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| Game title |
Version |
Latest Report |
Hits |
Message |
| WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER |
v1.18.1-362-g01b4eb41be |
2025-08-10 |
9 |
80630006=sceAtracSetData(2, 08d4b180, 00006ecc): invalid RIFF header |
| PES FL 2022 |
v1.18.1 |
2025-02-08 |
5 |
Unknown GetPointerWrite 00000909 PC 08872ba4 LR 08872c0c |
| MYFC 25 MYUNO4U |
v1.18.1 |
2025-05-16 |
23 |
Unknown GetPointerWrite 00000000 PC 08816154 LR 0881615c |
| eFootball 2024 By Komo Valeri |
v1.9.3 |
2024-12-10 |
2 |
WriteToHardware: Invalid address 00000004 near PC 08856d1c LR 08856d28 |
| EA-Sports FC ATGX |
v1.18.1 |
2025-02-13 |
6 |
80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header |
| eFootball Play-C |
v1.18.1 |
2024-11-15 |
2 |
Unknown GetPointerWrite 00001b24 PC 08872bf8 LR 08872c1c |
| eFootball LUCIANO GAMER |
v1.20.3 |
2026-10-09 |
769 |
sceNetAdhocMatchingInit(32768) at 08a719b8 |
| Crash® of the Titans |
v1.18.1 |
2025-02-02 |
29 |
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].
01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t: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))
// 01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t: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 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 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 = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - 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;
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;
flo |
| WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER |
v1.18.1 |
2025-05-26 |
6 |
80630007=sceAtracSetData(2, 08d13140, 000033c8): atracID uses different codec type than data |
| EA FC 2024 BY MR-PATCH |
v1.18.1 |
2026-02-09 |
33 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
| Medal of Honor Heroes™ |
v1.20.4 |
2026-10-08 |
13 |
Block transfer invalid: 00000010/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0) |
| GTA: Liberty City Stories |
v1.18.1 |
2025-03-15 |
2 |
WriteToHardware: Invalid address 000004bc near PC 08ad6154 LR 08ad6154 |
| WWE SmackDown vs. RAW 2010 Revamped Edition |
v1.18.1 |
2024-12-26 |
3 |
80630007=sceAtracSetData(2, 08bd5600, 000026a0): atracID uses different codec type than data |
| eFootball PES 2021 By GABRIEL |
v1.18.1 |
2025-02-09 |
2 |
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 PES 2021 By GABRIEL |
v1.18.1 |
2025-02-24 |
5 |
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 PES 2021 By GABRIEL |
v1.18.1 |
2025-02-24 |
5 |
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 PES 2021 By GABRIEL |
v1.18.1 |
2025-02-24 |
6 |
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 PES 2021 By GABRIEL |
v1.18.1 |
2025-02-09 |
2 |
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 PES 2021 By GABRIEL |
v1.18.1 |
2025-02-24 |
6 |
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;
}
|
| WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER |
v1.18.1 |
2025-07-02 |
11 |
80630006=sceAtracSetData(3, 08d4b180, 00007334): invalid RIFF header |
| eFootball PC - V. |
v1.9.4 |
2026-04-22 |
26 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 000f |
| WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER |
v1.18.1 |
2025-03-28 |
7 |
80630006=sceAtracSetData(3, 08d4b180, 0000545c): invalid RIFF header |
| WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER |
v1.18.1 |
2025-01-05 |
3 |
80630007=sceAtracSetData(2, 08d13140, 00009408): atracID uses different codec type than data |
| Kao Challengers |
v1.20.4 |
2026-08-25 |
6 |
sceNetAdhocMatchingInit(32768) at 08a9f29c |
| PES FL 2022 |
v1.18.1 |
2025-11-11 |
283 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
| WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER |
v1.18.1 |
2026-06-24 |
26 |
80630006=sceAtracSetData(3, 08d4b180, 0000893c): invalid RIFF header |
| DRAGON BALL Z SHIN BUDOKAI 2 |
v1.18.1 |
2025-02-01 |
3 |
Unknown GetPointerWrite 37c25da0 PC 08996a8c LR 0893f308 |
| LEGO® Batman™: The Videogame |
v1.18.1 |
2025-03-21 |
2 |
MIPSCompileOp: Invalid instruction 431c700a |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.18.1 |
2025-05-28 |
8 |
80630007=sceAtracSetData(2, 08d4b180, 0000db20): atracID uses different codec type than data |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.18.1 |
2025-01-05 |
2 |
80630006=sceAtracSetDataAndGetID(08c78b40, 000d0800): invalid RIFF header |
| PES MY 2024 |
v1.18.1 |
2025-04-06 |
2 |
Unknown GetPointerWrite 00000000 PC 08808430 LR 08808448 |
| eFootball Euro y Copa America By T. Bendezu |
v1.9.4 |
2026-01-11 |
76 |
sceMp3Init: invalid data: not MPEG v1 |
| DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD |
v1.18.1 |
2025-05-04 |
3 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:150: 'outerProduct' : no matching overloaded function found
ERROR: 0:150: '=' : cannot convert from 'const float' to '4X4 matrix of float'
ERROR: 2 compilation errors. No code generated.
