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| 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 |