To see your stuff show here, enable Compatibility Server Reports in PPSSPP.
Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.
| 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 |