80000000:00000b08 HWX C T N Bezier
#version 300 es
// Driver: Adreno (TM) 306 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 80000000:00000b08 HWX C T N Bezier
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
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;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
uniform sampler2D u_tess_points;
uniform sampler2D u_tess_weights_u;
uniform sampler2D u_tess_weights_v;
uniform int u_spline_counts;
vec2 tess_sample(in vec2 points[16], mat4 weights) {
vec2 pos = vec2(0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
vec3 tess_sample(in vec3 points[16], mat4 weights) {
vec3 pos = vec3(0.0, 0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
vec4 tess_sample(in vec4 points[16], mat4 weights) {
vec4 pos = vec4(0.0, 0.0, 0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
struct Tess {
vec3 pos;
vec2 tex;
vec4 col;
};
void tessellate(out Tess tess) {
ivec2 point_pos = ivec2(position.z, normal.z) * 3;
ivec2 weight_idx = ivec2(position.xy);
vec3 _pos[16];
vec2 _tex[16];
vec4 _col[16];
int index_u, index_v;
index_u = (0 + point_pos.x);
index_v = (0 + point_pos.y);
_pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
index_u = (1 + point_pos.x);
index_v = (0 + point_pos.y);
_pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
index_u = (2 + point_pos.x);
index_v = (0 + point_pos.y);
_pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
index_u = (3 + point_pos.x);
index_v = (0 + point_pos.y);
_pos[3] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
index_u = (0 + point_pos.x);
index_v = (1 + point_pos.y);
_pos[4] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
index_u = (1 + point_pos.x);
index_v = (1 |
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sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 095280e0): duplicate handler |
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807f00fd=sceMp3Init(00000000): invalid sample rate v3 l2 rate 03 |
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807f00fd=sceMp3Init(00000000): invalid bitrate v1 l0 rate 0002 |
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807f00fd=sceMp3Init(00000000): invalid sample rate v3 l1 rate 03 |
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807f00fd=sceMp3Init(00000000): invalid bitrate v2 l1 rate 000f |
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MIPSCompileOp: Invalid instruction 00000301 |
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MIPSCompileOp: Invalid instruction 46554800 |
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Unknown GetPointerWrite 00000000 PC 0882b118 LR 0882b128 |
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1,806 |
MIPSCompileOp: Invalid instruction 01010101 |
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MIPSCompileOp: Invalid instruction 041aaf00 |
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v1.18.1-549-gcc040ab251 |
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Unknown GetPointerWrite 00000140 PC 088113d4 LR 088113dc |
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| 喧哗番长兄弟 东京之战 PLAY汉化版 |
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80630007=sceAtracSetData(2, 08d4b180, 00006000): atracID uses different codec type than data |
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Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
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sceNetAdhocMatchingInit(262144) at 088d3660 |
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Unknown GetPointerWrite 00000000 PC 08844a98 LR 08844aac |
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Unknown GetPointerWrite 00000000 PC 08824cf4 LR 088113dc |
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32 |
80630006=sceAtracSetDataAndGetID(09a25200, 00002800): invalid RIFF header |
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Unknown GetPointerWrite 00000000 PC 08b55818 LR 08817c38 |
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80630007=sceAtracSetData(2, 08bd5600, 000085e0): atracID uses different codec type than data |
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80630007=sceAtracSetData(2, 08bd5600, 00006000): atracID uses different codec type than data |
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13 |
Vertices without position found: (1260000b) [1260000b] P: ? C: ? T: f (4b) |
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Vertices without position found: (0460000c) [0460000c] P: ? C: ? (3b) |
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2025-06-20 |
5 |
Vertices without position found: (04200004) [04200004] P: ? C: ? (3b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-20 |
