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| Game title |
Version |
Latest Report |
Hits |
Message |
| Resistance: Retribution™ |
v1.18.1 |
2025-02-28 |
1 |
Vertices without position found: (12000013) [12000013] P: ? C: 565 T: f (16b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-02-28 |
1 |
Vertices without position found: (04200039) [04200039] P: ? N: s8 C: 4444 T: u8 (10b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-02-28 |
1 |
Vertices without position found: (04a00006) [04a00006] P: ? C: ? T: u16 (through) (4b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-02-28 |
1 |
Vertices without position found: (04000020) [04000020] P: ? N: s8 (6b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-02-28 |
1 |
Vertices without position found: (04800050) [04800050] P: ? N: s16 C: 565 (through) (12b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-02-28 |
1 |
Vertices without position found: (04a00003) [04a00003] P: ? T: f (through) (12b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-02-28 |
1 |
Vertices without position found: (04e00003) [04e00003] P: ? T: f (through) (12b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-02-28 |
1 |
Vertices without position found: (04000012) [04000012] P: ? C: 565 T: u16 (10b) |
| Resistance: Retribution™ |
v1.18.1 |
2025-02-28 |
1 |
Vertices without position found: (04000049) [04000049] P: ? N: s16 C: ? T: u8 (10b) |
| WWE2K24-V1.04 BY MANIA SVR |
v1.18.1 |
2025-03-17 |
2 |
80630007=sceAtracSetData(2, 08d4b180, 000111d0): atracID uses different codec type than data |
| WWE2K24-V1.04 BY MANIA SVR |
v1.18.1 |
2025-02-28 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 0001fe10): atracID uses different codec type than data |
| Tenchu: Shadow Assassins |
v1.18.1 |
2025-02-28 |
1 |
WriteToHardware: Invalid address 000001f4 near PC 089d2058 LR 089d2058 |
| God of War®: Ghost of Sparta |
v1.18.1 |
2025-02-28 |
1 |
MIPSCompileOp: Invalid instruction 40b00000 |
| God of War®: Ghost of Sparta |
v1.18.1 |
2025-02-28 |
1 |
WriteToHardware: Invalid address c2b1fd73 near PC 08000000 LR 08000000 |
| FRONTIER GATE Boost+ |
v1.18.1 |
2025-02-28 |
1 |
MIPSCompileOp: Invalid instruction 002a0005 |
| Crash® Mind Over Mutant |
v1.18.1 |
2025-02-28 |
1 |
MIPSCompileOp: Invalid instruction 41900000 |
| Crash® Mind Over Mutant |
v1.18.1 |
2025-02-28 |
1 |
MIPSCompileOp: Invalid instruction 43480000 |
| Crash® Mind Over Mutant |
v1.18.1 |
2025-02-28 |
1 |
MIPSCompileOp: Invalid instruction 41200000 |
| Crash® Mind Over Mutant |
v1.18.1 |
2025-02-28 |
3 |
MIPSCompileOp: Invalid instruction 40490fdb |
| Crash® Mind Over Mutant |
v1.18.1 |
2025-02-28 |
5 |
MIPSCompileOp: Invalid instruction 7f7fffff |
| METAL SLUG Anthology |
v1.18.1 |
2025-02-28 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI04fe, 98:17:67:df:04:fe, 20000000, 0) at 088e683c |
| DBS TTT LATINO - LOS IJUE30S |
v1.18.1 |
2025-02-28 |
1 |
GetIndexBounds: Decoding 32-bit indexes |
| DBS TTT LATINO - LOS IJUE30S |
v1.18.1 |
2025-02-28 |
1 |
GetIndexBounds: Index outside 16-bit range |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-02-28 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c7c854, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-02-28 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c7c854, 4, 00000000, 0) |
| Secret Agent Clank™ |
v1.18.1 |
2025-02-28 |
1 |
Unknown GetPointerWrite 00000000 PC 08fcea60 LR 08fcea08 |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-02-28 |
1 |
80630006=sceAtracSetDataAndGetID(093f1a00, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-02-28 |
6 |
80630006=sceAtracSetDataAndGetID(098aa100, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-02-28 |
2 |
80630006=sceAtracSetDataAndGetID(0988e040, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-02-28 |
4 |
80630006=sceAtracSetDataAndGetID(09abdbc0, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-02-28 |
2 |
80630006=sceAtracSetDataAndGetID(09aa9b40, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-02-28 |
1 |
80630006=sceAtracSetDataAndGetID(092c2940, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-02-28 |
1 |
80630006=sceAtracSetDataAndGetID(092ae8c0, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-02-28 |
1 |
80630006=sceAtracSetDataAndGetID(0927e280, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-02-28 |
1 |
80630006=sceAtracSetDataAndGetID(0927e3c0, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-02-28 |
1 |
80630006=sceAtracSetDataAndGetID(0927e540, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2025-02-28 |
2 |
80630006=sceAtracSetDataAndGetID(09292800, 00014000): invalid RIFF header |
| 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 |