Recent logs - v1.18.1

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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
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2024-11-18 3 00000000=sceUtilityScreenshotInitStart(09cad0e8)
DBS TTT LATINO - LOS IJUE30S v1.18.1-986-ga174fdb19e 2025-09-09 44,361 AT3 header map lacks entry for bpf: 0 channels: 0
MLB 11 The Show™ v1.18.1 2025-03-18 2 scePsmfPlayerSetPsmf*: incorrect PSMF magic (3d3d3d3d), bad data
EA SPORTS FC By Charly v1.18.1 2024-12-19 20 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
DBS TTT LATINO - LOS IJUE30S v1.18.1-635-g41bd984a7e 2025-09-09 2,485 00000400=sceGeEdramSetAddrTranslation(00000800)
喧哗番长兄弟 东京之战 PLAY汉化版 v1.18.1 2025-05-13 4 00000000=sceUtilityScreenshotInitStart(095333f0)
喧哗番长兄弟 东京之战 PLAY汉化版 v1.18.1 2025-05-05 2 00000000=sceUtilityScreenshotInitStart(093a5520)
喧哗番长兄弟 东京之战 PLAY汉化版 v1.18.1 2025-03-05 4 00000000=sceUtilityScreenshotInitStart(093aa4a0)
喧嘩番長5~漢の法則~ v1.18.1 2025-04-27 2 00000000=sceUtilityScreenshotInitStart(0956ec90)
喧嘩番長5~漢の法則~ v1.18.1 2025-04-27 2 00000000=sceUtilityScreenshotInitStart(0956eb00)
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-06-11 7 MIPSCompileOp: Invalid instruction 0100ce01
PES FL 2022 v1.18.1 2025-07-13 30 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
eFootball 2024 by GHIFFA PROJECT v1.18.1 2025-02-02 18 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.18.1 2025-05-31 8 80630007=sceAtracSetData(2, 08d4b180, 00009408): atracID uses different codec type than data
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-04 5 WriteToHardware: Invalid address 4000f9c8 near PC 0894db10 LR 0894db10
Dragon Ball Z: Tenkaichi Tag Team v1.18.1-945-gb0182ed0e6 2026-07-16 14,667 AT3 header map lacks entry for bpf: 0 channels: 0
PES MY 2024 v1.18.1 2025-04-03 13 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
eFootball PES 2020 C19 & Nibeck Tv v1.18.1 2025-03-23 7 Unknown GetPointerWrite 1c2d32c0 PC 0884c3d8 LR 08820e88
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-27 88 MIPSCompileOp: Invalid instruction 7e7e7788
Dragon Ball Tag VS v1.18.1-607-g82fa82be2c 2026-07-15 23,726 AT3 header map lacks entry for bpf: 0 channels: 0
EFOOTBALL NEW PATCH SEASON 2025.... v1.9.4 2025-05-12 35 MIPSCompileOp: Invalid instruction 00000001
Dragon Ball Z: Tenkaichi Tag Team v1.18.1-12-g1124be79f8 2025-05-30 8 MIPSCompileOp: Invalid instruction 45323a43
Dragon Ball Z: Tenkaichi Tag Team v1.18.1-12-g1124be79f8 2025-06-25 17 MIPSCompileOp: Invalid instruction 433a3245
Marvel™: Ultimate Alliance 2 v1.18.1 2025-01-18 3 Unknown GetPointerWrite 00000000 PC 08bf7d84 LR 08adbf0c
MYFC 25 MYUNO4U v1.9.4 2025-04-08 11 sceMp3Init: invalid data: not MPEG v1
eFootball 2024 Girabola By JG v1.18.1 2025-08-03 12 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
Dragon Ball Xenoverse 2 By FNT WALKER v1.18.1 2025-06-05 1,816 AT3 header map lacks entry for bpf: 0 channels: 0
Tomb Raider: Legend™ v1.18.1-353-gcc9a25cffa 2026-04-29 5 Unknown GetPointerWrite 00000000 PC 0882aad0 LR 0882aad0
Tomb Raider: Legend™ v1.18.1-353-gcc9a25cffa 2026-04-29 5 sceNetAdhocMatchingInit(32768) at 08829fe4
EFOOTBALL NEW PATCH SEASON 2025.... v1.18.1 2024-12-07 33 Unknown GetPointerWrite 00000000 PC 08a029d8 LR 08816144
Grand Theft Auto: Vice City Stories v1.18.1 2025-05-05 2 MIPSCompileOp: Invalid instruction 0015bbbe
EFOOTBALL NEW PATCH SEASON 2025.... v1.18.1 2025-03-18 10 Unknown GetPointerWrite 00000000 PC 08a02a0c LR 0922dd94
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-10-30 99 WriteToHardware: Invalid address 00000004 near PC 08856d1c LR 08856d28
WWE'12 v1.18.1 2025-05-10 3 Unknown GetPointerWrite 0e7d5563 PC 08bfbde0 LR 08bfbe04
DTM Race Driver 2 v1.18.1 2025-08-15 2 Video end without audio end, potentially skipping some audio?
