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| Game title |
Version |
Latest Report |
Hits |
Message |
| eFootball PC - V. |
v1.20.4 |
2026-07-08 |
4 |
Vulkan error in shader compilation: info: ERROR: 0:39: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 00000000:00000928 HWX C T Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
if (u_depthRange.y >= 1.0) {
gl_ClipDistance[0] = outPos.z;
} else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
gl_ClipDistance[0] = outPos.w - outPos.z;
} else {
gl_ClipDistance[0] = 0.0;
}
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
| eFootball PC - V. |
v1.20.4 |
2026-07-08 |
4 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10180000:00000002 Tex FragUber TFuncMod
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb *= u_texNoAlphaMul.y;
fragColor0 = v;
}
|
| eFootball PC - V. |
v1.20.2 |
2026-03-14 |
2 |
Vulkan error in shader compilation: info: ERROR: 0:53: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 01000000:80000b20 HWX T N Light: LightUberShader Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (std140, set = 0, binding = 4) uniform lightVars {
vec4 u_ambient;
vec3 u_matdiffuse;
vec4 u_matspecular;
vec3 u_matemissive;
uint u_lightControl; // light ubershader control bits
vec3 u_lightpos[4];
vec3 u_lightdir[4];
vec3 u_lightatt[4];
vec4 u_lightangle_spotCoef[4];
vec3 u_lightambient[4];
vec3 u_lightdiffuse[4];
vec3 u_lightspecular[4];
};
layout (location = 0) in vec3 position;
layout (location = 2) in vec3 normal;
layout (location = 1) in vec2 texcoord;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(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);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
for (uint i = 0; i < 4; i++) {
if ((u_lightControl & (0x1u << i)) != 0x0u) {
comp = (u_lightControl >> uint(0x4u + 0x4u * i)) & 0x3u;
type = (u_lightControl >> uint(0x4u + 0x4u * i + 0x2u)) & 0x3u;
toLight = u_lightpos[i];
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt[i], vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir[i], toLight);
if (angle >= u_lightangle_spotCoef[i].x) {
lightScale = attenuation * (u_lightangle_spotCoef[i].y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef[i].y));
} else {
lightScale = 0.0;
}
}
} else {
lightScale = 1.0;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0;
}
diffuse = (u_lightdiffuse[i] * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u && ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
lightSum1 += u_lightspecular[i] * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient[i] * ambientColor.rgb + diffuse) * lightScale;
}
} v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_u |
| eFootball PC - V. |
v1.20.4 |
2026-07-08 |
4 |
Vulkan error in shader compilation: info: ERROR: 0:38: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 00000000:00000128 HWX C Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 0) in vec3 position;
layout (location = 5) in vec4 color0;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
v_color0 = color0;
v_texcoord = splat3(0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
if (u_depthRange.y >= 1.0) {
gl_ClipDistance[0] = outPos.z;
} else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
gl_ClipDistance[0] = outPos.w - outPos.z;
} else {
gl_ClipDistance[0] = 0.0;
}
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
| eFootball PC - V. |
v1.20.2 |
2026-03-14 |
2 |
Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 40000000:00000028 C Flat Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 0) in vec4 position;
