Recent logs - v1.8.0

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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
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.8.0 2026-09-05 42 80630007=sceAtracSetData(2, 08d4b180, 000084b8): atracID uses different codec type than data
Crash® of the Titans v1.18.1-572-g49a18086e3 2026-03-22 49 Unknown GetPointerWrite 00022344 PC 08c59f1c LR 08b0d61c
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-01-21 2 00000000=sceUtilityScreenshotInitStart(09cac268)
eFootball Play-C v1.18.1 2025-08-31 21 Unknown GetPointerWrite 00000000 PC 088287f8 LR 08828800
eFootball PC - V. v1.20.4-3305-g0665ea0feb 2026-11-15 14,584 sceNetAdhocMatchingInit(32768) at 08a719b8
White Knight Chronicles™: Origins v1.18.1 2025-12-01 6 00000000=sceUtilityScreenshotInitStart(09c9b78c)
WWE'12 v1.18.1 2025-03-05 7 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]. 07f71000:41400b29 HWX C T N LM Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 WScale 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)) // 07f71000:41400b29 HWX C T N LM Bones:6 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7 WScale 3 Cull attribute mediump vec4 w1; attribute mediump vec2 w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; 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 vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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() { 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); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; 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 = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = color0.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); 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); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * 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_lightspecular3 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient3 * 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
WWE'12 v1.18.1 2025-03-05 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 r10p0-00rel0 [Revision 96995]. 07f61000:41000b29 HWX C T N LM Bones:5 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:6 WScale 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)) // 07f61000:41000b29 HWX C T N LM Bones:5 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:6 WScale 3 Cull attribute mediump vec4 w1; attribute mediump float w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; 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 vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; 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 = color0.rgb; vec3 specularColor = color0.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); 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); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * 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_lightspecular3 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient3 * 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 = (pro
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2025-06-07 2 MIPSCompileOp: Invalid instruction cf600000
GODS EATER BURST v1.18.1 2025-04-21 4 00000400=sceGeEdramSetAddrTranslation(00000800)
eFootball Play-C v1.18.1 2026-10-19 344 Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460
WWE 2K23 by Gamer Modder and Finn v1.18.1 2024-12-30 3 80630007=sceAtracSetData(3, 08d4b180, 00004d00): atracID uses different codec type than data
EFOOTBALL NEW PATCH SEASON 2024 v1.20.1 2026-03-10 8 Branch in JumpReg delay slot at 08b0e850 in block starting at 08b0a8b0
eFootball PC - V. v1.9.4 2026-11-07 47,573 80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16)
eFootball PC - V. v1.9.4 2026-11-07 2,587 80630006=sceAtracSetDataAndGetID(09a25200, 00001000): invalid RIFF header
FIFA 14 v1.18.1 2025-05-13 14 Unknown GetPointerWrite 00000001 PC 08de4488 LR 08de5014
eFootball Asia 2023 v1.18.1 2025-03-11 3 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header
SBK-07 v1.18.1 2024-11-12 5 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08f6c7f0): duplicate handler
eFootball PC - V. v1.18.1-993-ge80941403a 2026-11-08 31,685 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
Myuno eFootball 24 v1.18.1 2025-06-27 619 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
PES FL 2022 v1.18.1 2025-05-19 4 Unknown GetPointerWrite deadbeef PC 08871364 LR 0887137c
THE悪魔ハンターズ v1.18.1 2025-04-28 2 WriteToHardware: Invalid address 000098dc near PC 088e1430 LR 088e09d0
SBK®09 Superbike World Championship v1.18.1 2024-12-22 3 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0909ab70): duplicate handler
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.18.1 2025-03-13 3 Unknown GetPointerWrite 0a006e90 PC 089d1390 LR 089d5e78
