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| Game title |
Version |
Latest Report |
Hits |
Message |
| Spider-Man 3 |
v1.18.1 |
2025-04-29 |
2 |
MIPSCompileOp: Invalid instruction 45ae993a |
| Spider-Man 3 |
v1.18.1 |
2025-04-29 |
1 |
MIPSCompileOp: Invalid instruction 4534df22 |
| Spider-Man 3 |
v1.18.1 |
2025-04-29 |
2 |
MIPSCompileOp: Invalid instruction 45ae9e07 |
| Spider-Man 3 |
v1.18.1 |
2025-04-29 |
3 |
MIPSCompileOp: Invalid instruction 4534eabe |
| SBK®08 Superbike World Championship |
v1.18.1 |
2025-04-29 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 09619a30): duplicate handler |
| eFootball.2025.By.Saxxz Jr.....Football.2025.By.Saxxz Jrezu |
v1.18.1 |
2025-05-07 |
3 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| Tom Clancy's Splinter Cell® Essentials |
v1.18.1 |
2025-04-29 |
2 |
MIPSCompileOp: Invalid instruction 000224f9 |
| SBK®08 Superbike World Championship |
v1.18.1 |
2025-04-29 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 0961b8d0): duplicate handler |
| Kenka Bancho: Badass Rumble |
v1.18.1 |
2025-04-29 |
1 |
00000000=sceUtilityScreenshotInitStart(091b4250) |
| Resistance: Retribution™ |
v1.18.1 |
2025-04-29 |
1 |
WriteToHardware: Invalid address 00000010 near PC 088c2ce4 LR 088c2d7c |
| SBK®08 Superbike World Championship |
v1.18.1 |
2025-04-29 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 0970d4c0): duplicate handler |
| Grand Theft Auto: Liberty City Stories |
v1.18.1 |
2025-04-29 |
1 |
WriteToHardware: Invalid address 000026bd near PC 08000000 LR 08000000 |
| MLB 11 The Show™ |
v1.18.1 |
2025-04-29 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (1e9f6a00), bad data |
| METAL SLUG XX™ |
v1.18.1 |
2025-04-29 |
1 |
WriteToHardware: Invalid address 00000017 near PC 08000000 LR 08000000 |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.18.1 |
2025-04-29 |
1 |
Branch in RSZeroComp delay slot at 09cf291c in block starting at 09cf27c0 |
| 初音ミク -Project DIVA- extend |
v1.18.1 |
2025-04-28 |
1 |
00000000=sceUtilityScreenshotInitStart(09358ee0) |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-04-28 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b62a44, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-04-28 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b62a44, 4, 00000000, 0) |
| METAL SLUG XX™ |
v1.18.1 |
2025-04-28 |
2 |
WriteToHardware: Invalid address 00000012 near PC 08000000 LR 08000000 |
| FIFA 10 |
v1.18.1 |
2025-04-28 |
1 |
Unknown GetPointerWrite 00000009 PC 08e365d0 LR 08ae5358 |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-04-28 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091b63e0): duplicate handler |
| eFootball Chelito 19 |
v1.18.1 |
2025-04-28 |
1 |
Unknown GetPointerWrite 0a01d1b0 PC 08824108 LR 0880f448 |
| eFootball |
v1.18.1 |
2025-04-29 |
4 |
Branch in branch delay slot at 04102484 with different target |
| eFootball Chelito 19 |
v1.18.1 |
2025-04-28 |
1 |
MFIC instruction hit (717702e4) at 08000020 |
| MLB 10 The Show ™ |
v1.18.1 |
2025-04-28 |
2 |
MIPSCompileOp: Invalid instruction 01010101 |
| MLB 10 The Show ™ |
v1.18.1 |
2025-04-28 |
2 |
MIPSCompileOp: Invalid instruction 00000014 |
| MLB 10 The Show ™ |
v1.18.1 |
2025-04-28 |
2 |
MIPSCompileOp: Invalid instruction 0000003c |
| MLB 10 The Show ™ |
v1.18.1 |
2025-04-28 |
2 |
MIPSCompileOp: Invalid instruction 42900000 |
| MLB 10 The Show ™ |
v1.18.1 |
2025-04-28 |
2 |
Unknown GetPointerWrite 00000007 PC 098da134 LR 098e1ce8 |
| PATCH SPARTAN11 |
v1.18.1 |
2025-04-28 |
2 |
WriteToHardware: Invalid address 00000004 near PC 08863d74 LR 08849a58 |
| eFootball Chelito 19 |
v1.18.1 |
2025-04-28 |
1 |
Branch in RSRTComp delay slot at 08165754 in block starting at 08165750 |
| eFootball Chelito 19 |
v1.18.1 |
2025-04-28 |
1 |
MIPSCompileOp: Invalid instruction 0005ffff |
| eFootball Chelito 19 |
v1.18.1 |
2025-04-28 |
2 |
MIPSCompileOp: Invalid instruction 010005b5 |
| Kenka Bancho: Badass Rumble |
v1.18.1 |
2025-04-28 |
1 |
00000000=sceUtilityScreenshotInitStart(09579b00) |
| Kenka Bancho: Badass Rumble |
v1.18.1 |
2025-04-28 |
2 |
00000000=sceUtilityScreenshotInitStart(0957e5c0) |
| Resistance: Retribution™ |
v1.18.1 |
2025-04-28 |
1 |
Unknown GetPointerWrite 261705e8 PC 08d09d20 LR 08cd6754 |
| WWE 2K25 BY LETSKIMODZ |
v1.7.5 |
2025-08-22 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 00001964): atracID uses different codec type than data |
| eFootball |
v1.18.1-1130-gd36230937d |
2026-09-28 |
20 |
Unknown GetPointerWrite 00000000 PC 08824cf4 LR 088113dc |
| WWE 2K25 BY LETSKIMODZ |
v1.18.1 |
2025-05-06 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 00003d64): atracID uses different codec type than data |
| Tom Clancy's Splinter Cell® Essentials |
v1.18.1 |
2025-04-28 |
2 |
MIPSCompileOp: Invalid instruction 001d69c1 |
| Tom Clancy's Splinter Cell® Essentials |
v1.18.1 |
2025-04-28 |
2 |
MIPSCompileOp: Invalid instruction 0015b83b |
| Tom Clancy's Splinter Cell® Essentials |
v1.18.1 |
2025-04-28 |
1 |
MIPSCompileOp: Invalid instruction 00004fb8 |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2025-04-28 |
1 |
00000000=sceUtilityScreenshotInitStart(09d32088) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-04-29 |
2 |
WriteToHardware: Invalid address e7552300 near PC 088048bc LR 08902b9c |
| Capcom® Classics Collection Remixed |
v1.18.1 |
2025-04-28 |
1 |
Branch in branch delay slot at 09184afc with different target |
| Capcom® Classics Collection Remixed |
v1.18.1 |
2025-04-28 |
1 |
MIPSCompileOp: Invalid instruction 00000a29 |
| Capcom® Classics Collection Remixed |
v1.18.1 |
2025-04-28 |
1 |
MIPSCompileOp: Invalid instruction 43002acc |
| Capcom® Classics Collection Remixed |
v1.18.1 |
2025-04-28 |
1 |
