5c |
| EFOOTBALL NEW PATCH SEASON 2024 |
v1.18.1 |
2025-02-11 |
19 |
80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header |
| EFOOTBALL NEW PATCH SEASON 2024 |
v1.18.1 |
2025-01-18 |
12 |
Unknown GetPointerWrite 00000000 PC 08a02a0c LR 08a1e5b0 |
| PES FL 2022 |
v1.18.1 |
2025-03-05 |
13 |
Unknown GetPointerWrite 000004ad PC 08872ba4 LR 08872c0c |
| eFootball Chelito 19 |
v1.18.1 |
2025-12-25 |
33 |
Unknown GetPointerWrite 00000000 PC 08872bb4 LR 08872c1c |
| Angus hates Aliens |
v1.18.1 |
2025-08-12 |
306 |
__sceSasConcatenateATRAC3(08876d00, 31, 09e77978, 69) |
| Angus hates Aliens |
v1.18.1 |
2025-08-12 |
317 |
__sceSasConcatenateATRAC3(08876d00, 31, 09e7f978, 69) |
| EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.9.4 |
2025-01-05 |
39 |
BREAK instruction hit |
| ウルトラマン Fighting Evolution 0 |
v1.18.1 |
2025-06-11 |
7 |
Rendering to framebuffer offset at 04162000 +256x0 (stride 512) |
| God of War®: Ghost of Sparta |
v1.19.3 |
2026-01-01 |
11 |
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 |
v1.19.3 |
2026-01-01 |
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 r10p0-00dev0 [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 |
| SBK-07 |
v1.18.1 |
2025-01-19 |
3 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0915a970): duplicate handler |
| DRAGON BALL Z SPARKING STAR |
v1.18.1 |
2025-03-28 |
125 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| SBK® Superbike World Championship |
v1.18.1 |
2025-11-15 |
10 |
sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 09944ab0): duplicate handler |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-06-29 |
124 |
80630007=sceAtracSetData(2, 08d4b180, 00010000): atracID uses different codec type than data |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-07-26 |
198 |
80630007=sceAtracSetData(2, 08d4b180, 00004100): atracID uses different codec type than data |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-10-07 |
3,123 |
80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data |
| PES FL 2022 |
v1.8.0 |
2026-01-13 |
33 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00001000): invalid RIFF header |
| MONSTER HUNTER PORTABLE 3rd |
v1.18.1 |
2024-12-06 |
5 |
Branch in branch delay slot at 09c4fd1c with different target |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-07-14 |
3 |
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].
01f14440:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:0 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))
// 01f14440:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:0 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;
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 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 = u_matambientalpha;
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;
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 - 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(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
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 |
| SBK®08 Superbike World Championship |
v1.18.1 |
2025-06-12 |
3 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 096682f0): duplicate handler |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-10-07 |
1,435 |
80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-10-07 |
7,056 |
80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-09-07 |
688 |
80630007=sceAtracSetData(2, 08d4b180, 00004500): atracID uses different codec type than data |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-10-17 |
1,503 |
80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-10-17 |
3,961 |
80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data |
| eFootball Chelito 19 |
v1.18.1 |
2025-02-24 |
3 |
MIPSCompileOp: Invalid instruction ec000000 |
| MONSTER HUNTER PORTABLE 2nd G |
v1.18.1 |
2025-03-05 |
22 |
80630006=sceAtracSetDataAndGetID(08c74880, 000ab000): invalid RIFF header |
| SBK®09 Superbike World Championship |
v1.9.4 |
2025-04-07 |
21 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09086bd0): duplicate handler |
| WWE 2K22 By GameBlaster V.(2.0) |
v1.18.1 |
2025-06-07 |
13 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-01-27 |
6 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091d1650): duplicate handler |
| eFootball 2024 By RH12 Official |
v1.18.1-968-g41b93c895c |
2026-11-02 |
293 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
