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
Crash™ Tag Team Racing v1.18.1 2025-02-28 1 80630006=sceAtracSetDataAndGetID(0927e780, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-02-28 5 80630006=sceAtracSetDataAndGetID(09807240, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-02-28 1 80630006=sceAtracSetDataAndGetID(098234c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-02-28 3 80630006=sceAtracSetDataAndGetID(0983f580, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-02-28 1 80630006=sceAtracSetDataAndGetID(097ff200, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-02-28 7 80630006=sceAtracSetDataAndGetID(0981b480, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-02-28 2 80630006=sceAtracSetDataAndGetID(09934880, 00014000): invalid RIFF header
喧嘩番長5~漢の法則~ v1.18.1 2025-02-28 3 00000000=sceUtilityScreenshotInitStart(09554070)
喧嘩番長5~漢の法則~ v1.18.1 2025-02-28 1 00000000=sceUtilityScreenshotInitStart(09555380)
喧嘩番長5~漢の法則~ v1.18.1 2025-02-28 1 00000000=sceUtilityScreenshotInitStart(0955d4c0)
喧嘩番長5~漢の法則~ v1.18.1 2025-02-28 1 00000000=sceUtilityScreenshotInitStart(095519b0)
喧嘩番長5~漢の法則~ v1.18.1 2025-02-28 4 00000000=sceUtilityScreenshotInitStart(09554f00)
喧嘩番長5~漢の法則~ v1.18.1 2025-02-28 3 00000000=sceUtilityScreenshotInitStart(095592b0)
喧嘩番長5~漢の法則~ v1.18.1 2025-02-28 2 00000000=sceUtilityScreenshotInitStart(0957d960)
喧嘩番長5~漢の法則~ v1.18.1 2025-02-28 1 00000000=sceUtilityScreenshotInitStart(09557e70)
eFootball Chelito 19 v1.18.1 2025-02-28 1 MIPSCompileOp: Invalid instruction 00000194
eFootball Chelito 19 v1.18.1 2025-02-28 1 MIPSCompileOp: Invalid instruction 000003c5
METAL SLUG Anthology v1.18.1 2025-03-04 4 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIfbb2, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4
Daxter™ v1.18.1 2025-02-28 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9ff80, 4, 00000000, 0)
SBK®09 Superbike World Championship v1.18.1 2025-02-28 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 093f3940): duplicate handler
SBK®09 Superbike World Championship v1.18.1 2025-02-28 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092156f0): duplicate handler
Crash™ Tag Team Racing v1.18.1 2025-02-28 2 80630006=sceAtracSetDataAndGetID(099741c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-02-28 8 80630006=sceAtracSetDataAndGetID(09cea9c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-02-28 1 80630006=sceAtracSetDataAndGetID(09cd6940, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-02-28 10 80630006=sceAtracSetDataAndGetID(09cba880, 00014000): invalid RIFF header
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.18.1 2025-02-28 1 00000000=sceUtilityScreenshotInitStart(0989d058)
PES 2014 v1.18.1 2025-06-01 2 Unknown GetPointerWrite 00000000 PC 08872bbc LR 08872c24
Assassin's Creed: Bloodlines™ v1.18.1 2025-02-27 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b7c564, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.18.1 2025-02-27 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b7c564, 4, 00000000, 0)
WWE2K24-V1.04 BY MANIA SVR v1.18.1 2025-02-27 1 80630007=sceAtracSetData(2, 08d4b180, 0001cdf0): atracID uses different codec type than data
WWE2K24-V1.04 BY MANIA SVR v1.18.1 2025-02-27 2 80630007=sceAtracSetData(2, 08d13140, 000240c8): atracID uses different codec type than data
WWE2K24-V1.04 BY MANIA SVR v1.18.1 2025-04-16 29 80630007=sceAtracSetData(2, 08d13140, 00015e60): atracID uses different codec type than data
WWE2K24-V1.04 BY MANIA SVR v1.18.1 2025-02-27 7 80630007=sceAtracSetData(2, 08d13140, 00007d10): atracID uses different codec type than data
WWE2K24-V1.04 BY MANIA SVR v1.18.1 2025-05-19 7 80630007=sceAtracSetData(2, 08d4b180, 00002b08): atracID uses different codec type than data
eFootball Libertadores StaR PatcH 2025 By L_S eDits v1.18.1 2025-02-27 6 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 000f
Downstream Panic! v1.18.1 2025-02-27 1 WriteToHardware: Invalid address 0000006c near PC 08000000 LR 08000000
EA-Sports FC PC-V v1.9.4 2026-04-08 11 MIPSCompileOp: Invalid instruction 00000005
EA-Sports FC PC-V v1.6.3 2026-04-08 5 MIPSCompileOp: Invalid instruction 0000001f
EA-Sports FC PC-V v1.18.1 2025-02-27 1 MIPSCompileOp: Invalid instruction 000000ba
EA-Sports FC PC-V v1.18.1 2025-02-27 1 MIPSCompileOp: Invalid instruction 0000041f
EA-Sports FC PC-V v1.18.1 2025-02-27 1 MIPSCompileOp: Invalid instruction 00004dbf
EA-Sports FC PC-V v1.18.1 2025-02-27 1 MIPSCompileOp: Invalid instruction 000000bd