RIDE 4 v1.18.1 2025-08-17 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09087440): duplicate handler
RIDE 4 v1.18.1 2026-05-28 90 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090840f0): duplicate handler
RIDE 4 v1.18.1 2026-05-28 94 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092a9d40): duplicate handler
DRAGON BALL BUDOKAI TENKAICHI 3 v1.18.1 2025-06-06 164 AT3 header map lacks entry for bpf: 0 channels: 0
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-24 3 Jump in likely branch delay slot with link at 096bf6c0
eFOOTBALL 2020 v1.18.1 2024-11-13 2 MIPSCompileOp: Invalid instruction 0075683f
eFOOTBALL 2020 v1.18.1 2024-11-13 5 MIPSCompileOp: Invalid instruction 0004683f
eFOOTBALL 2020 v1.18.1 2024-11-13 4 MIPSCompileOp: Invalid instruction 0008683f
RIDE 4 v1.18.1 2026-05-27 15 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08f819c0): duplicate handler
RIDE 4 v1.18.1 2025-01-29 4 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090871f0): duplicate handler
RIDE 4 v1.18.1 2026-05-28 55 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 093c53d0): duplicate handler
RIDE 4 v1.18.1 2026-05-28 55 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08f81590): duplicate handler
RIDE 4 v1.18.1 2026-05-28 212 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08fa80c0): duplicate handler
Tom Clancy's Splinter Cell® Essentials v1.19.3 2025-08-13 9 Rendering to framebuffer offset at 04088000 +256x0 (stride 512)
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-07-26 115 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 000f
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.7.5 2025-06-04 4 MIPSCompileOp: Invalid instruction 00000005
PES MY 2024 v1.18.1 2025-12-24 126 sceMp3Init: invalid data: not layer 3
DBAF TTT Ultimate Combat DEMO v1.18.1-1284-g9703a57c94 2025-08-27 4,147 AT3 header map lacks entry for bpf: 0 channels: 0
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2024-11-08 3 Block transfer invalid: 00000000/0 -> 00000000/0, 1x1x2 (0,0)->(0,0)
EFOOTBALL NEW PATCH SEASON 2025.... v1.9.4 2025-05-01 813 80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): invalid RIFF header
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-22 3 WriteToHardware: Invalid address 11f72e30 near PC 0880de08 LR 0880de08
Fate/EXTRA CCC v1.18.1 2025-02-23 5 80630006=sceAtracSetDataAndGetID(08b98b80, 00004264): invalid RIFF header
eFootball Play-C v1.18.1 2025-03-07 3 WriteToHardware: Invalid address 00000004 near PC 08863d74 LR 088a69f4
eFootball Play-C v1.18.1 2025-06-24 31 Unknown GetPointerWrite 00000000 PC 08a02a0c LR 08828800
FIFA STREET 2 v1.20.4 2026-11-07 258 Block transfer invalid: 00000010/0 -> 04000000/0, 1024x736x2 (0,0)->(0,0)
UEFA Champions League™ 2006-2007 v1.18.1 2025-04-06 3 Unknown GetPointerWrite 000005c0 PC 08da96a0 LR 08da96a0
不思議のダンジョン 風来のシレン4 plus 神の眼と悪魔のヘソ v1.18.1 2025-10-15 3 sceNetAdhocMatchingInit(16384) at 08b33b0c
かまいたちの夜2 特別篇 v1.18.1 2025-01-04 49 sceMpegRingbufferPut(): invalid mpeg data
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-08 3 Jump to invalid address: 0b1401a0 PC 08000000 LR 08000000
SplinterCell v1.18.1 2026-03-11 8 MIPSCompileOp: Invalid instruction 0000e51e
eFOOTBALL 2020 v1.18.1 2024-12-12 2 MIPSCompileOp: Invalid instruction 749c2862
eFootball 2024 v1.18.1-908-gd7aa236e13 2026-11-04 3,289 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
eFootball 2024 v1.18.1 2025-09-15 79 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
eFootball Play-C v1.18.1 2025-12-29 5 WriteToHardware: Invalid address 00000004 near PC 08863d74 LR 08849a58
Ghost Rider v1.18.1 2025-03-10 2 MIPSCompileOp: Invalid instruction 4e000000
Ghost Rider v1.18.1 2025-03-10 2 MIPSCompileOp: Invalid instruction 6e657571
eFootball Chelito 19 v1.20.4 2026-07-05 11 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:40: 'clamp' : no matching overloaded function found ERROR: 0:40: '' : compilation terminated ERROR: 2 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; // 10180000:00200000 Fog FragUber 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 (location = 1) in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 v = v_color0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; }
eFootball Chelito 19 v1.20.4 2026-07-05 10 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:40: 'clamp' : no matching overloaded function found ERROR: 0:40: '' : compilation terminated ERROR: 2 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; // 10184000:00200000 Fog Flat FragUber 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 (location = 1) flat in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 v = v_color0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; }