| WWE VS AEW 2K23 (DELUXE EDITION) BY ¡¿Eso Que?! |
v1.18.1 |
2025-06-02 |
3 |
80630007=sceAtracSetData(3, 08d4b180, 00004500): atracID uses different codec type than data |
| WWE VS AEW 2K23 (DELUXE EDITION) BY ¡¿Eso Que?! |
v1.18.1 |
2025-06-02 |
2 |
80630007=sceAtracSetData(3, 08d4b180, 00008a30): atracID uses different codec type than data |
| WWE VS AEW 2K23 (DELUXE EDITION) BY ¡¿Eso Que?! |
v1.18.1 |
2025-05-05 |
3 |
80630007=sceAtracSetData(3, 08d4b180, 00004d00): atracID uses different codec type than data |
| WWE VS AEW 2K23 (DELUXE EDITION) BY ¡¿Eso Que?! |
v1.18.1 |
2025-06-03 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 000032b0): atracID uses different codec type than data |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2025-03-31 |
4 |
00000000=sceUtilityScreenshotInitStart(09cad668) |
| Transformers 2 |
v1.18.1 |
2025-05-12 |
2 |
sceNetAdhocMatchingInit(32768) at 08a10624 |
| SBK®09 Superbike World Championship |
v1.9.4 |
2025-05-22 |
22 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092752a0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.9.4 |
2025-04-04 |
15 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0907d990): duplicate handler |
| Transformers 2 |
v1.18.1 |
2024-11-27 |
2 |
80630006=sceAtracSetDataAndGetID(08ce5040, 00004ac0): invalid RIFF header |
| Transformers 2 |
v1.18.1 |
2024-11-27 |
2 |
80630006=sceAtracSetDataAndGetID(08ce5040, 00017f30): invalid RIFF header |
| Transformers 2 |
v1.18.1 |
2024-11-27 |
2 |
80630006=sceAtracSetDataAndGetID(08ce5040, 000106e0): invalid RIFF header |
| Transformers 2 |
v1.18.1 |
2024-11-27 |
2 |
80630006=sceAtracSetDataAndGetID(08ce5040, 0000d8f0): invalid RIFF header |
| eFootball By TM ARTS |
v1.18.1 |
2025-05-06 |
8 |
Unknown GetPointerWrite 00000000 PC 08a029d8 LR 08816144 |
| WWE VS AEW 2K23 (DELUXE EDITION) BY ¡¿Eso Que?! |
v1.18.1 |
2025-06-02 |
2 |
80630007=sceAtracSetData(3, 08d4b180, 00007044): atracID uses different codec type than data |
| WWE GOD MODE 23 |
v1.18.1 |
2025-02-14 |
43 |
80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data |
| WWE GOD MODE 23 |
v1.18.1 |
2025-02-16 |
16 |
80630007=sceAtracSetData(3, 08d4b180, 00005b00): atracID uses different codec type than data |
| WWE GOD MODE 23 |
v1.7.5 |
2025-01-29 |
105 |
80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data |
| WWE GOD MODE 23 |
v1.7.5 |
2025-04-05 |
407 |
80630007=sceAtracSetData(3, 08d4b180, 0000d800): atracID uses different codec type than data |
| eFootball PES By HAROUN TECH |
v1.18.1 |
2025-05-19 |
18 |
Unknown GetPointerWrite 00000000 PC 08824cf4 LR 088113dc |
| PES FL 2022 |
v1.19.3 |
2026-05-06 |
248 |
sceNetAdhocMatchingInit(32768) at 08a71984 |
| PES FL 2022 |
v1.18.1 |
2026-07-29 |
979 |
Unknown GetPointerWrite 00000000 PC 088287e0 LR 088287f0 |
| PES FL 2022 |
v1.18.1 |
2026-10-19 |
868 |
Unknown GetPointerWrite 00000000 PC 08808430 LR 08808448 |
| eFooTBall Play Cesar Patch |
v1.9.4 |
2025-09-18 |
78 |
80630006=sceAtracSetDataAndGetID(09a25200, 00002800): invalid RIFF header |
| SBK-07 |
v1.18.1 |
2025-01-19 |
3 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0933dc50): duplicate handler |
| SplinterCell |
v1.18.1 |
2025-05-03 |
22 |
Rendering to framebuffer offset at 04088000 +256x0 (stride 512) |
| Need For Speed™ Underground Rivals |
v1.18.1 |
2024-12-01 |
4 |
Block transfer invalid: 0e4c7500/10 -> 041f9280/10, 16x16x2 (0,0)->(0,0) |
| PES FL 2022 |
v1.18.1 |
2025-08-29 |
38 |
Unknown GetPointerWrite 00000000 PC 08871364 LR 0887137c |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-03-31 |
5 |
MIPSCompileOp: Invalid instruction 0080025e |
| Fate/EXTRA CCC |
v1.18.1 |
2025-05-11 |
18 |
Unknown GetPointerWrite 00000000 PC 0890d19c LR 0890d1b4 |
| LigaPro de SUPER DUPER Gameplays |
v1.18.1 |
2025-04-19 |
8 |
Unknown GetPointerWrite 00000000 PC 088287e0 LR 088287f0 |
| eFootball Chelito 19 |
v1.18.1 |
2025-06-19 |
16 |
MIPSCompileOp: Invalid instruction 00010101 |
| Ys –THE ARK OF NAPISHTIM- |
v1.18.1 |
2025-01-06 |
2 |
MIPSCompileOp: Invalid instruction 04060002 |
| Prince of Persia - Revelations |
v1.18.1 |
2025-01-05 |
2 |
80630006=sceAtracSetDataAndGetID(0978e7c0, 00000800): invalid RIFF header |
| SBK-07 |
v1.18.1 |
2024-11-19 |
3 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08f9eed0): duplicate handler |
| SBK-07 |
v1.18.1 |
2024-11-19 |
17 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 090a7250): duplicate handler |