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| Game title |
Version |
Latest Report |
Hits |
Message |
| eFOOTBALL 2020 |
v1.18.1 |
2025-01-17 |
17 |
MIPSCompileOp: Invalid instruction 7fc83c02 |
| eFOOTBALL 2020 |
v1.18.1 |
2025-03-04 |
16 |
MIPSCompileOp: Invalid instruction 7fc43c02 |
| eFOOTBALL 2020 |
v1.18.1 |
2024-12-26 |
3 |
MIPSCompileOp: Invalid instruction 74e43053 |
| IRON MAN |
v1.18.1 |
2025-10-15 |
3 |
Unknown GetPointerWrite 0000003b PC 08940008 LR 08940008 |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2025-03-05 |
2 |
00000000=sceUtilityScreenshotInitStart(09d3cd08) |
| Pro Evolution Soccer 2018 - PES Libertadores v4.0 - DAEMHVJPB |
v1.18.1 |
2024-12-10 |
5 |
Unknown GetPointerWrite 00000000 PC 0882508c LR 08811328 |
| PES FL 2022 |
v1.18.1 |
2025-07-11 |
118 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-05 |
3 |
Branch in branch delay slot at 0881e510 with different target |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2026-04-04 |
2 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c54984, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2026-04-04 |
2 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c54984, 4, 00000000, 0) |
| WWE SmackDown vs. RAW 2011 |
v1.18.1 |
2025-02-05 |
2 |
80630007=sceAtracSetData(3, 08d4b180, 0000d5a8): atracID uses different codec type than data |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.18.1 |
2025-08-14 |
15 |
Failed to truncate file. |
| Angus hates Aliens |
v1.18.1 |
2025-03-13 |
52 |
__sceSasConcatenateATRAC3(08876d00, 31, 09e77978, 69) |
| Angus hates Aliens |
v1.18.1 |
2025-03-13 |
56 |
__sceSasConcatenateATRAC3(08876d00, 31, 09e7f978, 69) |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.6.3 |
2025-03-09 |
34 |
80630006=sceAtracSetDataAndGetID(08c78c80, 001c7000): invalid RIFF header |
| King of Pool |
v1.18.1 |
2025-01-26 |
6 |
Unknown GetPointerWrite 00000000 PC 0896013c LR 0896013c |
| Midnight Club 3: DUB Edition |
v1.18.1 |
2025-05-24 |
2 |
MIPSCompileOp: Invalid instruction 7f800001 |
| PES FL 2022 |
v1.18.1 |
2025-07-29 |
69 |
sceNetAdhocMatchingInit(32768) at 08a71984 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2024-11-13 |
2 |
MIPSCompileOp: Invalid instruction f3ece0d6 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2024-11-13 |
2 |
MIPSCompileOp: Invalid instruction efdfdff4 |
| SBK®09 Superbike World Championship |
v1.9.4 |
2025-04-21 |
29 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09276fa0): duplicate handler |
| PES FL 2022 |
v1.18.1 |
2025-01-18 |
3 |
Unknown GetPointerWrite 00000900 PC 08872ba4 LR 08872c0c |
| MONSTER HUNTER PORTABLE 3rd |
v1.18.1 |
2025-04-06 |
6 |
Unknown GetPointerWrite 00000000 PC 0880c088 LR 0886407c |
| 機動戦士ガンダムAGE ユニバースアクセル |
v1.18.1 |
2025-06-12 |
6 |
sceNetAdhocMatchingInit(16384) at 0883cc1c |
| PES FL 2022 |
v1.18.1 |
2025-10-12 |
17 |
MIPSCompileOp: Invalid instruction 00000001 |
| Fate/EXTRA CCC |
v1.18.1 |
2025-04-26 |
2 |
80630006=sceAtracSetDataAndGetID(08b98b80, 00000d24): invalid RIFF header |
| Resistance: Retribution™ |
v1.18.1 |
2025-07-18 |
5 |
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].