God of War®: Ghost of Sparta v1.18.1 2025-03-01 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 r10p0-00rel0 [Revision 96995]. 07f34155:40c00b29 HWX C T N LM Bones:4 Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 WScale 3 Cull #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)) // 07f34155:40c00b29 HWX C T N LM Bones:4 Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 WScale 3 Cull attribute mediump vec4 w1; 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 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 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 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); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; 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; 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); 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; }
God of War®: Ghost of Sparta v1.18.1 2025-03-01 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 r10p0-00rel0 [Revision 96995]. 01f34155:00000f29 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull #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)) // 01f34155:00000f29 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 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 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 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 = 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 - 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_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(to
God of War®: Ghost of Sparta v1.18.1 2025-02-27 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 r10p0-00rel0 [Revision 96995]. 07f34501:41400b29 HWX C T N LM Bones:6 Light: 0: c:1 t:0 1: c:0 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 WScale 3 Cull #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)) // 07f34501:41400b29 HWX C T N LM Bones:6 Light: 0: c:1 t:0 1: c:0 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 WScale 3 Cull attribute mediump vec4 w1; attribute mediump vec2 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 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 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 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 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); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; 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; 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); 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_matspec
MLB 11 The Show™ v1.18.1 2025-02-27 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (2d746e65), bad data
WWE 2K24 v1.18.1 2025-02-27 1 80630007=sceAtracSetData(2, 08d4b180, 00008058): atracID uses different codec type than data
WWE 2K24 v1.18.1 2025-02-27 1 80630007=sceAtracSetData(2, 08d4b180, 0001a690): atracID uses different codec type than data
WWE2K24-V1.04 BY MANIA SVR v1.18.1 2025-04-16 22 80630007=sceAtracSetData(2, 08d4b180, 0001e2b8): atracID uses different codec type than data
Spider-Man 3 v1.18.1 2025-02-27 1 Branch in RSZeroComp delay slot at 040f1814 in block starting at 040f1814
God of War®: Ghost of Sparta v1.18.1 2025-03-01 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 r10p0-00rel0 [Revision 96995]. 07f34551:41400b29 HWX C T N LM Bones:6 Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3 WScale 3 Cull #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)) // 07f34551:41400b29 HWX C T N LM Bones:6 Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3 WScale 3 Cull attribute mediump vec4 w1; attribute mediump vec2 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 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 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); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; 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; 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 * l
God of War®: Ghost of Sparta v1.18.1 2025-03-01 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 r10p0-00rel0 [Revision 96995]. 07f34551:41000b29 HWX C T N LM Bones:5 Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3 WScale 3 Cull #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)) // 07f34551:41000b29 HWX C T N LM Bones:5 Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3 WScale 3 Cull attribute mediump vec4 w1; attribute mediump float 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 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 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, u_bone4); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; 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; 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
WWE SmackDown vs. RAW 2007 v1.18.1 2025-05-25 2 UNTESTED sceNetAdhocPollSocket(09ffe8a0, 1, 0, 1) at 08a0a9d4
eFootball Chelito 19 v1.18.1 2025-02-27 2 MIPSCompileOp: Invalid instruction 00004e41
eFootball Chelito 19 v1.18.1 2025-02-27 1 MIPSCompileOp: Invalid instruction 00011341
eFootball Chelito 19 v1.18.1 2025-02-27 2 MIPSCompileOp: Invalid instruction 00004cb7
eFootball Chelito 19 v1.18.1 2025-02-27 1 MIPSCompileOp: Invalid instruction 000126e8
