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| Game title |
Version |
Latest Report |
Hits |
Message |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-21 |
1 |
MIPSCompileOp: Invalid instruction 44f72468 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-21 |
1 |
MIPSCompileOp: Invalid instruction 00f72468 |
| WWE 2K25 BY LETSKIMODZ |
v1.9.4 |
2026-01-09 |
156 |
80630007=sceAtracSetData(2, 08d4b180, 00020000): atracID uses different codec type than data |
| WWE 2K25 BY LETSKIMODZ |
v1.18.1 |
2025-01-24 |
6 |
80630006=sceAtracSetData(2, 08d4b180, 00003a58): invalid RIFF header |
| Prince of Persia - Revelations |
v1.18.1 |
2025-01-21 |
1 |
80630006=sceAtracSetDataAndGetID(0976fac0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.18.1 |
2025-01-21 |
1 |
80630006=sceAtracSetDataAndGetID(09a6b0c0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.18.1 |
2025-01-21 |
1 |
80630006=sceAtracSetDataAndGetID(0975ce80, 00000800): invalid RIFF header |
| WWE SmackDown vs. RAW 2011 |
v1.18.1 |
2025-01-21 |
282 |
No DL ID available to enqueue |
| WWE 2K25 BY LETSKIMODZ |
v1.9.4 |
2026-04-02 |
24 |
80630007=sceAtracSetData(2, 08d4b180, 00010000): atracID uses different codec type than data |
| WWE 2K25 BY LETSKIMODZ |
v1.9.4 |
2025-12-06 |
37 |
80630006=sceAtracSetData(2, 08d4b180, 00009aac): invalid RIFF header |
| NBA LIVE 06 |
v1.18.1 |
2025-01-21 |
1 |
Truncating vertex count from 24300 to 21845 |
| WWE 2K25 BY LETSKIMODZ |
v1.19.3 |
2025-10-06 |
10 |
sceNetAdhocMatchingInit(32768) at 08a587d0 |
| SOCOM: U.S. Navy SEALs Fireteam Bravo |
v1.18.1 |
2025-01-21 |
1 |
80630006=sceAtracSetDataAndGetID(08e7c0c0, 00045d00): invalid RIFF header |
| MLB 11 The Show™ |
v1.18.1 |
2025-01-21 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (000001ae), bad data |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.18.1 |
2025-01-21 |
1 |
MIPSCompileOp: Invalid instruction 7ab777a7 |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.18.1 |
2025-01-21 |
2 |
MIPSCompileOp: Invalid instruction 42400000 |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.18.1 |
2025-01-21 |
2 |
MIPSCompileOp: Invalid instruction 43cc0000 |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.18.1 |
2025-01-21 |
2 |
MIPSCompileOp: Invalid instruction 43ee0000 |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.18.1 |
2025-01-21 |
4 |
MIPSCompileOp: Invalid instruction 43780000 |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.18.1 |
2025-01-21 |
2 |
MIPSCompileOp: Invalid instruction 42aa0000 |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.18.1 |
2025-01-21 |
2 |
MIPSCompileOp: Invalid instruction 42140000 |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.18.1 |
2025-01-21 |
4 |
MIPSCompileOp: Invalid instruction 477fff00 |
| DBZ TTT:The Legacy Of Tenkaichi V2 |
v1.18.1 |
2025-01-21 |
6 |
MIPSCompileOp: Invalid instruction 42880000 |
| MLB 11 The Show™ |
v1.18.1 |
2025-01-21 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (3064726f), bad data |
| Prince of Persia The Forgotten Sands™ |
v1.18.1 |
2025-01-21 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 0954430c, 4, 00000000, 0) |
| Prince of Persia The Forgotten Sands™ |
v1.18.1 |
2025-01-21 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 0954430c, 4, 00000000, 0) |
| WWE 2K25 BY LETSKIMODZ |
v1.9.4 |
2026-06-07 |
1,555 |
80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first |
| WWE 2K25 BY LETSKIMODZ |
v1.9.4 |
2026-06-07 |
1,544 |
80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-21 |
1 |
80420014=__sceSasCoreWithMix(08b65a00, 2f0c80c0, 4096, 4096): invalid address |
| eFootball 2025 By Syhrilz Project v1 |
v1.18.1 |
2025-01-25 |
4 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| Spider-Man 3 |
v1.18.1 |
2025-01-24 |
12 |
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 r10p0-00rel0 [Revision 96995].
