Recent logs - v1.20.3

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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
Resistance: Retribution™ v1.20.3 2026-05-05 10 Imm vertex used fog
PES MY 2024 v1.18.1 2025-07-02 44 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
Resistance: Retribution™ v1.18.1 2025-04-15 3 Unknown GetPointerWrite 26171f88 PC 08d09d20 LR 08cd6754
PES MY 2024 v1.18.1 2025-05-05 18 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
MLB 11 The Show™ v1.18.1 2025-04-08 2 scePsmfPlayerSetPsmf*: incorrect PSMF magic (9e3f5ed2), bad data
MLB 11 The Show™ v1.18.1 2025-05-21 6 scePsmfPlayerSetPsmf*: incorrect PSMF magic (00004249), bad data
PES MY 2024 v1.18.1 2024-12-25 49 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): unsupported sample rate: 48000
SBK-07 v1.18.1 2025-03-08 2 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0952cdb0): duplicate handler
Call of Duty : Roads to Victory™ v1.18.1 2025-01-19 2 MIPSCompileOp: Invalid instruction 00232629
MLB 11 The Show™ v1.18.1 2025-05-20 3 scePsmfPlayerSetPsmf*: incorrect PSMF magic (f7fe4d8a), bad data
PES FL 2022 v1.18.1 2025-05-07 31 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
Star Wars: The Force Unleashed v1.18.1 2025-01-01 5 Unknown GetPointerWrite 00000000 PC 08bf8bc0 LR 08b7c79c
PES MY 2024 v1.18.1 2025-02-15 6 Unknown GetPointerWrite 00000000 PC 088287e0 LR 088287f0
METAL SLUG Anthology v1.18.1 2025-03-03 5 UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI4b1b, 40:61:61:65:4b:1b, 20000000, 0) at 088e683c
eFootball PC - V. v1.18.1 2026-10-31 949 Unknown GetPointerWrite 00000000 PC 08a02a0c LR 0881615c
MotoGP™22 [INDEPENDENT TEAM] | By CahNdutz v1.18.1 2025-04-15 10 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 0943dee0): duplicate handler
MotoGP™22 [INDEPENDENT TEAM] | By CahNdutz v1.18.1 2025-04-15 10 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 09097d00): duplicate handler
The Fast and the Furious v1.18.1 2024-11-09 3 WriteToHardware: Invalid address ffffe94c near PC 08aec718 LR 08923468
MLB 11 The Show™ v1.18.1 2024-12-14 2 Unknown GetPointerWrite 0a000024 PC 097033e8 LR 097033e0
WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER v1.6.3 2026-09-14 54 80630006=sceAtracSetData(3, 08d4b180, 00007044): invalid RIFF header
WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER v1.6.3 2026-09-08 80 80630006=sceAtracSetData(3, 08d4b180, 000052e4): invalid RIFF header
WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER v1.9.4 2026-10-29 1,388 80630007=sceAtracSetData(3, 08d4b180, 00018000): atracID uses different codec type than data
WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER v1.9.4 2026-10-29 378 80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data
WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER v1.9.4 2026-10-29 959 80630007=sceAtracSetData(3, 08d4b180, 00004500): atracID uses different codec type than data
PES FL 2022 v1.18.1 2025-02-07 8 80630006=sceAtracSetDataAndGetID(09a4ec00, 00001000): invalid RIFF header
God of War®: Ghost of Sparta v1.18.1 2025-05-17 2 WriteToHardware: Invalid address 0000004c near PC 08a9b96c LR 08a9824c
Crash® of the Titans v1.18.1 2025-09-11 4 Unknown GetPointerWrite 00016954 PC 08c59c48 LR 08b0d348
eFootball Editores De Centroamerica v1.18.1 2025-06-21 132 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 0000
PES FL 2022 v1.18.1 2025-02-10 2 Unknown GetPointerWrite 00000db6 PC 08872ba4 LR 08872c0c
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.18.1 2025-05-23 8 00000000=sceUtilityScreenshotInitStart(09a824e8)
SplinterCell v1.18.1 2025-10-18 33 WriteToHardware: Invalid address 04800000 near PC 08805d64 LR 08805d64
EA-Sports FC PC-V v1.18.1 2026-03-22 11 Unknown GetPointerWrite 00000080 PC 0882bbf4 LR 088113dc
eFootball PC - V. v1.18.1 2026-02-20 2 WriteToHardware: Invalid address 00000000 near PC 088111e8 LR 0882bc04
DB Xenoverse Tag Tea v5 by Legend Crack Z v1.19.3 2025-11-19 4 sceNetAdhocMatchingInit(32768) at 08812da4
MotoGP™22 [INDEPENDENT TEAM] | By CahNdutz v1.18.1 2025-02-10 9 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 0942de20): duplicate handler
