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| 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 |