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
eFootball 2025 By Komo Valeri v1.18.1 2025-05-28 9 MIPSCompileOp: Invalid instruction 706f2074
eFootball 2025 By Komo Valeri v1.18.1 2025-05-28 9 MIPSCompileOp: Invalid instruction 6e69746f
eFootball 2025 By Komo Valeri v1.18.1 2025-05-28 9 MIPSCompileOp: Invalid instruction 756d2067
eFootball 2025 By Komo Valeri v1.18.1 2025-05-28 9 MIPSCompileOp: Invalid instruction 62207473
喧嘩番長5~漢の法則(オトコのルール)~ v1.18.1 2025-05-14 34 00000000=sceUtilityScreenshotInitStart(09943270)
喧嘩番長5~漢の法則(オトコのルール)~ v1.18.1 2025-03-24 3 00000000=sceUtilityScreenshotInitStart(0956f2d0)
eFootball PC - V. v1.18.1 2025-03-24 1 Jump to invalid address: 00000080 PC 083ffefc LR 08000020
eFootball PC - V. v1.18.1 2025-03-24 1 Unknown GetPointerWrite 00000000 PC 08808458 LR 08808460
eFootball PC - V. v1.18.1 2025-03-25 10 WriteToHardware: Invalid address 00000000 near PC 08824cf4 LR 08824d04
eFootball PC - V. v1.18.1 2025-03-24 1 Branch in RSZeroComp delay slot at 09cdddfc in block starting at 09cddca0
eFootball PC - V. v1.18.1 2025-03-24 1 Jump to invalid address: 0754f200 PC 09cdddfc LR 09cddca0
eFootball PC - V. v1.18.1 2025-08-17 8 MIPSCompileOp: Invalid instruction 040fd9d0
eFootball PC - V. v1.18.1 2025-03-24 1 Jump to invalid address: 07377ac0 PC 09cddcd4 LR 09cddca0
eFootball PC - V. v1.18.1 2025-03-24 1 Jump to invalid address: 07377b40 PC 09cdddf4 LR 09cddca0
eFootball PC - V. v1.18.1 2025-03-24 1 Jump to invalid address: 07375d00 PC 09cdddec LR 09cddca0
eFootball PC - V. v1.18.1 2025-03-24 1 Jump to invalid address: 0738dbc0 PC 09cddde8 LR 09cddca0
eFootball PC - V. v1.18.1 2025-03-24 1 Jump to invalid address: 073dfc80 PC 09cdddd0 LR 09cddca0
eFootball PC - V. v1.18.1 2025-03-24 1 Jump to invalid address: 073764c0 PC 09cddde4 LR 09cddca0
eFootball PC - V. v1.18.1 2025-03-24 1 Jump to invalid address: 07388ac0 PC 09cddde0 LR 09cddca0
eFootball PC - V. v1.18.1 2025-03-24 1 Jump to invalid address: 07303000 PC 09cddd90 LR 09cddca0
eFootball PC - V. v1.18.1 2025-03-24 1 Jump to invalid address: 073777c0 PC 09cddccc LR 09cddca0
eFootball PC - V. v1.18.1 2025-03-24 1 Jump to invalid address: 073777c0 PC 09cddcd0 LR 09cddca0
eFootball PC - V. v1.18.1 2025-03-24 1 Jump to invalid address: 07377780 PC 09cddcc8 LR 09cddca0
eFootball PC - V. v1.18.1 2025-03-24 1 Jump to invalid address: 073779d0 PC 09cddcbc LR 09cddca0
eFootball PC - V. v1.18.1 2025-03-24 1 Jump to invalid address: 07377a70 PC 09cddcc0 LR 09cddca0
eFootball PC - V. v1.18.1 2025-03-24 1 Jump to invalid address: 073777c0 PC 09cddcb4 LR 09cddca0
eFootball PC - V. v1.18.1 2025-03-24 1 Jump to invalid address: 073777c0 PC 09cddcb0 LR 09cddca0
eFootball PC - V. v1.18.1 2025-03-24 1 Jump to invalid address: 07377780 PC 09cddcc4 LR 09cddca0
eFootball PC - V. v1.18.1 2025-03-24 1 Jump to invalid address: 07377880 PC 09cddcb8 LR 09cddca0
eFootball PC - V. v1.18.1 2025-03-24 1 Jump to invalid address: 07377780 PC 09cddcac LR 09cddca0
eFootball PC - V. v1.18.1 2025-03-24 1 WriteToHardware: Invalid address 00000000 near PC 08811204 LR 08824d04
eFootball PC - V. v1.18.1 2025-03-24 1 WriteToHardware: Invalid address 00000000 near PC 088111b8 LR 08824d04
Ben 10 Ultimate Alien: Cosmic Destruction v1.18.1 2025-03-24 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (69b5b12c), bad data
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-03-24 1 Branch in RSRTComp delay slot at 09aca85c in block starting at 09ac0000
MONSTER HUNTER PORTABLE 3rd v1.18.1 2025-03-24 1 WriteToHardware: Invalid address 0000da60 near PC 09c57d24 LR 088ec40c
MONSTER HUNTER PORTABLE 3rd v1.18.1 2025-03-24 3 MIPSCompileOp: Invalid instruction 7489784b
MONSTER HUNTER PORTABLE 3rd v1.18.1 2025-03-24 6 MIPSCompileOp: Invalid instruction 4e10428e
MONSTER HUNTER PORTABLE 3rd v1.18.1 2025-03-24 3 MIPSCompileOp: Invalid instruction 79c5cf93
MONSTER HUNTER PORTABLE 3rd v1.18.1 2025-03-24 6 MIPSCompileOp: Invalid instruction 4a8006ff
