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
ISO BT3 PORTABLE:VICTOR MODDER TTT v1.18.1 2024-11-14 2 MIPSCompileOp: Invalid instruction 42d40000
ISO BT3 PORTABLE:VICTOR MODDER TTT v1.18.1 2024-11-14 5 MIPSCompileOp: Invalid instruction 42fa0000
ISO BT3 PORTABLE:VICTOR MODDER TTT v1.18.1 2024-11-14 2 MIPSCompileOp: Invalid instruction 42ec0000
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.18.1 2024-11-14 1 WriteToHardware: Invalid address 00000080 near PC 0880b23c LR 0880b23c
グランナイツヒストリー v1.18.1 2024-11-14 2 00000000=sceUtilityScreenshotInitStart(08deac00)
PATAPON® 3 v1.18.1 2025-10-02 4 NpSignin Init Params: 00000000, 00000000, 00000000, 00000000
Ben 10 Ultimate Alien Cosmic Destruction v1.18.1 2024-11-14 4 scePsmfPlayerSetPsmf*: incorrect PSMF magic (992f2f50), bad data
FRONTIER GATE Boost+ v1.18.1 2024-12-14 2 Branch in JumpReg delay slot at 09f82408 in block starting at 09f82408
God of War®: Ghost of Sparta v1.18.1 2024-11-14 12 WriteToHardware: Invalid address 000f425b near PC 08b79468 LR 0882468c
Def Jam® Fight For NY™: The Takeover v1.18.1 2024-11-14 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(6a12e8f, f0:0e:2e:e0:cc:db, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.18.1 2024-11-14 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(45fd513, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
WWE SmackDown! vs. RAW 2006. v1.18.1 2024-11-14 4 80630006=sceAtracSetData(0, 08b80810, 00015c00): invalid RIFF header
WWE SmackDown! vs. RAW 2006. v1.18.1 2024-11-14 1 80630006=sceAtracSetData(0, 08b80810, 00003000): invalid RIFF header
WWE SmackDown! vs. RAW 2006. v1.18.1 2024-11-14 4 80630006=sceAtracSetData(0, 08b80810, 00002300): invalid RIFF header
WWE SmackDown! vs. RAW 2006. v1.18.1 2024-11-14 12 80630006=sceAtracSetData(0, 08b80810, 00005400): invalid RIFF header
WWE SmackDown! vs. RAW 2006. v1.18.1 2024-11-14 4 80630006=sceAtracSetData(0, 08b80810, 00002b00): invalid RIFF header
WWE SmackDown! vs. RAW 2006. v1.18.1 2024-11-14 8 80630006=sceAtracSetData(0, 08b80810, 0000d700): invalid RIFF header
WWE SmackDown! vs. RAW 2006. v1.18.1 2024-11-14 1 80630006=sceAtracSetData(1, 08b80810, 00005400): invalid RIFF header
Def Jam® Fight For NY™: The Takeover v1.18.1 2024-11-14 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(3a22918, f0:0e:2e:e0:cc:db, 20000000, 0) at 0897eeec
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-14 1 MIPSCompileOp: Invalid instruction 00000d79
eFootball Chelito 19 v1.18.1 2024-11-14 1 Branch in JumpReg delay slot at 09d25d60 in block starting at 09d25d40
PATCH SPARTAN11 v1.18.1 2025-06-19 21 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 0000
Def Jam® Fight For NY™: The Takeover v1.18.1 2024-11-14 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(bbb60c6, bc:d0:da:21:20:02, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.18.1 2024-11-14 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(bbb60c6, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Def Jam® Fight For NY™: The Takeover v1.18.1 2024-11-14 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(8a73c70, cd:6a:36:16:a8:b4, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.18.1 2024-11-14 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(8a73c70, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Def Jam® Fight For NY™: The Takeover v1.18.1 2024-11-14 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(faf8718, a0:90:a6:30:42:1c, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.18.1 2024-11-14 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(8d6112a, a0:90:a6:30:42:1c, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.18.1 2024-11-14 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(49712ce, a0:90:a6:30:42:1c, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.18.1 2024-11-14 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(49712ce, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Assassin's Creed: Bloodlines™ v1.18.1 2024-11-14 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bad9d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.18.1 2024-11-14 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bad9d4, 4, 00000000, 0)
Buzz!™: Brain Bender v1.18.1 2024-11-14 1 Unknown GetPointerWrite 0a007488 PC 089144ac LR 0880d7cc
Prince of Persia: The Forgotten Sands™ v1.18.1 2024-11-14 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09462f24, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.18.1 2024-11-14 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09462f24, 4, 00000000, 0)
WWE SmackDown! vs. RAW 2006. v1.18.1 2024-11-13 2 MIPSCompileOp: Invalid instruction 00000001
WWE SmackDown! vs. RAW 2006. v1.18.1 2024-11-13 1 MIPSCompileOp: Invalid instruction 0009a91e
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

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