PES FL 2022 v1.18.1 2025-04-13 10 Unknown GetPointerWrite 00000900 PC 08872ba4 LR 08872c0c
PES MY 2024 v1.18.1 2025-05-16 136 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
SBK®09 Superbike World Championship v1.18.1 2025-06-09 6 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092a6ef0): duplicate handler
eFootball Chelito 19 v1.20.3 2026-04-20 10 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:41: 'texture' : no matching overloaded function found ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float' ERROR: 0:41: '' : compilation terminated ERROR: 3 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 10180000:00200002 Tex Fog FragUber TFuncMod layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (set = 0, binding = 0) uniform sampler2D tex; layout (location = 1) in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; }
eFootball Chelito 19 v1.20.3 2026-04-20 11 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:41: 'texture' : no matching overloaded function found ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float' ERROR: 0:41: '' : compilation terminated ERROR: 3 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 10184000:0001d002 Tex Flat FragUber TFuncMod AlphaTest0 > layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (set = 0, binding = 0) uniform sampler2D tex; layout (location = 1) flat in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; if (v.a < 0.002) DISCARD; fragColor0 = v; }
eFootball Chelito 19 v1.20.3 2026-04-20 10 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:41: 'texture' : no matching overloaded function found ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float' ERROR: 0:41: '' : compilation terminated ERROR: 3 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 10184000:00200002 Tex Fog Flat FragUber TFuncMod layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (set = 0, binding = 0) uniform sampler2D tex; layout (location = 1) flat in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; }
eFootball Chelito 19 v1.20.3 2026-04-20 10 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:41: 'texture' : no matching overloaded function found ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float' ERROR: 0:41: '' : compilation terminated ERROR: 3 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 10184000:00000002 Tex Flat FragUber TFuncMod layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (set = 0, binding = 0) uniform sampler2D tex; layout (location = 1) flat in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; fragColor0 = v; }
eFootball Chelito 19 v1.20.3 2026-04-20 10 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:41: 'texture' : no matching overloaded function found ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float' ERROR: 0:41: '' : compilation terminated ERROR: 3 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 10184000:0021d002 Tex Fog Flat FragUber TFuncMod AlphaTest0 > layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (set = 0, binding = 0) uniform sampler2D tex; layout (location = 1) flat in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) DISCARD; fragColor0 = v; }
eFootball Chelito 19 v1.20.3 2026-04-20 11 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:41: 'texture' : no matching overloaded function found ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float' ERROR: 0:41: '' : compilation terminated ERROR: 3 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 10180000:0021d002 Tex Fog FragUber TFuncMod AlphaTest0 > layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (set = 0, binding = 0) uniform sampler2D tex; layout (location = 1) in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) DISCARD; fragColor0 = v; }
eFootball Chelito 19 v1.20.3 2026-04-20 10 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:41: 'texture' : no matching overloaded function found ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float' ERROR: 0:41: '' : compilation terminated ERROR: 3 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 10180000:00000002 Tex FragUber TFuncMod layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (set = 0, binding = 0) uniform sampler2D tex; layout (location = 1) in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; fragColor0 = v; }
