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
Spider-Man 3 v1.18.1 2025-01-18 2 MIPSCompileOp: Invalid instruction 4700ff00
Spider-Man 3 v1.18.1 2025-01-18 1 MIPSCompileOp: Invalid instruction 44ffff30
Spider-Man 3 v1.18.1 2025-01-18 1 WriteToHardware: Invalid address 00000230 near PC 08a327af LR 08a140b4
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.18.1 2025-02-14 2 00000000=sceUtilityScreenshotInitStart(09a8bc68)
Spider-Man 3 v1.18.1 2025-01-18 1 Branch in RSZeroComp delay slot at 04101344 in block starting at 04101344
Gran Turismo® v1.18.1 2025-01-18 1 MIPSCompileOp: Invalid instruction 635f7265
Assassin's Creed: Bloodlines™ v1.18.1 2025-01-18 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bd6be4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.18.1 2025-01-18 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bd6be4, 4, 00000000, 0)
WWE'12 v1.18.1 2025-01-18 1 Unknown GetPointerWrite 0d83ea94 PC 08bfbde0 LR 08bfbe04
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.18.1 2025-01-18 1 WriteToHardware: Invalid address 00000038 near PC 08a5dab4 LR 08a57670
SBK®09 Superbike World Championship v1.18.1 2025-01-18 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0923f2c0): duplicate handler
SBK®09 Superbike World Championship v1.18.1 2025-01-18 3 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091b3a80): duplicate handler
WSSP 23 By ARIAN v1.18.1 2025-01-18 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08fc1290): duplicate handler
WSSP 23 By ARIAN v1.18.1 2025-01-21 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09045e80): duplicate handler
WSSP 23 By ARIAN v1.18.1 2025-01-18 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0903c870): duplicate handler
eFootball Chelito 19 v1.18.1 2026-11-05 25 807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 0000
TEKKEN 6 v1.18.1 2025-01-18 1 WriteToHardware: Invalid address 0007d248 near PC 08000000 LR 08000000
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.18.1 2025-01-18 1 WriteToHardware: Invalid address 00000498 near PC 08ad3a38 LR 08ad4474
WWE All Stars v1.18.1 2025-01-18 1 WriteToHardware: Invalid address 00002a18 near PC 088f5288 LR 089f6918
WWE All Stars v1.18.1 2025-01-18 95 Bad VAG samples address? 08ccd120 / 9986812
Prince of Persia - Rival Swords v1.18.1 2025-01-18 1 Unusual bezier/spline vtype: 12450747, morph: 1, bones: 5
Resistance: Retribution™ v1.18.1 2025-07-18 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 r8p0-00dev0 [Revision 96995]. 01f15551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 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)) // 01f15551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = do
eFootball Chelito 19 v1.18.1 2025-04-30 8 MIPSCompileOp: Invalid instruction 043c0308
eFootball Chelito 19 v1.18.1 2025-04-30 8 MIPSCompileOp: Invalid instruction 02286301
KHLMANIA v1.18.1 2025-01-18 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09359ff4, 4, 00000000, 0)
Resistance: Retribution™ v1.18.1 2025-01-18 2 Unknown GetPointerWrite 260a5dc8 PC 08d09d20 LR 08cd6754
三国恋戦記 DISC2 v1.18.1 2025-01-18 2 00000000=sceUtilityScreenshotInitStart(08caa5c8)
Tom Clancy's Splinter Cell® Essentials v1.18.1 2025-01-18 1 MIPSCompileOp: Invalid instruction 43d58832
Tom Clancy's Splinter Cell® Essentials v1.18.1 2025-01-18 1 MIPSCompileOp: Invalid instruction 42b49c2b
Tom Clancy's Splinter Cell® Essentials v1.18.1 2025-01-18 4 MIPSCompileOp: Invalid instruction 0006be85
Tom Clancy's Splinter Cell® Essentials v1.18.1 2025-01-18 1 MIPSCompileOp: Invalid instruction 0000f8fb
Tom Clancy's Splinter Cell® Essentials v1.18.1 2025-01-18 1 MIPSCompileOp: Invalid instruction 43d55056
Tom Clancy's Splinter Cell® Essentials v1.18.1 2025-01-18 1 MIPSCompileOp: Invalid instruction 420c6b84
Tom Clancy's Splinter Cell® Essentials v1.18.1 2025-01-18 2 MIPSCompileOp: Invalid instruction 0008235e
Tom Clancy's Splinter Cell® Essentials v1.18.1 2025-01-18 2 MIPSCompileOp: Invalid instruction 0000fcb9
Redbull Rookie Cup v1.18.1 2025-01-18 1 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 090ead00): duplicate handler
Redbull Rookie Cup v1.18.1 2025-01-18 1 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 0904a500): duplicate handler
Redbull Rookie Cup v1.18.1 2025-01-18 1 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 09222700): duplicate handler
Redbull Rookie Cup v1.18.1 2025-01-18 1 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 091b7e20): duplicate handler
Redbull Rookie Cup v1.18.1 2025-01-18 1 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 090c73a0): duplicate handler
Redbull Rookie Cup v1.18.1 2025-01-18 1 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08f9cc00): duplicate handler
WSSP 23 By ARIAN v1.18.1 2025-01-18 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090404a0): duplicate handler
WSSP 23 By ARIAN v1.18.1 2025-01-18 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090380a0): duplicate handler
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 1 MIPSCompileOp: Invalid instruction 42e0c000
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 3 MIPSCompileOp: Invalid instruction 43006000
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 3 MIPSCompileOp: Invalid instruction 42fec000
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 3 MIPSCompileOp: Invalid instruction 435b8ccc
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 3 MIPSCompileOp: Invalid instruction 43e0f99a
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 3 MIPSCompileOp: Invalid instruction 435c0ccc
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 3 MIPSCompileOp: Invalid instruction 43e0b99a