eFootball Chelito 19 v1.18.1 2024-11-28 6 Vulkan error in shader compilation: info: ERROR: 0:40: 'length' : no matching overloaded function found ERROR: 0:40: '' : compilation terminated ERROR: 2 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 00000000:00000128 HWX C Cull layout (std140, set = 0, binding = 3) uniform baseVars { 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 (location = 0) in vec3 position; layout (location = 5) in vec4 color0; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; 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(0.0, 0.0, 1.0, 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; v_color0 = color0; v_texcoord = splat3(0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; if (gl_Position.z == gl_Position.w) gl_Position.z *= 0.999999; }
eFootball Chelito 19 v1.18.1 2024-11-28 6 Vulkan error in shader compilation: info: ERROR: 0:41: 'length' : no matching overloaded function found ERROR: 0:41: '' : compilation terminated ERROR: 2 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 00000000:00000928 HWX C T Cull layout (std140, set = 0, binding = 3) uniform baseVars { 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 (location = 0) in vec3 position; layout (location = 1) in vec2 texcoord; layout (location = 5) in vec4 color0; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; 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(0.0, 0.0, 1.0, 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; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; if (gl_Position.z == gl_Position.w) gl_Position.z *= 0.999999; }
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-02-02 4 MIPSCompileOp: Invalid instruction 425f3035
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-02-02 7 MIPSCompileOp: Invalid instruction 43aa0000
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.5.4 2026-03-10 5 80630007=sceAtracSetData(2, 08d4b180, 000107f8): atracID uses different codec type than data
EA-Sports FC ATGX v1.18.1-1063-g102b515f7c 2026-01-31 86 sceNetAdhocMatchingInit(32768) at 08a719b8
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.18.1 2025-04-09 2 00000000=sceUtilityScreenshotInitStart(09a82308)
eFootball Play-C v1.18.1 2026-04-13 5 Unknown GetPointerWrite 00000140 PC 088113d4 LR 088113dc
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.18.1 2025-03-18 2 00000000=sceUtilityScreenshotInitStart(09a8cf88)
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-29 5 Branch in branch delay slot at 08817314 with different target
Ratchet v1.18.1 2025-03-15 2 Unknown GetPointerWrite 4a004fa8 PC 09246e60 LR 09246d58
WWE 2K24 v1.9.4 2025-07-11 12 80630007=sceAtracSetData(2, 08d4b180, 00010000): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.18.1 2025-06-19 10 80630007=sceAtracSetData(2, 08d13140, 000060a0): atracID uses different codec type than data
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-17 2 MIPSCompileOp: Invalid instruction eeffffff
Kenka Bancho: Badass Rumble v1.18.1 2024-11-11 2 00000000=sceUtilityScreenshotInitStart(091a6e90)
eFootball v.2 by Tbose Jama v1.18.1 2025-04-28 2 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
eFootball PC - V. v1.9.4 2026-10-01 445 80630006=sceAtracSetDataAndGetID(09a25200, 00001800): invalid RIFF header
SBK®09 Superbike World Championship v1.18.1 2024-12-06 4 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09049fe0): duplicate handler
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-09-18 34 WriteToHardware: Invalid address 00000004 near PC 08863d6c LR 0884c9fc
God of War®: Ghost of Sparta v1.19.3 2026-01-01 9 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]. 01730144:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01730144:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular2 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin
God of War®: Ghost of Sparta v1.19.3 2026-01-01 8 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]. 01730144:00000f29 HWX C T N LM RevN Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01730144:00000f29 HWX C T N LM RevN Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(-normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular2 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_c
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-07-19 16 WriteToHardware: Invalid address 00000004 near PC 08863d6c LR 08856c34
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-08-16 15 WriteToHardware: Invalid address 108300ac near PC 08870c24 LR 08870c24
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-08-16 15 WriteToHardware: Invalid address 1083007c near PC 08875c48 LR 08875c48
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-08-16 14 WriteToHardware: Invalid address 10830050 near PC 08870c04 LR 08870c04
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2024-12-06 2 00000000=sceUtilityScreenshotInitStart(09caba88)
Tenchu: Shadow Assassins v1.18.1 2025-04-24 4 Unknown GetPointerWrite 00000000 PC 08b5ad90 LR 08979c08

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