eFootball Chelito 19 v1.20.3 2026-04-20 12 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:41: 'texture' : no matching overloaded function found ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float' ERROR: 0:41: '' : compilation terminated ERROR: 3 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 10180000:0001d002 Tex FragUber TFuncMod AlphaTest0 > layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (set = 0, binding = 0) uniform sampler2D tex; layout (location = 1) in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; if (v.a < 0.002) DISCARD; fragColor0 = v; }
ドラゴンボール タッグバーサス v1.18.1-986-ga174fdb19e 2026-11-03 118,638 AT3 header map lacks entry for bpf: 0 channels: 0
Crash® of the Titans v1.18.1 2025-06-09 3 Unknown GetPointerWrite 0a2d6bd0 PC 08c59d1c LR 08b47900
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.18.1 2025-09-10 5 80630007=sceAtracSetData(2, 08d4b180, 0001cbc0): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.18.1 2025-04-26 2 80630007=sceAtracSetData(2, 08d4b180, 0001dc28): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.18.1 2025-04-26 2 80630007=sceAtracSetData(2, 08d4b180, 0001aaf0): atracID uses different codec type than data
Prince of Persia - Revelations v1.18.1 2025-08-03 3 80630006=sceAtracSetDataAndGetID(09acb140, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.18.1 2025-01-05 2 80630006=sceAtracSetDataAndGetID(09aefc00, 00000800): invalid RIFF header
eFootball PC - V. v1.9.4 2026-11-03 2,409 80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): invalid RIFF header
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.18.1 2025-11-12 8 80630007=sceAtracSetData(2, 08d4b180, 00015370): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.18.1 2025-05-25 4 80630007=sceAtracSetData(2, 08d13140, 000378f8): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.18.1 2025-05-25 9 80630007=sceAtracSetData(2, 08d4b180, 000028d8): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.9 2025-05-25 5 80630007=sceAtracSetData(2, 08d4b180, 00012e40): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.9 2025-05-13 4 80630007=sceAtracSetData(3, 08d13140, 00000aec): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.18.1 2025-10-07 51 80630007=sceAtracSetData(2, 08d4b180, 000049a8): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.18.1 2025-02-24 3 80630007=sceAtracSetData(2, 08d4b180, 000107f8): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.18.1 2025-04-26 3 80630007=sceAtracSetData(2, 08d4b180, 0001f320): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.19.3-787-g5aa0856280 2025-11-14 6 UNTESTED sceNetAdhocPollSocket(09fff4bc, 1, 0, 1) at 08a63f20
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.20.3 2026-09-08 62 sceNetAdhocMatchingInit(32768) at 08a587d0
とある魔術の禁書目録 v1.18.1 2025-07-13 3 Unknown GetPointerWrite 00000000 PC 0891d4c0 LR 0891d4c0
WWE 2K22 EN ESPAÑOL BY ANT v1.18.1 2025-05-04 2 80630007=sceAtracSetData(2, 08d13140, 000060a0): atracID uses different codec type than data
WWE 2K22 EN ESPAÑOL BY ANT v1.8.0 2026-05-30 7 80630007=sceAtracSetData(2, 08d4b180, 00004c34): atracID uses different codec type than data
WWE 2K22 EN ESPAÑOL BY ANT v1.18.1 2025-05-18 2 80630007=sceAtracSetData(2, 08d4b180, 00002f24): atracID uses different codec type than data
WWE 2K22 EN ESPAÑOL BY ANT v1.18.1 2025-05-17 4 80630007=sceAtracSetData(2, 08d4b180, 0000665c): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.18.1 2025-05-20 4 80630007=sceAtracSetData(2, 08d4b180, 00010168): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.18.1 2025-06-28 5 80630007=sceAtracSetData(2, 08d4b180, 00007044): atracID uses different codec type than data
Class of Heroes 2 v1.18.1 2025-02-02 3 sceNetAdhocMatchingInit(32768) at 0881c3bc
WWE 2K22 EN ESPAÑOL BY ANT v1.9.4 2025-04-18 3 80630007=sceAtracSetData(2, 08d4b180, 000057d4): atracID uses different codec type than data