MONSTER HUNTER PORTABLE 3rd v1.18.1 2025-03-24 6 MIPSCompileOp: Invalid instruction 79652bb2
MONSTER HUNTER PORTABLE 3rd v1.18.1 2025-03-24 3 Branch in branch delay slot at 09c57d2c with different target
Gran Turismo® v1.18.1 2025-03-24 2 MIPSCompileOp: Invalid instruction 41ee9562
eFootball PES 2020 C19 & Nibeck Tv v1.18.1 2025-03-24 1 Unknown GetPointerWrite 8b2a961c PC 0888d3fc LR 0888d40c
eFootball CESAR - PATCH v1.18.1 2025-03-24 1 MIPSCompileOp: Invalid instruction 46522162
eFootball CESAR - PATCH v1.18.1 2025-03-24 2 MIPSCompileOp: Invalid instruction 00020cff
eFootball CESAR - PATCH v1.18.1 2025-03-24 1 MIPSCompileOp: Invalid instruction 46521f16
eFootball CESAR - PATCH v1.18.1 2025-03-24 2 MIPSCompileOp: Invalid instruction 00000069
eFootball CESAR - PATCH v1.18.1 2025-03-24 1 MIPSCompileOp: Invalid instruction 464bcc49
eFootball CESAR - PATCH v1.18.1 2025-03-24 1 MIPSCompileOp: Invalid instruction 00000005
eFootball CESAR - PATCH v1.18.1 2025-03-24 1 MIPSCompileOp: Invalid instruction 459f96f3
eFootball CESAR - PATCH v1.18.1 2025-03-24 1 MIPSCompileOp: Invalid instruction 000000df
eFootball CESAR - PATCH v1.18.1 2025-03-24 1 MIPSCompileOp: Invalid instruction 000004f8
eFootball CESAR - PATCH v1.19.3 2025-08-23 17 BREAK instruction hit
eFootball CESAR - PATCH v1.18.1 2025-03-24 1 MIPSCompileOp: Invalid instruction 45a606b7
eFootball CESAR - PATCH v1.18.1 2025-03-24 1 MIPSCompileOp: Invalid instruction 45bb61f8
eFootball CESAR - PATCH v1.18.1 2025-03-24 1 MIPSCompileOp: Invalid instruction 0000ffff
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-03-24 1 00000000=sceUtilityScreenshotInitStart(09d3bb88)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-03-24 1 00000000=sceUtilityScreenshotInitStart(09d3bb48)
Assassin's Creed: Bloodlines™ v1.18.1 2025-03-24 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c6a594, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.18.1 2025-03-24 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c6a594, 4, 00000000, 0)
Ben 10 Ultimate Alien: Cosmic Destruction v1.18.1 2025-03-24 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (ebf729ce), bad data
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-03-24 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(b3e2143, 1, 2, 09fbf960, 20000000, 0) at 0897eb28
WWE 2K25 BY LETSKIMODZ v1.18.1 2025-04-09 4 80630006=sceAtracSetData(2, 08d4b180, 00010064): invalid RIFF header
WWE 2K25 BY LETSKIMODZ v1.9.4 2026-07-31 49 80630007=sceAtracSetData(2, 08d4b180, 00004d00): atracID uses different codec type than data
WWE 2K25 BY LETSKIMODZ v1.18.1 2025-05-04 3 80630007=sceAtracSetData(2, 08d13140, 000034e0): atracID uses different codec type than data
WWE 2K25 BY LETSKIMODZ v1.18.1 2025-03-24 1 80630007=sceAtracSetData(2, 08d4b180, 00008da4): atracID uses different codec type than data
WWE 2K25 BY LETSKIMODZ v1.18.1 2025-03-24 1 80630007=sceAtracSetData(2, 08d13140, 000033c8): atracID uses different codec type than data
EFOOTBALL NEW PATCH SEASON v1.18.1 2025-03-24 1 Branch in JumpReg delay slot at 08ae2b8c in block starting at 08ae2b88
WWE 2K25 BY LETSKIMODZ v1.9.3 2025-07-19 5 80630006=sceAtracSetData(2, 08d4b180, 0001dd44): invalid RIFF header
WWE 2K25 BY LETSKIMODZ v1.18.1 2025-04-25 2 80630006=sceAtracSetData(2, 08d4b180, 000097ec): invalid RIFF header
EA-Sports FC PC-V v1.18.1 2025-03-24 1 Unknown GetPointerWrite 0000071c PC 08872bb4 LR 08872c1c
eFootball Chelito 19 v1.18.1 2025-03-24 1 Branch in RSZeroComp delay slot at 09cf5a2c in block starting at 09cf58d0
eFootball Chelito 19 v1.18.1 2025-06-01 2 MIPSCompileOp: Invalid instruction 02010101
eFootball Chelito 19 v1.18.1 2025-03-24 4 MIPSCompileOp: Invalid instruction 040fd9d0
初音ミク -Project DIVA- v1.18.1 2025-03-24 1 00000000=sceUtilityScreenshotInitStart(091853d8)
300: March to Glory v1.18.1 2025-03-24 1 WriteToHardware: Invalid address 000026c8 near PC 08983c40 LR 08983bd0