layout (location = 2) in float fog;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) flat out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = fog;
mat2 displayRotation = mat2(
u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0), u_rotation == 1.0 ? 1.0 : (u_rotation == 3.0 ? -1.0 : 0.0),
u_rotation == 3.0 ? 1.0 : (u_rotation == 1.0 ? -1.0 : 0.0), u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0)
);
vec4 pos = position;
pos.xy = mul(displayRotation, pos.xy);
vec4 outPos = pos;
if (u_depthRange.y >= 1.0) {
gl_ClipDistance[0] = outPos.z;
} else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
gl_ClipDistance[0] = outPos.w - outPos.z;
} else {
gl_ClipDistance[0] = 0.0;
}
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
| eFootball PC - V. |
v1.20.4 |
2026-07-08 |
4 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10184000:0021d002 Tex Fog Flat FragUber TFuncMod AlphaTest0 >
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
|
| eFootball PC - V. |
v1.20.4 |
2026-07-08 |
4 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10180000:0021d002 Tex Fog FragUber TFuncMod AlphaTest0 >
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
|
| eFootball PC - V. |
v1.20.2 |
2026-03-14 |
2 |
Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 40000000:00000020 Flat Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 0) in vec4 position;
layout (location = 2) in float fog;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) flat out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = fog;
mat2 displayRotation = mat2(
u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0), u_rotation == 1.0 ? 1.0 : (u_rotation == 3.0 ? -1.0 : 0.0),
u_rotation == 3.0 ? 1.0 : (u_rotation == 1.0 ? -1.0 : 0.0), u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0)
);
vec4 pos = position;
pos.xy = mul(displayRotation, pos.xy);
vec4 outPos = pos;
if (u_depthRange.y >= 1.0) {
gl_ClipDistance[0] = outPos.z;
} else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
gl_ClipDistance[0] = outPos.w - outPos.z;
} else {
gl_ClipDistance[0] = 0.0;
}
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
| eFootball PC - V. |
v1.20.4 |
2026-07-08 |
4 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10180000:00200002 Tex Fog FragUber TFuncMod
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
| eFootball PC - V. |
v1.20.4 |
2026-07-08 |
4 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10184000:00200002 Tex Fog Flat FragUber TFuncMod
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
| eFootball PC - V. |
v1.20.4 |
2026-07-08 |
4 |
Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 00000000:0000000a THR C
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 0) in vec4 position;
layout (location = 2) in float fog;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = fog;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| eFootball PC - V. |
v1.20.2 |
2026-03-14 |
2 |
Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 40000000:0000000a THR C Flat
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 0) in vec4 position;
layout (location = 2) in float fog;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) flat out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = fog;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| eFootball PC - V. |
v1.20.4 |
2026-07-08 |
4 |
Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 40000000:00000002 THR Flat
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 0) in vec4 position;