03730110:41c00b29 HWX C T N LM Bones:8 Light: 0: c:0 t:0 1: c:1 t:0 2: c:1 t:0 MatUp:3 WScale 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))
// 03730110:41c00b29 HWX C T N LM Bones:8 Light: 0: c:0 t:0 1: c:1 t:0 2: c:1 t:0 MatUp:3 WScale 1 Cull
attribute mediump vec4 w1, w2;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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 = 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;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
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 ;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
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 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(te |
| SOCOM: U.S. Navy SEALs Fireteam Bravo |
v1.18.1 |
2025-01-21 |
1 |
80630006=sceAtracSetDataAndGetID(08e7c0c0, 00040580): invalid RIFF header |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-01-21 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb8694, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-01-21 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb8694, 4, 00000000, 0) |
| God of War™: Ghost of Sparta |
v1.18.1 |
2025-01-21 |
1 |
WriteToHardware: Invalid address 00000029 near PC 08a79014 LR 08a79014 |
| SOCOM: U.S. Navy SEALs Fireteam Bravo |
v1.18.1 |
2025-01-21 |
10 |
80630006=sceAtracSetDataAndGetID(08e7c0c0, 00057480): invalid RIFF header |
| SOCOM: U.S. Navy SEALs Fireteam Bravo |
v1.18.1 |
2025-01-21 |
1 |
80630006=sceAtracSetDataAndGetID(08e38f00, 00040580): invalid RIFF header |
| SOCOM: U.S. Navy SEALs Fireteam Bravo |
v1.18.1 |
2025-01-21 |
2 |
80630006=sceAtracSetDataAndGetID(08e38f00, 00057480): invalid RIFF header |
| eFootball Chelito 19 |
v1.18.1 |
2026-05-07 |
5 |
Unknown GetPointerWrite 00000000 PC 08808458 LR 08808460 |
| Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-01-21 |
1 |
MIPSCompileOp: Invalid instruction 01108c85 |
| eFootball PC - V. |
v1.7.4 |
2025-07-05 |
2 |
MIPSCompileOp: Invalid instruction 00000677 |
| eFootball PC - V. |
v1.18.1 |
2025-01-21 |
1 |
MIPSCompileOp: Invalid instruction 702df605 |
| eFootball PC - V. |
v1.18.1 |
2025-01-21 |
1 |
MIPSCompileOp: Invalid instruction 000005fd |
| eFootball PC - V. |
v1.18.1 |
2025-01-21 |
1 |
MIPSCompileOp: Invalid instruction 76bf7677 |
| eFootball PC - V. |
v1.18.1 |
2025-01-21 |
1 |
MIPSCompileOp: Invalid instruction cff93000 |
| eFootball PC - V. |
v1.18.1 |
2025-01-21 |
1 |
MIPSCompileOp: Invalid instruction 6bfffb10 |
| eFootball PC - V. |
v1.18.1 |
2025-01-21 |
1 |
MIPSCompileOp: Invalid instruction 000cd23f |
| eFootball PC - V. |
v1.18.1 |
2025-01-21 |
1 |
WriteToHardware: Invalid address dead5e6b near PC 08043d04 LR 08000020 |
| eFootball PC - V. |
v1.18.1 |
2025-01-21 |
1 |
MIPSCompileOp: Invalid instruction 000006fb |
| eFootball PC - V. |
v1.18.1 |
2025-01-21 |
1 |
MIPSCompileOp: Invalid instruction 000005fc |
| eFootball PC - V. |
v1.9.4 |
2026-09-11 |
3 |
MIPSCompileOp: Invalid instruction 000006fd |
| eFootball PC - V. |
v1.18.1 |
2025-01-21 |
1 |
MIPSCompileOp: Invalid instruction 7677703f |
| eFootball PC - V. |
v1.18.1 |
2025-01-21 |
1 |
MIPSCompileOp: Invalid instruction 000cd03f |
| eFootball PC - V. |
v1.18.1 |
2025-01-21 |
1 |
MIPSCompileOp: Invalid instruction 42000000 |
| eFootball PC - V. |
v1.18.1 |
2026-10-24 |