eFootball TM ARTS King Luxury v1.18.1 2024-11-20 19 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
WORLD SOCCER Winning Eleven 2014 蒼き侍の挑戦 v1.9.4 2025-12-29 256 MIPSCompileOp: Invalid instruction 4472a800
LigaPro de SUPER DUPER Gameplays v1.18.1 2025-06-19 63 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
ソウルキャリバー Broken Destiny v1.19.3 2025-10-29 11 UNTESTED sceNetAdhocSetSocketAlert(3, 00000080) at 08938540
eFootball v.2 by Tbose Jama v1.18.1 2026-11-08 77 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
Crash® of the Titans v1.18.1 2025-04-30 4 Unknown GetPointerWrite 000058fc PC 08c59c48 LR 08b0d348
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.18.1 2025-01-27 2 WriteToHardware: Invalid address 00000038 near PC 0881d1c8 LR 0881d1c8
PES FL 2022 v1.18.1 2025-06-10 21 Unknown GetPointerWrite 00000000 PC 08824a48 LR 088113c4
eFootball By TM ARTS v1.18.1 2025-06-06 7 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
Gran Turismo® v1.19.3 2026-10-14 33 BREAK instruction hit
SBK® Superbike World Championship v1.18.1 2025-04-03 3 sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 08e981d0): duplicate handler
Beaterator™ v1.18.1 2024-11-30 2 00000800=sceGeEdramSetAddrTranslation(00000800)
eFootball v1.18.1 2026-11-07 1,655 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
eFootball Libertadores 2K23 by lasso y total G v1.9.4 2025-12-21 2,704 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): fmt definition too small (16)
Crash® Mind Over Mutant v1.18.1 2025-05-11 19 Unknown GetPointerWrite 00000000 PC 08c99778 LR 08baf890
ソウルキャリバー Broken Destiny v1.18.1 2025-05-09 13 UNTESTED sceNetAdhocSetSocketAlert(4, 00000080) at 08937f50
Pro evolution soccer 4 v1.18.1 2025-07-15 7 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
PES FL 2022 v1.18.1 2025-06-06 27 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
DBZ BUDOKAI TENKAICHI 3 LATINO v1.18.1 2026-07-19 67,634 AT3 header map lacks entry for bpf: 0 channels: 0
WWE 2K24 STANDART EDITION v1.18.1 2024-11-27 5 80630007=sceAtracSetData(2, 08d4b180, 00004d00): atracID uses different codec type than data
WWE 2K24 STANDART EDITION v1.18.1 2024-11-28 2 80630007=sceAtracSetData(2, 08d13140, 00002c20): atracID uses different codec type than data
Need For Speed™ Underground Rivals v1.18.1 2025-05-01 2 WriteToHardware: Invalid address 00002260 near PC 0880dbb0 LR 0896d694
God of War™: Ghost of Sparta v1.18.1 2025-03-16 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 r8p0-00dev0 [Revision 96995]. 01f34515:00000f09 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 #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)) // 01f34515:00000f09 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 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 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 mediump vec3 u_lightatt2; 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 - 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.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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnor
God of War™: Ghost of Sparta v1.18.1 2025-03-16 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]. 01f34515:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 #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)) // 01f34515:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 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 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 mediump vec3 u_lightatt2; 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 - 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.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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
โทคิเด็น คิวามิ - แพทช์อังกฤษ v3.0 โดย HoaiTrung 97 FT v1.18.1 2024-12-01 2 WriteToHardware: Invalid address 00000098 near PC 08b59b9c LR 08c87fbc
eFootball Chelito 19 v1.18.1 2024-11-19 2 MIPSCompileOp: Invalid instruction 00012a79
PES FL 2022 v1.18.1 2025-02-27 13 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144

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