eFootball Chelito 19 v1.18.1 2025-03-24 3 Unknown GetPointerWrite 00000009 PC 08872bb4 LR 08872c1c
eFootball NBC24 By Master Pes v1.18.1 2025-01-09 4 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
Killzone™: Liberation v1.20 v1.18.1 2026-07-11 74 80630006=sceAtracSetDataAndGetID(09fe7040, 00018000): invalid RIFF header
SBK®09 Superbike World Championship v1.8.0 2025-06-26 7 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0907cc20): duplicate handler
SBK®09 Superbike World Championship v1.18.1 2025-06-26 5 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09085fb0): duplicate handler
SBK®09 Superbike World Championship v1.9.4 2026-06-07 23 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09152be0): duplicate handler
SBK®09 Superbike World Championship v1.9.4 2026-06-07 16 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090a7830): duplicate handler
ボンバーマン ぱにっくボンバー v1.18.1 2024-12-15 34 sceNetAdhocMatchingInit(131072) at 0881b564
Castlevania The Dracula X Chronicles v1.18.1 2025-04-09 2 sceNetAdhocMatchingInit(32768) at 088d7714
eFootball 2024 Beta By Tutoriales Bendezu v1.18.1 2025-02-25 4 MIPSCompileOp: Invalid instruction 000000c1
SBK-07 v1.18.1 2025-05-04 8 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 091168b0): duplicate handler
Resistance: Retribution™ v1.18.1 2026-02-22 4 Unknown GetPointerWrite 26170e88 PC 08d09d20 LR 08cd6754
eFootball 2024 Beta By Tutoriales Bendezu v1.18.1 2025-04-23 2 MIPSCompileOp: Invalid instruction 0009ffff
Fate/EXTRA CCC v1.18.1 2025-08-11 21 Unknown GetPointerWrite 00000240 PC 0894be2c LR 0894834c
SBK®09 Superbike World Championship v1.18.1 2025-08-09 12 800200d2=scePsmfPlayerSetPsmf(08fd0760, disc0:/PSP_GAME/USRDIR/MOVIES/PSP/INTRO.PMF): too many streams in PSMF video, bogus data
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.18.1 2025-02-01 3 WriteToHardware: Invalid address 00000290 near PC 089d1464 LR 0883a214
World Soccer Winning Eleven 9 Ubiquitous Evolution v1.18.1 2025-02-03 5 sceNetAdhocMatchingInit(4608) at 08980b90
Def Jam® Fight For NY™: The Takeover v1.18.1-945-gb0182ed0e6 2026-08-31 45 Unknown GetPointerWrite 00000000 PC 08a9deac LR 08929b8c
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-10-07 163 80630007=sceAtracSetData(2, 08d4b180, 00006000): atracID uses different codec type than data
Resistance: Retribution™ v1.18.1-1785-g3f583ff5ab 2025-04-28 16 Unknown GetPointerWrite 20171eb8 PC 08d09d20 LR 08cd6754
Crash® Mind Over Mutant v1.18.1 2026-05-10 6 80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.18.1 2025-03-11 10 MIPSCompileOp: Invalid instruction 0000003b
FRONTIER GATE Boost+ v1.18.1 2025-05-30 2 MIPSCompileOp: Invalid instruction 42fc0000
Crash® of the Titans v1.18.1 2025-01-04 5 Unknown GetPointerWrite 0002ed10 PC 08c59f1c LR 08b0d61c
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-03-03 2 UNTESTED sceNetAdhocctlCreateEnterGameMode(6029885, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
DISSIDIA FINAL FANTASY UNIVERSAL TUNING v1.18.1 2025-02-27 2 WriteToHardware: Invalid address 000003b0 near PC 08000000 LR 08000000
SBK-07 v1.18.1 2024-11-08 3 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09144170): duplicate handler
Grand Theft Auto V YUNIER PB v1.18.1 2025-03-01 16 WriteToHardware: Invalid address 000000b9 near PC 08ad4178 LR 08ad4174
Grand Theft Auto V YUNIER PB v1.18.1 2025-03-01 16 WriteToHardware: Invalid address 00000008 near PC 08939830 LR 089392f8
Crash® of the Titans v1.18.1 2025-07-09 4 Unknown GetPointerWrite 00009984 PC 08c59c48 LR 08b0d348
PES FL 2022 v1.18.1 2024-11-30 36 sceNetAdhocMatchingInit(32768) at 08a71984
Crash® of the Titans v1.18.1 2025-09-03 15 Unknown GetPointerWrite 00024414 PC 08c59c48 LR 08b0d348
WWE GOD MODE 23 v1.18.1 2024-11-13 3 80630007=sceAtracSetData(2, 08d4b180, 00004500): atracID uses different codec type than data
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.18.1 2025-03-14 2 00000000=sceUtilityScreenshotInitStart(09a82318)
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-04-24 13 Unknown GetPointerWrite 00000000 PC 08996a4c LR 08890e04
SBK®09 Superbike World Championship v1.18.1 2026-02-28 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096b7890): duplicate handler
Crash® of the Titans v1.18.1 2025-06-10 9 Unknown GetPointerWrite 000300c0 PC 08c59c48 LR 08b0d348
God of War: Chains of Olympus v1.18.1 2025-02-10 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 r10p0-00dev0 [Revision 96995]. 01f14404:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 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)) // 01f14404:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform 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 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); 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); 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_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 || proj