layout (location = 2) in float fog;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) flat out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = fog;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| Crash™ Tag Team Racing |
v1.18.1 |
2024-12-20 |
4 |
80630006=sceAtracSetDataAndGetID(0968e540, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2024-12-20 |
3 |
80630006=sceAtracSetDataAndGetID(09672480, 00014000): invalid RIFF header |
| FRONTIER GATE Boost+ |
v1.18.1 |
2024-12-20 |
1 |
MIPSCompileOp: Invalid instruction 74756f6d |
| FRONTIER GATE Boost+ |
v1.18.1 |
2024-12-20 |
1 |
MIPSCompileOp: Invalid instruction 00415f68 |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.18.1 |
2024-12-20 |
1 |
Unknown GetPointerWrite 0000091b PC 08872bb4 LR 08872c1c |
| Kenka Bancho: Badass Rumble |
v1.18.1 |
2024-12-20 |
2 |
00000000=sceUtilityScreenshotInitStart(091a75f0) |
| Kenka Bancho: Badass Rumble |
v1.18.1 |
2024-12-20 |
2 |
00000000=sceUtilityScreenshotInitStart(091a5e80) |
| Kenka Bancho: Badass Rumble |
v1.18.1 |
2024-12-20 |
1 |
00000000=sceUtilityScreenshotInitStart(091a5890) |
| PES Ultimate Patch 2021 |
v1.18.1 |
2024-12-20 |
1 |
MIPSCompileOp: Invalid instruction 40e31821 |
| PES Ultimate Patch 2021 |
v1.18.1 |
2024-12-20 |
1 |
Jump in likely branch delay slot with link at 088cdbf0 |
| PES Ultimate Patch 2021 |
v1.18.1 |
2024-12-20 |
1 |
MIPSCompileOp: Invalid instruction 00431001 |
| Resistance: Retribution™ |
v1.18.1 |
2025-03-30 |
8 |
Unknown GetPointerWrite 0bf9cce8 PC 08d09d20 LR 08cd6754 |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2024-12-20 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b17f34, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2024-12-20 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b17f34, 4, 00000000, 0) |
| SBK®08 Superbike World Championship |
v1.18.1 |
2024-12-20 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 090027b0): duplicate handler |
| SBK®08 Superbike World Championship |
v1.18.1 |
2024-12-20 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 090014c0): duplicate handler |
| ナルティメットアクセル3 |
v1.18.1 |
2024-12-20 |
1 |
WriteToHardware: Invalid address 00000082 near PC 088aa1fc LR 088a9a94 |
| eFootball 2024 By Komo Valeri |
v1.18.1 |
2024-12-20 |
1 |
Unknown GetPointerWrite 0000091b PC 08872bb4 LR 08872c1c |
| Crash™ Tag Team Racing |
v1.18.1 |
2024-12-20 |
8 |
80630006=sceAtracSetDataAndGetID(09b56ac0, 00014000): invalid RIFF header |
| Prince of Persia - Rival Swords |
v1.18.1 |
2024-12-20 |
1 |
Block transfer invalid: 00000000/0 -> 00132fd0/0, 546x961x2 (17,704)->(1,896) |
| Prince of Persia - Rival Swords |
v1.18.1 |
2024-12-20 |
3 |
Vertices without position found: (01000009) [01000009] P: ? C: ? T: u8 (3b) |
| Prince of Persia - Rival Swords |
v1.18.1 |
2025-06-16 |
7 |
Vertices without position found: (12000009) [12000009] P: ? C: ? T: u8 (3b) |
| Prince of Persia - Rival Swords |
v1.18.1 |
2024-12-20 |
2 |
Vertices without position found: (01200013) [01200013] P: ? C: 565 T: f (16b) |
| Prince of Persia - Rival Swords |
v1.18.1 |
2025-06-16 |
6 |
Vertices without position found: (05200013) [05200013] P: ? C: 565 T: f (16b) |
| Prince of Persia - Rival Swords |
v1.18.1 |
2024-12-20 |
2 |
Vertices without position found: (05a00005) [05a00005] P: ? C: ? T: u8 (through) (3b) |
| Prince of Persia - Rival Swords |
v1.18.1 |
2024-12-20 |
3 |
Vertices without position found: (01800023) [01800023] P: ? N: s8 T: f (through) (16b) |
| Prince of Persia - Rival Swords |
v1.18.1 |
2024-12-20 |
2 |
Vertices without position found: (01a00005) [01a00005] P: ? C: ? T: u8 (through) (3b) |
