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
WWE SmackDown! vs. RAW 2006. v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 619f8c3f
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 Branch in branch delay slot at 09a27d04 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1-162-gfe38e8822c 2025-03-22 29 MIPSCompileOp: Invalid instruction 7f00f0fd
MLB 11 The Show™ v1.18.1 2024-11-13 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (a941b195), bad data
MLB 11 The Show™ v1.18.1 2024-11-13 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (615f751e), bad data
MLB 11 The Show™ v1.18.1 2024-11-13 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (fffcff00), bad data
Dragon Ball S: Multiverse Break v1.18.1 2024-11-13 2 MIPSCompileOp: Invalid instruction d0b62e68
Dragon Ball S: Multiverse Break v1.18.1 2024-11-13 2 MIPSCompileOp: Invalid instruction 4c045c00
Dragon Ball S: Multiverse Break v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 9cb72e68
Dragon Ball S: Multiverse Break v1.18.1 2024-11-13 2 Branch in branch delay slot at 088048c8 with different target
ISO BT3 PORTABLE:VICTOR MODDER TTT v1.18.1 2024-11-13 4 MIPSCompileOp: Invalid instruction 01000001
Resistance: Retribution™ v1.18.1 2025-04-05 2 Unknown GetPointerWrite 1fffa938 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2024-11-13 1 Unknown GetPointerWrite 1907a938 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2024-11-13 1 Unknown GetPointerWrite 02ffa938 PC 08d09d20 LR 08cd6754
Resistance: Retribution™ v1.18.1 2024-11-13 1 Block transfer invalid: d1d63750/0 -> a3cb97f0/0, 498x906x4 (118,401)->(787,71)
Gangs of London™ v1.18.1 2024-11-16 3 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]. 01f70444:00010b08 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 #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)) // 01f70444:00010b08 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 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 mediump mat4 u_texmtx; 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 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 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 = color0.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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; gl_Position = outPos; }
Gangs of London™ v1.18.1 2024-11-16 3 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]. 01f70444:00010b09 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 #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)) // 01f70444:00010b09 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 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 mediump mat4 u_texmtx; 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 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 = color0.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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; gl_Position = outPos; }
Gangs of London™ v1.18.1 2024-11-16 3 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]. 01f70444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 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)) // 01f70444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 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 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); 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 || projPos.y < u_cullRangeMin.
Gangs of London™ v1.18.1 2024-11-16 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 r8p0-00dev0 [Revision 96995]. 01f10444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 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)) // 01f10444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp: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 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); 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 || projPos.y < u_cullRangeMin.
Prince of Persia - Revelations v1.18.1 2024-11-13 1 80630006=sceAtracSetDataAndGetID(09918000, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.18.1 2024-11-13 1 80630006=sceAtracSetDataAndGetID(09905540, 00000800): invalid RIFF header
Gangs of London™ v1.18.1 2024-11-16 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 r8p0-00dev0 [Revision 96995]. 01f70444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 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)) // 01f70444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 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 mediump vec3 u_lightatt2; 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 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 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 = color0.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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 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
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 2 MIPSCompileOp: Invalid instruction f312b70c
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 2 MIPSCompileOp: Invalid instruction 015598ba
Call of Duty : Roads to Victory™ v1.19.3 2025-08-21 2 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]. 01f10444:00050b00 HWX T N TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 #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)) // 01f10444:00050b00 HWX T N TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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 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 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; gl_Position = outPos; }
EA FC 2024 BY RA-PATCH v1.18.1 2025-05-30 19 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
WWE GOD MODE 23 v1.18.1 2024-11-13 1 80630007=sceAtracSetData(3, 08d4b180, 00002400): atracID uses different codec type than data
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428a116e
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428d41a3
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 42931317
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 429da9aa
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428763fb
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 424024fe
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 42997df1
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428f830c
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 4219efde
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 4288aca3
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 429643b6
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428c24ff
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 420f9ba8
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 4297e314
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 4299fe95
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 42696bac
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428bff93
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428bac0f
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428f2078
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 42446cee
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428d37dc
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428e8efc
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 42875d0c
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428aa328
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 42891652
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 42854484
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428da61a
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 421337a6
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 427e2444
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428a797b
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 422a9c52
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428ea66e
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428dca2e
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 421dee54
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 42875aa4
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428d88e8
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428ab38f
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 4276c90b
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 429683e3
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428d06dd
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428c8035
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428aef85
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 42aa95ef
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428736ab
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 421b12fb
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 4289d8c9
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428914e3
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 42921d0a
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 4295fb6f
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 423dd90e
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428c0130
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 421d70f0
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 4289a800
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428962e8
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 42881707
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428d143a
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 4289d512
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428965f8
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 42976031
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 428a95ce
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 4291c421
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 4288f9d7
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 42995867
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 429cae6f
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 429106c0
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 42059879
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 438954d3
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 4223ae0f
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 427f5244
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 41f19d2c
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 4383b962
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 439721a2
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 43a4ee71

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