5 |
Vertices without position found: (12200004) [12200004] P: ? C: ? (3b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-20 |
5 |
Vertices without position found: (04200005) [04200005] P: ? C: ? T: u8 (3b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-20 |
8 |
Vertices without position found: (12200005) [12200005] P: ? C: ? T: u8 (3b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-20 |
9 |
Vertices without position found: (0480000b) [0480000b] P: ? C: ? T: f (through) (4b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-05-13 |
4 |
Vertices without position found: (04200003) [04200003] P: ? T: f (12b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-05-13 |
5 |
Vertices without position found: (12200003) [12200003] P: ? T: f (12b) |
| Resistance: Retribution™ |
v1.18.1 |
2024-12-04 |
2 |
Vertices without position found: (1220002b) [1220002b] P: ? N: s8 C: ? T: f (8b) |
| Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
2 |
Vertices without position found: (04000018) [04000018] P: ? C: 4444 (6b) |
| Resistance: Retribution™ |
v1.18.1 |
2024-12-21 |
3 |
Vertices without position found: (12000018) [12000018] P: ? C: 4444 (6b) |
| Resistance: Retribution™ |
v1.18.1 |
2024-12-04 |
2 |
Vertices without position found: (12000015) [12000015] P: ? C: 5551 T: u8 (8b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-20 |
5 |
Vertices without position found: (04000015) [04000015] P: ? C: 5551 T: u8 (8b) |
| Resistance: Retribution™ |
v1.18.1 |
2024-12-04 |
2 |
Vertices without position found: (12400032) [12400032] P: ? N: s8 C: 565 T: u16 (12b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-20 |
8 |
Vertices without position found: (04600004) [04600004] P: ? C: ? (3b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-20 |
10 |
Vertices without position found: (12600004) [12600004] P: ? C: ? (3b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-20 |
8 |
Vertices without position found: (04000007) [04000007] P: ? C: ? T: f (4b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-20 |
9 |
Vertices without position found: (12000007) [12000007] P: ? C: ? T: f (4b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-20 |
6 |
Vertices without position found: (04200007) [04200007] P: ? C: ? T: f (4b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-20 |
7 |
Vertices without position found: (12200007) [12200007] P: ? C: ? T: f (4b) |
| Resistance: Retribution™ |
v1.18.1 |
2024-11-11 |
2 |
Vertices without position found: (04c00022) [04c00022] P: ? N: s8 T: u16 (through) (10b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-02-27 |
2 |
Vertices without position found: (0460002b) [0460002b] P: ? N: s8 C: ? T: f (8b) |
| Resistance: Retribution™ |
v1.18.1 |
2024-12-04 |
2 |
Vertices without position found: (12600010) [12600010] P: ? C: 565 (6b) |
| Resistance: Retribution™ |
v1.18.1 |
2024-12-04 |
2 |
Vertices without position found: (1240000a) [1240000a] P: ? C: ? T: u16 (4b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-05-13 |
6 |
Vertices without position found: (04000008) [04000008] P: ? C: ? (3b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-05-13 |
4 |
Vertices without position found: (04200008) [04200008] P: ? C: ? (3b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-20 |
5 |
Vertices without position found: (04c00003) [04c00003] P: ? T: f (through) (12b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-05-12 |
4 |
Vertices without position found: (12400011) [12400011] P: ? C: 565 T: u8 (8b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-05-12 |
4 |
Vertices without position found: (12400005) [12400005] P: ? C: ? T: u8 (3b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-20 |
5 |
Vertices without position found: (04400008) [04400008] P: ? C: ? (3b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-06-20 |
8 |
Vertices without position found: (12400008) [12400008] P: ? C: ? (3b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-05-13 |
5 |
Vertices without position found: (04000003) [04000003] P: ? T: f (12b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-05-13 |
4 |
Vertices without position found: (0480001c) [0480001c] P: ? C: 8888 (through) (8b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-05-12 |
4 |
Vertices without position found: (12200045) [12200045] P: ? N: s16 C: ? T: u8 (10b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-05-13 |
7 |
Vertices without position found: (12200009) [12200009] P: ? C: ? T: u8 (3b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-05-13 |
4 |
Vertices without position found: (0420000e) [0420000e] P: ? C: ? T: u16 (4b) |