| Prince of Persia - Rival Swords |
v1.18.1 |
2024-12-20 |
3 |
Vertices without position found: (0100000d) [0100000d] P: ? C: ? T: u8 (3b) |
| Prince of Persia - Rival Swords |
v1.18.1 |
2024-12-20 |
3 |
Vertices without position found: (01460006) [01460006] P: ? C: ? T: u16 Morph: 2 (8b) |
| Prince of Persia - Rival Swords |
v1.18.1 |
2024-12-20 |
3 |
Vertices without position found: (01220010) [01220010] P: ? C: 565 (6b) |
| Prince of Persia - Rival Swords |
v1.18.1 |
2024-12-20 |
3 |
Vertices without position found: (05460006) [05460006] P: ? C: ? T: u16 Morph: 2 (8b) |
| Prince of Persia - Rival Swords |
v1.18.1 |
2024-12-20 |
3 |
Vertices without position found: (01200025) [01200025] P: ? N: s8 C: ? T: u8 (6b) |
| Prince of Persia - Rival Swords |
v1.18.1 |
2024-12-20 |
3 |
Vertices without position found: (01fdfe00) [01fdfe00] P: ? W: f (8x) I: ? Morph: 8 (through) (288b) |
| Prince of Persia - Rival Swords |
v1.18.1 |
2024-12-20 |
3 |
Vertices without position found: (0580001f) [0580001f] P: ? C: 8888 T: f (through) (16b) |
| Prince of Persia - Rival Swords |
v1.18.1 |
2024-12-20 |
3 |
Vertices without position found: (0120001b) [0120001b] P: ? C: 4444 T: f (16b) |
| Prince of Persia - Rival Swords |
v1.18.1 |
2024-12-20 |
3 |
Vertices without position found: (0520001b) [0520001b] P: ? C: 4444 T: f (16b) |
| Prince of Persia - Rival Swords |
v1.18.1 |
2024-12-20 |
3 |
Vertices without position found: (0180001f) [0180001f] P: ? C: 8888 T: f (through) (16b) |
| Prince of Persia - Rival Swords |
v1.18.1 |
2024-12-20 |
3 |
Vertices without position found: (01400004) [01400004] P: ? C: ? (3b) |
| Prince of Persia - Rival Swords |
v1.18.1 |
2024-12-20 |
3 |
Vertices without position found: (01020009) [01020009] P: ? C: ? T: u8 (3b) |
| Prince of Persia - Rival Swords |
v1.18.1 |
2024-12-20 |
3 |
Vertices without position found: (05200025) [05200025] P: ? N: s8 C: ? T: u8 (6b) |
| Prince of Persia - Rival Swords |
v1.18.1 |
2024-12-20 |
3 |
Vertices without position found: (05400004) [05400004] P: ? C: ? (3b) |
| Prince of Persia - Rival Swords |
v1.18.1 |
2024-12-20 |
2 |
Vertices without position found: (05800023) [05800023] P: ? N: s8 T: f (through) (16b) |
| Prince of Persia - Rival Swords |
v1.18.1 |
2024-12-20 |
4 |
Unusual bezier/spline vtype: 12fdfe00, morph: 7, bones: 8 |
| FIFA 07 |
v1.18.1 |
2024-12-20 |
1 |
Unknown GetPointerWrite 00000100 PC 08de3038 LR 08d12724 |
| EA FC25 BY GERTISGAMING FREE VERSION |
v1.18.1 |
2025-12-12 |
2 |
MIPSCompileOp: Invalid instruction 00010101 |
| EA FC25 BY GERTISGAMING FREE VERSION |
v1.18.1 |
2024-12-20 |
1 |
MIPSCompileOp: Invalid instruction 00080001 |
| EA FC25 BY GERTISGAMING FREE VERSION |
v1.18.1 |
2024-12-20 |
1 |
MIPSCompileOp: Invalid instruction 464c457f |
| EA FC25 BY GERTISGAMING FREE VERSION |
v1.18.1 |
2024-12-20 |
1 |
Branch in branch delay slot at 09de9010 with different target |
| EA FC25 BY GERTISGAMING FREE VERSION |
v1.18.1 |
2026-08-01 |
17 |
MIPSCompileOp: Invalid instruction 00000001 |
| Crash™ Tag Team Racing |
v1.18.1 |
2024-12-20 |
1 |
80630006=sceAtracSetDataAndGetID(09a64b80, 00014000): invalid RIFF header |
| MLB 11 The Show™ |
v1.18.1 |
2024-12-20 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (550de9bf), bad data |
| Crash™ Tag Team Racing |
v1.18.1 |
2024-12-20 |
1 |
80630006=sceAtracSetDataAndGetID(09402880, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2024-12-20 |
1 |
80630006=sceAtracSetDataAndGetID(09606580, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2024-12-20 |
10 |