WWE2K24-V1.04 BY MANIA SVR v1.18.1 2025-02-27 1 Vertices without position found: (00800000) [00800000] P: ? (through) (3b)
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-02-27 1 MIPSCompileOp: Invalid instruction 71354408
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-02-27 1 MIPSCompileOp: Invalid instruction 712f08d0
eFootball SM - V. v1.9.4 2025-12-13 14 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l0 rate 000f
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-02-27 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(0df7da9, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-02-27 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(5976c42, 2c:24:68:60:2a:0e, 20000000, 0) at 0897eeec
MLB 11 The Show™ v1.18.1 2025-02-27 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (312d746e), bad data
Kenka Bancho: Badass Rumble v1.18.1 2025-02-27 1 00000000=sceUtilityScreenshotInitStart(09484c90)
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2026-04-02 44 80630007=sceAtracSetData(2, 08d4b180, 0000d260): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.8.0 2026-01-13 11 80630007=sceAtracSetData(2, 08d4b180, 0000b938): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.8.0 2026-03-07 11 80630007=sceAtracSetData(2, 08d4b180, 00009638): atracID uses different codec type than data
DRAGON BALL Z TENKAICHI TAG TEAM 2 VBETA.1.1 BY MPX GAMER MODS v1.18.1 2025-02-27 2 sceNetAdhocMatchingInit(32768) at 08812da4
DRAGON BALL Z TENKAICHI TAG TEAM 2 VBETA.1.1 BY MPX GAMER MODS v1.18.1 2025-03-02 66 AT3 header map lacks entry for bpf: 0 channels: 0
DRAGON BALL Z TENKAICHI TAG TEAM 2 VBETA.1.1 BY MPX GAMER MODS v1.18.1 2025-03-02 5 00000400=sceGeEdramSetAddrTranslation(00000800)
WWE 2K24 v1.18.1 2025-02-27 1 80630007=sceAtracSetData(2, 08d4b180, 0001a460): atracID uses different codec type than data
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.18.1 2025-02-27 1 00000000=sceUtilityScreenshotInitStart(09a73d68)
WWE 2K24 v1.18.1 2025-02-27 2 80630007=sceAtracSetData(2, 08d4b180, 00016720): atracID uses different codec type than data
WWE 2K24 v1.18.1 2025-02-27 1 80630007=sceAtracSetData(2, 08d4b180, 0001c0d0): atracID uses different codec type than data
WWE 2K24 v1.18.1 2025-02-27 1 80630007=sceAtracSetData(2, 08d4b180, 00006a78): atracID uses different codec type than data
Daxter v1.18.1 2025-02-27 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9ea60, 4, 00000000, 0)
Gran Turismo® v1.18.1 2025-02-27 1 MIPSCompileOp: Invalid instruction 00480028
EFOOTBALL 2025 LITE BY ARDI CSS v1.18.1 2025-02-27 1 MIPSCompileOp: Invalid instruction b2c59091
FIFA 14 - Es v1.20.2-17-g8baa31fdb5 2026-03-15 12 Failed decrypting the PRX (ret = -4, size = 6886744, psp_size = 6887088)!
Prince of Persia - Revelations v1.18.1 2025-02-27 4 80630006=sceAtracSetDataAndGetID(09ad8700, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.18.1 2025-02-27 14 80630006=sceAtracSetDataAndGetID(09b6ea00, 00000800): invalid RIFF header
WWE 2K24 v1.18.1 2025-02-27 1 80630007=sceAtracSetData(2, 08d4b180, 0000de68): atracID uses different codec type than data
Resistance: Retribution™ v1.18.1 2025-02-27 1 Jump to invalid address: 07288c80 PC 09ffd534 LR 08912d10
Resistance: Retribution™ v1.18.1 2025-02-27 1 Jump to invalid address: 07288c80 PC 09ffd580 LR 08912d10
Resistance: Retribution™ v1.18.1 2025-02-27 1 Jump to invalid address: 0620ca20 PC 09ffd530 LR 08912d10
Resistance: Retribution™ v1.18.1 2025-02-27 1 Jump to invalid address: 0620ca20 PC 09ffd57c LR 08912d10
Resistance: Retribution™ v1.18.1 2025-02-27 2 MIPSCompileOp: Invalid instruction 43acc526
Resistance: Retribution™ v1.18.1 2025-02-27 1 Jump to invalid address: 07288c80 PC 09ffd5a8 LR 08912d10
Resistance: Retribution™ v1.18.1 2025-02-27 1 Jump to invalid address: 072de040 PC 09ffd5cc LR 08912d10
Resistance: Retribution™ v1.18.1 2025-02-27 1 Jump to invalid address: 072c42c0 PC 09ffd5a8 LR 08912d10
Resistance: Retribution™ v1.18.1 2025-02-27 1 Jump to invalid address: 071ec1c0 PC 09ffd4d0 LR 08912d10
Resistance: Retribution™ v1.18.1 2025-02-27 1 Jump to invalid address: 071ec1c0 PC 09ffd558 LR 08912d10
Resistance: Retribution™ v1.18.1 2025-02-27 1 Jump to invalid address: 072c42c0 PC 09ffd534 LR 08912d10
Resistance: Retribution™ v1.18.1 2025-02-27 1 Jump to invalid address: 071ec1c0 PC 09ffd538 LR 08912d10
Resistance: Retribution™ v1.18.1 2025-02-27 1 Jump to invalid address: 0620ca30 PC 09ffd57c LR 08912d10
Resistance: Retribution™ v1.18.1 2025-02-27 1 Jump to invalid address: 072c42c0 PC 09ffd580 LR 08912d10
Resistance: Retribution™ v1.18.1 2025-02-27 1 Jump to invalid address: 071ec1c0 PC 09ffd55c LR 08912d10
Resistance: Retribution™ v1.18.1 2025-02-27 1 Jump to invalid address: 071ec1c0 PC 09ffd4dc LR 08912d10
Resistance: Retribution™ v1.18.1 2025-02-27 2 MIPSCompileOp: Invalid instruction 43af6e2c

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