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 3 MIPSCompileOp: Invalid instruction 4312a000
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 3 MIPSCompileOp: Invalid instruction 437c8000
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 3 MIPSCompileOp: Invalid instruction 435b0ccc
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 3 MIPSCompileOp: Invalid instruction 4311a000
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 3 MIPSCompileOp: Invalid instruction 43480000
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 3 MIPSCompileOp: Invalid instruction 43070000
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 3 MIPSCompileOp: Invalid instruction 42fcc000
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 3 MIPSCompileOp: Invalid instruction 43e0799a
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 3 MIPSCompileOp: Invalid instruction 437b8000
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 3 MIPSCompileOp: Invalid instruction 41100000
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 4 MIPSCompileOp: Invalid instruction 434a0000
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 3 MIPSCompileOp: Invalid instruction 43080000
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 3 MIPSCompileOp: Invalid instruction 4313a000
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 3 MIPSCompileOp: Invalid instruction 437a8000
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 3 MIPSCompileOp: Invalid instruction 41080000
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 1 MIPSCompileOp: Invalid instruction 43310000
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 1 MIPSCompileOp: Invalid instruction 432b0000
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 9 MIPSCompileOp: Invalid instruction 006500fe
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 1 MIPSCompileOp: Invalid instruction 43f00000
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 3 MIPSCompileOp: Invalid instruction 43078000
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 1 MIPSCompileOp: Invalid instruction 42c20000
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 3 MIPSCompileOp: Invalid instruction 43490000
eFootball PES 2023 Danilo Gamer v1.18.1 2025-01-18 1 MIPSCompileOp: Invalid instruction 43880000
初音ミク -Project DIVA- 2nd v1.18.1 2025-01-18 1 00000000=sceUtilityScreenshotInitStart(09392c40)
.hack//Link v1.18.1 2025-01-18 2 00000000=sceUtilityScreenshotInitStart(0930d760)
DFU25 v1.18.1 2025-01-18 1 Unknown GetPointerWrite 00000000 PC 08871374 LR 0887138c
Resistance: Retribution™ v1.18.1 2025-01-18 1 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]. 01f19555:00000b29 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:2 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)) // 01f19555:00000b29 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:2 MatUp:1 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 = color0; 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; 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot * lightScale; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u
Resistance: Retribution™ v1.18.1 2025-07-12 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 r8p0-00dev0 [Revision 96995]. 01700551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t: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)) // 01700551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0)
Resistance: Retribution™ v1.18.1 2025-07-12 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 r8p0-00dev0 [Revision 96995]. 01700551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t: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)) // 01700551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t: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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular2 *
MLB 11 The Show™ v1.18.1 2025-01-18 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (7fffffff), bad data
eFOOTBALL 2020 v1.18.1 2025-01-17 1 MIPSCompileOp: Invalid instruction eecc2862
eFOOTBALL 2020 v1.18.1 2025-01-17 1 MIPSCompileOp: Invalid instruction ef0c0000
eFOOTBALL 2020 v1.18.1 2025-01-17 1 MIPSCompileOp: Invalid instruction ee843053
eFOOTBALL 2020 v1.18.1 2025-01-17 1 MIPSCompileOp: Invalid instruction 0000007b
eFOOTBALL 2020 v1.18.1 2025-01-17 1 MIPSCompileOp: Invalid instruction 01000055
eFOOTBALL 2020 v1.18.1 2025-01-17 1 MIPSCompileOp: Invalid instruction 7bde39ce
eFOOTBALL 2020 v1.18.1 2025-01-17 1 MIPSCompileOp: Invalid instruction 7bde6f5b
eFOOTBALL 2020 v1.18.1 2025-01-17 1 MIPSCompileOp: Invalid instruction 44ac3053
eFOOTBALL 2020 v1.18.1 2025-01-17 1 MIPSCompileOp: Invalid instruction 05040302
eFOOTBALL 2020 v1.18.1 2025-01-17 1 MIPSCompileOp: Invalid instruction 4ccc68ad
eFOOTBALL 2020 v1.18.1 2025-01-17 1 MIPSCompileOp: Invalid instruction 6b39318c
eFOOTBALL 2020 v1.18.1 2025-01-17 1 MIPSCompileOp: Invalid instruction 4d0068ad
eFOOTBALL 2020 v1.18.1 2025-01-17 1 MIPSCompileOp: Invalid instruction 45340000
eFOOTBALL 2020 v1.18.1 2025-01-17 1 Branch in RSZeroComp delay slot at 04201c50 in block starting at 04201c18
eFOOTBALL 2020 v1.18.1 2025-01-17 1 MIPSCompileOp: Invalid instruction 44f42862
eFOOTBALL 2020 v1.18.1 2025-01-17 1 MIPSCompileOp: Invalid instruction 4c540000
Syphon Filter™ Dark Mirror v1.18.1 2025-01-17 1 MIPSCompileOp: Invalid instruction cda12222
Syphon Filter™ Dark Mirror v1.18.1 2025-01-17 1 Branch in branch delay slot at 042e60f4 with different target
Syphon Filter™ Dark Mirror v1.18.1 2025-01-17 1 MIPSCompileOp: Invalid instruction cd711112
Syphon Filter™ Dark Mirror v1.18.1 2025-01-17 1 MIPSCompileOp: Invalid instruction ccccdb9b

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