2 |
MIPSCompileOp: Invalid instruction 63000000 |
| God of War®: Ghost of Sparta |
v1.18.1 |
2025-01-21 |
1 |
WriteToHardware: Invalid address 00000029 near PC 088b56e4 LR 088b56e4 |
| WSSP 23 By ARIAN |
v1.18.1 |
2025-01-21 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08ea5620): duplicate handler |
| Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-03-30 |
14 |
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 r10p0-00rel0 [Revision 96995].
03f10444:41c00b00 HWX T N Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 1
#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))
// 03f10444:41c00b00 HWX T N Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 1
attribute mediump vec4 w1, w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform mat4 u_bone7;
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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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 |
| Call of Duty : Roads to Victory™ |
v1.18.1 |
2025-03-30 |
23 |
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 r10p0-00rel0 [Revision 96995].
03710044:40c50b00 HWX T N TexProjUV UVMtx Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 MatUp:1 WScale 1
#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))
// 03710044:40c50b00 HWX T N TexProjUV UVMtx Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 MatUp:1 WScale 1
attribute mediump vec4 w1;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
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 lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3);
vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875;
vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;
mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * 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;
}
|
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2025-01-21 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(4c9bb7d, 1, 2, 09fbf960, 20000000, 0) at 0897eb28 |
| eFootball 2025 Pre-Temporada By Naaxz |
v1.18.1 |
2025-01-21 |
3 |
MIPSCompileOp: Invalid instruction 00000001 |
| eFootball 2025 Pre-Temporada By Naaxz |
v1.18.1 |
2025-01-21 |
2 |
MIPSCompileOp: Invalid instruction 000003e8 |
| eFootball 2025 Pre-Temporada By Naaxz |
v1.18.1 |
2025-01-21 |
1 |
MIPSCompileOp: Invalid instruction 01000101 |
| eFootball 2025 Pre-Temporada By Naaxz |
v1.18.1 |
2025-01-21 |
1 |
MIPSCompileOp: Invalid instruction 00000101 |
| Ghost Rider |
v1.18.1 |
2025-01-21 |
1 |
WriteToHardware: Invalid address 00000dd0 near PC 08939804 LR 08962b6c |
| God of War®: Ghost of Sparta |
v1.18.1 |
2025-01-21 |
8 |
Failed decrypting the PRX (ret = -4, size = 5616185, psp_size = 5616528)! |
| Grand Theft Auto: Liberty City Stories |
v1.18.1 |
2025-01-31 |
20 |
BREAK instruction hit |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-01-21 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c8a7a4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-01-21 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c8a7a4, 4, 00000000, 0) |
| PES 2014 |
v1.18.1 |
2025-01-21 |
1 |
MIPSCompileOp: Invalid instruction 71ede79c |
| Grand Theft Auto: Liberty City Stories |
v1.18.1 |
2025-01-21 |
1 |
Branch in branch delay slot at 088f2723 with different target |
| WWE SmackDown vs. RAW 2010: Revamped Edition |
v1.18.1 |