80630006=sceAtracSetDataAndGetID(095f2500, 00014000): invalid RIFF header |
| BOMBERMAN |
v1.18.1 |
2024-12-20 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(4L4cKNc, 2, 2, 09fff470, 30000000, 0) at 088d05d4 |
| BOMBERMAN |
v1.18.1 |
2024-12-20 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(4L4cKNc, a0:6d:8a:56:ae:6a, 30000000, 0) at 088d02ac |
| eFootball PES 2020 C19 & Nibeck Tv |
v1.18.1 |
2024-12-20 |
1 |
Unknown GetPointerWrite 00000000 PC 08816084 LR 08816098 |
| eFootball TM ALL BLACK |
v1.18.1 |
2024-12-27 |
2 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| UFC® Undisputed™ 2010 |
v1.18.1 |
2024-12-27 |
6 |
MIPSCompileOp: Invalid instruction 63000000 |
| UFC® Undisputed™ 2010 |
v1.18.1 |
2024-12-27 |
6 |
MIPSCompileOp: Invalid instruction 420c6321 |
| NARUTO SHIPPUDEN: Ultimate Ninja Heroes 3 |
v1.18.1 |
2024-12-20 |
1 |
00000000=sceUtilityScreenshotInitStart(09a826e8) |
| Prince of Persia - Revelations |
v1.18.1 |
2024-12-20 |
1 |
80630006=sceAtracSetDataAndGetID(098c38c0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.18.1 |
2024-12-20 |
1 |
80630006=sceAtracSetDataAndGetID(0975e5c0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.18.1 |
2024-12-20 |
1 |
80630006=sceAtracSetDataAndGetID(096f4e80, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.18.1 |
2024-12-20 |
1 |
80630006=sceAtracSetDataAndGetID(097e8e40, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.18.1 |
2024-12-20 |
1 |
80630006=sceAtracSetDataAndGetID(09711bc0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.18.1 |
2024-12-20 |
1 |
80630006=sceAtracSetDataAndGetID(097d5480, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.18.1 |
2024-12-20 |
1 |
80630006=sceAtracSetDataAndGetID(097e7f40, 00000800): invalid RIFF header |
| MLB 11 The Show™ |
v1.18.1 |
2024-12-20 |
1 |
MIPSCompileOp: Invalid instruction 61a3b402 |
| MLB 11 The Show™ |
v1.18.1 |
2024-12-20 |
1 |
MIPSCompileOp: Invalid instruction b30008af |
| MLB 11 The Show™ |
v1.18.1 |
2024-12-20 |
1 |
MIPSCompileOp: Invalid instruction b0000034 |
| MLB 11 The Show™ |
v1.18.1 |
2024-12-20 |
2 |
MIPSCompileOp: Invalid instruction b60030af |
| MLB 11 The Show™ |
v1.18.1 |
2024-12-20 |
1 |
MIPSCompileOp: Invalid instruction b40700af |
| MLB 11 The Show™ |
v1.18.1 |
2024-12-20 |
1 |
MIPSCompileOp: Invalid instruction b3000034 |
| MLB 11 The Show™ |
v1.18.1 |
2024-12-20 |
8 |
MIPSCompileOp: Invalid instruction 61a53600 |
| MLB 11 The Show™ |
v1.18.1 |
2024-12-20 |
1 |
MIPSCompileOp: Invalid instruction 40a82586 |
| MLB 11 The Show™ |
v1.18.1 |
2024-12-20 |
2 |
MIPSCompileOp: Invalid instruction 40a02586 |
| MLB 11 The Show™ |
v1.18.1 |
2024-12-20 |
8 |
MIPSCompileOp: Invalid instruction 40202527 |
| MLB 11 The Show™ |
v1.18.1 |
2024-12-20 |
1 |
WriteToHardware: Invalid address 00002501 near PC 097a4597 LR 0977270f |
| MLB 11 The Show™ |
v1.18.1 |
2024-12-20 |
3 |
MIPSCompileOp: Invalid instruction b506fcaf |
| MLB 11 The Show™ |
v1.18.1 |
2024-12-20 |
1 |
MIPSCompileOp: Invalid instruction d178280e |
| MLB 11 The Show™ |
v1.18.1 |
2024-12-20 |
2 |
MIPSCompileOp: Invalid instruction b4070000 |
| MLB 11 The Show™ |
v1.18.1 |
2024-12-20 |
1 |
MIPSCompileOp: Invalid instruction b3000844 |
| MLB 11 The Show™ |
v1.18.1 |
2024-12-20 |
1 |
MIPSCompileOp: Invalid instruction 053ea8af |
| MLB 11 The Show™ |
v1.18.1 |
2024-12-20 |
1 |
MIPSCompileOp: Invalid instruction b40030af |
| MLB 11 The Show™ |
v1.18.1 |
2024-12-20 |
1 |
Branch in branch delay slot at 0978a8f7 with different target |
| MLB 11 The Show™ |
v1.18.1 |
2024-12-20 |
1 |
Branch in branch delay slot at 0978a8f3 with different target |