EFOOTBALL NEW PATCH SEASON v1.18.1 2025-03-24 2 sceSasSetSimpleADSR(08bb3ac0, 0, 905916d, 32fc6e98): Invalid ADSREnv2
eFootball 2025 BRI Liga1 & Eropa v1.18.1 2025-03-24 49 80420014=__sceSasCore(08bb3a00, e4bf2cc0): invalid address
eFootball 2025 BRI Liga1 & Eropa v1.18.1 2025-03-24 48 80420014=__sceSasCore(08bb3a00, e4bf28c0): invalid address
eFootball 2025 BRI Liga1 & Eropa v1.18.1 2025-03-24 1 Unknown GetPointerWrite 0ef70004 PC 08a02a0c LR 08efc5d0
PATCH SPARTAN11 v1.18.1 2025-11-02 31 Unknown GetPointerWrite 00000000 PC 08824cf4 LR 088113dc
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.18.1 2025-03-24 3 MIPSCompileOp: Invalid instruction 4193003c
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.18.1 2025-03-24 3 MIPSCompileOp: Invalid instruction 7c05a820
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.18.1 2025-03-24 3 MIPSCompileOp: Invalid instruction 79910094
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.18.1 2025-03-24 4 MIPSCompileOp: Invalid instruction 7c10d622
MYFC 25 MYUNO4U v1.18.1 2025-03-24 1 Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460
初音ミク -Project DIVA- extend v1.18.1 2025-03-24 1 00000000=sceUtilityScreenshotInitStart(0931e600)
NEED FOR SPEED™ Carbon OTC v1.18.1 2025-03-24 1 WriteToHardware: Invalid address 00000478 near PC 08a279f8 LR 08a27d84
EFOOTBALL 2025 LITE BY ARDI CSS v1.18.1 2025-03-26 2 sceMp3Init: invalid data: not MPEG v1
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-03-24 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(6a07892, a0:5a:d2:dc:e3:90, 20000000, 0) at 0897eeec
MONSTER HUNTER PORTABLE 3rd v1.18.1 2025-05-19 4 MIPSCompileOp: Invalid instruction 70f60a54
Dante's Inferno™ v1.18.1 2025-03-24 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]. 01d15501:00000b29 HWX C T N LM Light: 0: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1 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)) // 01d15501:00000b29 HWX C T N LM Light: 0: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; 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_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular2 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * 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)
Dante's Inferno™ v1.18.1 2025-03-24 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]. 01710551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 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)) // 01710551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0)
Dante's Inferno™ v1.18.1 2025-03-24 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]. 01b15051:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 t:1 MatUp:1 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)) // 01b15051:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 t:1 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform 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_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * 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)
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-03-24 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(6bdb185, 08:13:90:ec:4a:3b, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-03-24 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(6bdb185, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-03-24 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(9596eec, a0:5a:d2:dc:e3:90, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-03-24 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(9596eec, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
EAGLE PATCH 2025 PSP v1.8.0 2025-07-21 2 80420014=__sceSasCore(08bb3ac0, c4cd2980): invalid address
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-03-24 1 00000000=sceUtilityScreenshotInitStart(09d39c08)

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