Recent logs - v1.18.1

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Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
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

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