WWE 2K24 STANDART EDITION v1.18.1 2024-11-27 8 80630007=sceAtracSetData(2, 08d4b180, 00005b00): atracID uses different codec type than data
eFootball Play-C v1.18.1-138-g129c64c6b8 2026-09-05 106 Unknown GetPointerWrite 00000000 PC 08816154 LR 0881615c
Ben 10 Ultimate Alien: Cosmic Destruction v1.20.4-2966-g4585f70500 2026-10-27 4 Imm vertex used fog
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.18.1 2025-05-06 8 Unknown GetPointerWrite 0a007be0 PC 089c42cc LR 0897bd40
LEGO® Pirates of the Caribbean: The Video Game PSP® v1.19.2 2025-07-01 103 BREAK instruction hit
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-04-27 2 sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 0000095d): duplicate handler
LocoRoco v1.18.1 2026-03-04 3 800200d2=scePsmfPlayerSetPsmf(09f7fee8, disc0:/PSP_GAME/USRDIR/data/movie/titledemo.pmf): too many streams in PSMF video, bogus data
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-07-01 35 Unknown GetPointerWrite 0a0072a4 PC 08996a4c LR 089a0f94
Efootball 2023 Mr GamerEstadual v1.18.1 2025-06-06 119 Unknown GetPointerWrite 00000000 PC 08816094 LR 088160a8
Efootball 2023 Mr GamerEstadual v1.18.1 2025-05-24 9 Unknown GetPointerWrite 00000000 PC 0882508c LR 08811328
Patapon 3 - DxD Edition v1.0 v1.18.1 2025-01-22 2 Unknown GetPointerWrite 0a000000 PC 08818050 LR 088113f8
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2026-10-08 160 Unknown GetPointerWrite 00000000 PC 08996a8c LR 0893cb50
MLB 11 The Show™ v1.18.1 2026-06-02 10 scePsmfPlayerSetPsmf*: incorrect PSMF magic (7df069b7), bad data
MONSTER HUNTER PORTABLE 3rd v1.18.1 2024-12-16 4 MIPSCompileOp: Invalid instruction 000000e8
Efootball 2023 Mr GamerEstadual v1.18.1 2025-03-13 16 MIPSCompileOp: Invalid instruction 00000075
Efootball 2023 Mr GamerEstadual v1.18.1 2025-03-13 17 MIPSCompileOp: Invalid instruction 00000fce
Efootball 2023 Mr GamerEstadual v1.18.1 2025-03-13 69 MIPSCompileOp: Invalid instruction 05060502
Efootball 2023 Mr GamerEstadual v1.19.3 2026-01-21 31 BREAK instruction hit
Efootball 2023 Mr GamerEstadual v1.18.1 2025-03-13 18 MIPSCompileOp: Invalid instruction 00000fbc
Efootball 2023 Mr GamerEstadual v1.18.1 2025-03-13 18 MIPSCompileOp: Invalid instruction 00000fbb
Efootball 2023 Mr GamerEstadual v1.18.1 2025-03-13 18 MIPSCompileOp: Invalid instruction 00000fba
Efootball 2023 Mr GamerEstadual v1.9.4 2025-05-06 99 MIPSCompileOp: Invalid instruction 06070502
Efootball 2023 Mr GamerEstadual v1.9.4 2025-05-06 45 MIPSCompileOp: Invalid instruction 00000fb9
Efootball 2023 Mr GamerEstadual v1.9.4 2025-05-06 347 MIPSCompileOp: Invalid instruction 00000001
Efootball 2023 Mr GamerEstadual v1.9.4 2025-05-06 42 MIPSCompileOp: Invalid instruction 00000005
โทคิเด็น คิวามิ - แพทช์อังกฤษ v3.0 โดย HoaiTrung 97 FT v1.18.1 2024-12-20 3 WriteToHardware: Invalid address 0000009c near PC 08000000 LR 08000000
Resistance: Retribution™ v1.18.1 2025-08-06 46 Unknown GetPointerWrite 25ffa938 PC 08d09d20 LR 08cd6754
SBK-07 v1.18.1 2024-12-14 3 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0908fad0): duplicate handler
God of War®: Ghost of Sparta v1.18.1 2025-03-18 7 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]. 07f34115:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:0 3: c:0 t:1 MatUp:3 WScale 3 #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)) // 07f34115:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:0 3: c:0 t:1 MatUp:3 WScale 3 attribute mediump vec4 w1; attribute mediump float w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; 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 = 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1; 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.rg
Need For Speed™ Underground Rivals v1.18.1 2024-11-16 6 Unknown GetPointerWrite 00000000 PC 089951dc LR 088160ec
グリザイアの楽園 -LE EDEN DE LA GRISAIA- v1.18.1 2025-03-13 7 00000000=sceUtilityScreenshotInitStart(08cf8688)
グリザイアの迷宮 -LE LABYRINTHE DE LA GRISAIA- v1.18.1 2025-03-14 11 00000000=sceUtilityScreenshotInitStart(08d1ec08)
PATAPON™ 2 v1.18.1 2024-11-24 7 sceNetAdhocMatchingInit(16384) at 089482bc
PATAPON™ 2 v1.18.1 2025-02-05 10 sceKernelLoadModuleBufferUsbWlan: unsupported options size=00000014, flags=08a80000, pos=0, access=1, data=2, text=2
Ghostbusters: The Video Game v1.18.1 2025-04-23 2 scePsmfPlayerSetPsmf*: incorrect PSMF magic (d9d0a3db), bad data
PES2017 BLACK EDITION v1.18.1 2025-04-30 4 80630006=sceAtracSetDataAndGetID(09a4ec00, 00001000): invalid RIFF header
WWE'12 v1.18.1 2024-12-15 2 MIPSCompileOp: Invalid instruction 72acd9a0
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.18.1 2025-06-10 212 Unknown GetPointerWrite 00000000 PC 089c42cc LR 0897bd40

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