01710551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 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))
// 01710551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 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 vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_l |
| Crash™ Tag Team Racing |
v1.9.4 |
2024-12-14 |
3 |
80630006=sceAtracSetDataAndGetID(09a7eb00, 00014000): invalid RIFF header |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-06-08 |
2 |
MIPSCompileOp: Invalid instruction 00000ffd |
| WWE 2K17 by L.J. Nguyen |
v1.18.1 |
2024-11-07 |
2 |
sceNetAdhocMatchingInit(32768) at 08a587d0 |
| Grand Theft Auto: Vice City Stories |
v1.9.4 |
2025-09-23 |
332 |
80630006=sceAtracSetHalfwayBufferAndGetID(08bff040, 00001000, 00040000): invalid fmt magic: f7be |
| Prince of Persia - Revelations |
v1.18.1 |
2025-03-15 |
2 |
WriteToHardware: Invalid address 00006ac4 near PC 08aeb0c8 LR 08aeb0c8 |
| 天神乱漫 Happy Go Lucky !! |
v1.18.1 |
2024-12-08 |
19 |
00000000=sceUtilityScreenshotInitStart(08b9bf48) |
| Prince of Persia - Revelations |
v1.18.1 |
2025-02-16 |
2 |
80630006=sceAtracSetDataAndGetID(0956fbc0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.18.1 |
2025-01-07 |
3 |
80630006=sceAtracSetDataAndGetID(09604580, 00000800): invalid RIFF header |
| EFOOTBALL NEW PATCH SEASON 2024 |
v1.20.1 |
2026-03-10 |
3 |
Branch in branch delay slot at 08b0d680 with different target |
| Prince of Persia - Revelations |
v1.18.1 |
2025-01-06 |
2 |
80630006=sceAtracSetDataAndGetID(09b7ae00, 00000800): invalid RIFF header |
| WipEout™ Pure |
v1.20.3 |
2026-04-08 |
5 |
sceNetAdhocMatchingInit(131072) at 088916a0 |
| Prince of Persia - Revelations |
v1.18.1 |
2025-01-02 |
3 |
80630006=sceAtracSetDataAndGetID(09694d80, 00000800): invalid RIFF header |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2024-12-31 |
2 |
WriteToHardware: Invalid address 0000225c near PC 088183fc LR 08818b24 |
| PES FL 2022 |
v1.18.1 |
2025-05-14 |
145 |
Unknown GetPointerWrite 00000000 PC 08808430 LR 08808448 |
| Prince of Persia - Revelations |
v1.18.1 |
2024-11-17 |
3 |
MIPSCompileOp: Invalid instruction 00000005 |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2025-06-23 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 0000029e): duplicate handler |
| PES LEGENDS BETA VERSION BY OFFICIAL GAMEPLAY PATCH |
v1.18.1 |
2025-03-27 |
8 |
Unknown GetPointerWrite 00000000 PC 08816150 LR 08816164 |
| Pro Evolution Soccer 2013 |
v1.18.1 |
2025-12-13 |
4 |
sceNetAdhocMatchingInit(32768) at 08a719b8 |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.18.1 |
2025-05-21 |
3 |
00000000=sceUtilityScreenshotInitStart(09a8d068) |
| EFOOTBALL NEW PATCH SEASON 2024 |
v1.9.4 |
2025-04-21 |
162 |
MIPSCompileOp: Invalid instruction 00000001 |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.18.1 |
2025-04-16 |
8 |
00000000=sceUtilityScreenshotInitStart(09a74708) |
| PES FL 2022 |
v1.18.1 |
2025-04-30 |
176 |
Unknown GetPointerWrite 00000000 PC 088287e0 LR 088287f0 |
| PES FL 2022 |
v1.18.1 |
2025-05-11 |
96 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
| SBK®09 Superbike World Championship |
v1.8.0 |
2025-03-06 |
8 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0910b2c0): duplicate handler |
| PES FL 2022 |
v1.18.1 |
2024-12-13 |
7 |
Unknown GetPointerWrite 00000924 PC 08872ba4 LR 08872c0c |
| eFootball |
v1.18.1-1309-gecbbadd604 |
2025-08-03 |