2025-01-21 |
1 |
80630007=sceAtracSetData(2, 08bd5600, 00005000): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2010: Revamped Edition |
v1.18.1 |
2025-01-21 |
1 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
| WWE SmackDown vs. RAW 2010: Revamped Edition |
v1.18.1 |
2025-01-21 |
1 |
Unknown GetPointerWrite 00000000 PC 088d948c LR 088d94a4 |
| WWE SmackDown vs. RAW 2010: Revamped Edition |
v1.18.1 |
2025-01-21 |
3 |
80630007=sceAtracSetData(2, 08b9d5c0, 00038000): atracID uses different codec type than data |
| UFC® Undisputed™ 2010 |
v1.18.1 |
2025-01-21 |
1 |
sceKernelReleaseSubIntrHandler(-559038737, -559038737): invalid interrupt |
| UFC® Undisputed™ 2010 |
v1.18.1 |
2025-01-21 |
1 |
80420014=__sceSasCore(deadbeef, deadbeef): invalid address |
| UFC® Undisputed™ 2010 |
v1.18.1 |
2025-01-21 |
1 |
WriteToHardware: Invalid address deadbeef near PC 08e05124 LR 08b685a0 |
| Daxter |
v1.18.1 |
2025-01-21 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da0c90, 4, 00000000, 0) |
| eFootball PC - V. |
v1.18.1 |
2025-01-21 |
2 |
MIPSCompileOp: Invalid instruction 72023ad4 |
| METAL SLUG XX™ |
v1.18.1 |
2025-01-21 |
1 |
Decoding texture from VRAM mirror at 04428790 swizzle=1 |
| SOCOM: U.S. Navy SEALs Fireteam Bravo |
v1.18.1 |
2025-01-21 |
4 |
80630006=sceAtracSetDataAndGetID(08e7c0c0, 0002d700): invalid RIFF header |
| Spider-Man 3 |
v1.18.1 |
2025-01-20 |
1 |
MIPSCompileOp: Invalid instruction 45af6ba0 |
| Spider-Man 3 |
v1.18.1 |
2025-01-20 |
2 |
MIPSCompileOp: Invalid instruction 45af6c17 |
| Spider-Man 3 |
v1.18.1 |
2025-01-20 |
1 |
MIPSCompileOp: Invalid instruction 450c0705 |
| Spider-Man 3 |
v1.18.1 |
2025-01-20 |
2 |
MIPSCompileOp: Invalid instruction 45af70e4 |
| Spider-Man 3 |
v1.18.1 |
2025-01-20 |
3 |
MIPSCompileOp: Invalid instruction 450bfeb8 |
| Spider-Man 3 |
v1.18.1 |
2025-01-20 |
1 |
MIPSCompileOp: Invalid instruction 45af674a |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-28 |
2 |
Branch in branch delay slot at 08fe9a1c with different target |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-01-20 |
1 |
80630006=sceAtracSetDataAndGetID(09e8a380, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-01-20 |
4 |
80630006=sceAtracSetDataAndGetID(09c9a4c0, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-01-20 |
2 |
80630006=sceAtracSetDataAndGetID(09e38b40, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-01-20 |
1 |
80630006=sceAtracSetDataAndGetID(09e87f80, 00014000): invalid RIFF header |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-01-20 |
2 |
MIPSCompileOp: Invalid instruction b3289750 |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-01-20 |
1 |
80630006=sceAtracSetDataAndGetID(09eb06c0, 00014000): invalid RIFF header |
| Grand Theft Auto®: Chinatown Wars™ |
v1.18.1 |
2025-01-20 |
1 |
Unknown GetPointerWrite 00000000 PC 08b10f98 LR 089da884 |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-01-20 |
1 |
80630006=sceAtracSetDataAndGetID(09e7ff40, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-01-20 |
5 |
80630006=sceAtracSetDataAndGetID(09e6bec0, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-01-20 |
7 |
80630006=sceAtracSetDataAndGetID(09e4fe00, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-01-20 |
3 |
80630006=sceAtracSetDataAndGetID(09e9d880, 00014000): invalid RIFF header |