1,115 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| Sega Genesis Collection™ |
v1.18.1 |
2025-06-13 |
2 |
MIPSCompileOp: Invalid instruction 62009800 |
| WWF NO MERCY |
v1.18.1 |
2025-05-05 |
4 |
80630007=sceAtracSetData(2, 08d4b1c0, 00018700): atracID uses different codec type than data |
| WWF NO MERCY |
v1.18.1 |
2025-05-05 |
17 |
80630007=sceAtracSetData(2, 08d4b1c0, 0000fe00): atracID uses different codec type than data |
| WWF NO MERCY |
v1.18.1 |
2025-05-05 |
4 |
80630006=sceAtracSetData(2, 08d4b1c0, 00018000): invalid RIFF header |
| WWF NO MERCY |
v1.18.1 |
2025-05-05 |
4 |
80630006=sceAtracSetData(2, 08d4b1c0, 00005000): invalid RIFF header |
| WWF NO MERCY |
v1.18.1 |
2025-05-05 |
25 |
80630007=sceAtracSetData(2, 08d4b1c0, 0000d800): atracID uses different codec type than data |
| WWF NO MERCY |
v1.18.1 |
2025-05-05 |
34 |
80630006=sceAtracSetData(2, 08d4b1c0, 00015700): invalid RIFF header |
| eFootball Chelito 19 |
v1.18.1 |
2025-03-31 |
23 |
Unknown GetPointerWrite 00000080 PC 0882bbf4 LR 088113dc |
| GAMEPLUSTX PATCHED EFOOTBALL 2024 |
v1.18.1 |
2024-12-14 |
157 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
| Jungle Party |
v1.18.1 |
2024-12-31 |
2 |
UNIMPL sceMp4Create(mp4 147784180,callbacks 08cf428c,readBufferAddr 091a9c20,readBufferSize 4096) |
| PES FL 2022 |
v1.18.1 |
2025-06-14 |
31 |
Unknown GetPointerWrite 00000000 PC 08808430 LR 08808448 |
| WWE'12 REMASTERED VERSION |
v1.18.1 |
2025-06-10 |
8 |
80630007=sceAtracSetData(2, 08d4b180, 00001cd0): atracID uses different codec type than data |
| WWE'12 REMASTERED VERSION |
v1.18.1 |
2025-06-10 |
5 |
80630007=sceAtracSetData(2, 08d4b180, 00004890): atracID uses different codec type than data |
| Resistance: Retribution™ |
v1.18.1 |
2025-02-12 |
4 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r9p0-01rel0 [Revision 96995].
01710551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01710551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
|
| Wipeout Pure |
v1.18.1 |
2025-04-25 |
11 |
sceKernelCreateThread(name=SceParseHTTPheader_Library): unsupported attributes 00000006 |
| Wipeout Pure |
v1.18.1 |
2025-04-25 |
12 |
sceKernelCreateThread(name=SceParseURI_Library): unsupported attributes 00000006 |
| Wipeout Pure |
v1.18.1 |
2025-04-25 |
12 |
sceKernelCreateThread(name=SceBase64_Library): unsupported attributes 00000006 |
| Wipeout Pure |
v1.18.1 |
2025-04-25 |
12 |
sceKernelCreateThread(name=sceCert_Loader): unsupported attributes 00001006 |
| eFootball Chelito 19 |
v1.8.0 |
2025-08-26 |
47 |
MIPSCompileOp: Invalid instruction 00ffffff |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.18.1 |
2025-05-29 |
6 |
00000000=sceUtilityScreenshotInitStart(09a82458) |
| eFootball PES 2020 C19 & Nibeck Tv |
v1.18.1 |
2025-03-22 |
3 |
Unknown GetPointerWrite 00000000 PC 08815fc0 LR 08815fd4 |
| PES UNIVERSE V2 |
v1.18.1 |
2025-02-19 |
126 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| eFootball PES 2021 By GABRIEL |
v1.18.1 |
2024-11-24 |
4 |
MIPSCompileOp: Invalid instruction 76efcba6 |
| eFootball PES 2021 By GABRIEL |
v1.18.1 |
2024-11-24 |
4 |
MIPSCompileOp: Invalid instruction 6e4b73e5 |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.18.1-162-gfe38e8822c |
2025-10-07 |
8 |
80630007=sceAtracSetData(2, 08d4b180, 0000e958): atracID uses different codec type than data |
| God of War®: Ghost of Sparta |
v1.18.1 |
2025-04-20 |
6 |
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].
01730144:00000f29 HWX C T N LM RevN Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01730144:00000f29 HWX C T N LM RevN Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(-normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_c |
| eFootball Chelito 19 |
v1.18.1 |
2025-04-24 |
2 |
MIPSCompileOp: Invalid instruction 00004ff5 |
| PES FL 2022 |
v1.18.1 |
2024-11-10 |
6 |
Unknown GetPointerWrite 000004b6 PC 08872ba4 LR 08872c0c |
| eFootball Chelito 19 |
v1.9.4 |
2026-11-06 |
3,486 |
80630006=sceAtracSetDataAndGetID(09a25200, 00002000): invalid RIFF header |
| PES FL 2022 |
v1.18.1 |
2026-05-24 |
18 |
Unknown GetPointerWrite 00000000 PC 08872ba4 LR 08872c0c |
| PES FL 2022 |
v1.18.1 |
2025-02-21 |
7 |
Unknown GetPointerWrite 00000000 PC 0885d888 LR 0885d89c |
| WWE GOD MODE 23 |
v1.6.3 |
2025-04-05 |
61 |
80630007=sceAtracSetData(3, 08d4b180, 00019800): atracID uses different codec type than data |
| WWE GOD MODE 23 |
v1.18.1 |
2024-11-15 |
8 |
80630007=sceAtracSetData(3, 08d4b180, 00006000): atracID uses different codec type than data |
| SensMe™ channels |
v1.18.1 |
2025-05-30 |
8 |
UNIMPL sceOpenPSIDGetProductCode(09fff140) |
| SensMe™ channels |
v1.18.1 |
2025-05-30 |
8 |
UNIMPL sceOpenPSIDGetProductCode(09fff1a0) |
| WWE GOD MODE 23 |
v1.7.5 |
2025-01-20 |
159 |
80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data |
| WWE GOD MODE 23 |
v1.18.1 |
2024-11-15 |
9 |
80630007=sceAtracSetData(3, 08d4b180, 00004000): atracID uses different codec type than data |
| Fate/unlimited codes |
v1.20.4 |
2026-10-15 |
25 |
sceNetAdhocMatchingInit(131072) at 08960ec0 |
| SBK®09 Superbike World Championship |
v1.18.1 |
2024-11-28 |
4 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09087ab0): duplicate handler |
| EFOOTBALL RA-PATCH 22-23 V. FINAL |
v1.18.1 |
2024-12-30 |
19 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 0000 |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.18.1 |
2025-05-09 |
3 |
UNTESTED sceNetAdhocPollSocket(09fff4ac, 1, 0, 1) at 08a63f20 |
| THEXDER-NEO |
v1.18.1 |
2025-06-09 |
4 |
UNIMPLsceNetUpnpInit 14336,100 |
| THEXDER-NEO |
v1.18.1 |
2025-06-09 |
4 |
NpSignin Init Params: 00000000, 00000000, 00000000, 00000000 |
| SBK-07 |
v1.18.1 |
2024-12-14 |
5 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0912a6e0): duplicate handler |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.18.1 |
2025-06-05 |
3 |
80630007=sceAtracSetData(3, 08d4b180, 00003c88): atracID uses different codec type than data |
| SensMe™ channels |
v1.20.4-4861-g43c60ee651 |
2026-11-13 |
40 |
UNIMPL sceVaudioSetAlcMode(1) |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2026-08-22 |
14 |
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].
01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: 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))
// 01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
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 mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = splat3(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_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|