MIPSCompileOp: Invalid instruction 7517a95f |
| Capcom® Classics Collection Remixed |
v1.18.1 |
2025-04-28 |
1 |
MIPSCompileOp: Invalid instruction 000a2928 |
| eFootball RB - V. |
v1.18.1 |
2025-04-28 |
1 |
Unknown GetPointerWrite 00000000 PC 088287f8 LR 08828800 |
| God of War®: Ghost of Sparta |
v1.18.1 |
2025-04-28 |
5 |
MIPSCompileOp: Invalid instruction f3675bb0 |
| God of War®: Ghost of Sparta |
v1.18.1 |
2025-04-28 |
5 |
Branch in RSZeroComp delay slot at 098fb528 in block starting at 098fb4b0 |
| MLB 11 The Show™ |
v1.18.1 |
2025-04-28 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (7570675f), bad data |
| Pro Evolution Soccer 2012 |
v1.9.4 |
2025-07-19 |
4 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 000f |
| MLB 11 The Show™ |
v1.18.1 |
2025-04-28 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (80000001), bad data |
| GTA: Liberty City Stories |
v1.18.1 |
2025-04-28 |
2 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP8, 1f + @TMP9
fs: 00182a82:00000c22 Tex LM TexAlpha Double ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod
#version 330
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9600M GT/PCI/SSE2 - GLSL 330
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00182a82:00000c22 Tex LM TexAlpha Double ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod
uniform sampler2D tex;
uniform vec3 u_blendFixA;
uniform vec3 u_blendFixB;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
v.rgb = v.rgb * u_blendFixA;
fragColor0 = v;
}
vs: 01000000:80120b21 HWX T N LM UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 Cull
#version 330
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9600M GT/PCI/SSE2 - GLSL 330
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80120b21 HWX T N LM UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
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 mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
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 mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out 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 = u_matambientalpha;
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;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightSca |
| GTA: Liberty City Stories |
v1.18.1 |
2025-04-28 |
4 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP8, 1f + @TMP9
fs: 00182a82:00000c02 Tex LM TexAlpha ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod
#version 330
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9600M GT/PCI/SSE2 - GLSL 330
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00182a82:00000c02 Tex LM TexAlpha ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod
uniform sampler2D tex;
uniform vec3 u_blendFixA;
uniform vec3 u_blendFixB;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
v.rgb = v.rgb * u_blendFixA;
fragColor0 = v;
}
vs: 01000000:80120b21 HWX T N LM UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 Cull
#version 330
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9600M GT/PCI/SSE2 - GLSL 330
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80120b21 HWX T N LM UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
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 mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
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 mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out 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 = u_matambientalpha;
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;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u |
| GTA: Liberty City Stories |
v1.18.1 |
2025-04-28 |
4 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP8, 1f + @TMP9
fs: 00182a82:00000c22 Tex LM TexAlpha Double ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod
#version 330
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9600M GT/PCI/SSE2 - GLSL 330
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00182a82:00000c22 Tex LM TexAlpha Double ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod
uniform sampler2D tex;
uniform vec3 u_blendFixA;
uniform vec3 u_blendFixB;
in lowp vec4 v_color0;
in lowp vec3 v_color1;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
v.rgb = v.rgb * u_blendFixA;
fragColor0 = v;
}
vs: 01000000:80120321 HWX N LM UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 Cull
#version 330
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9600M GT/PCI/SSE2 - GLSL 330
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80120321 HWX N LM UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 Cull
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
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 mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
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 mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
out 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 = u_matambientalpha;
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;
lowp float angle;
uint comp; uint type; float attenuation;
if ((u_lightControl & 0x1u) != 0x0u) {
comp = (u_lightControl >> 0x04u) & 0x3u;
type = (u_lightControl >> 0x06u) & 0x3u;
toLight = u_lightpos0;
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
|
| GTA: Liberty City Stories |
v1.18.1 |
2025-04-28 |
4 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00182a82:00000402 Tex TexAlpha ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod
#version 330
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9600M GT/PCI/SSE2 - GLSL 330
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00182a82:00000402 Tex TexAlpha ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod
uniform sampler2D tex;
uniform vec3 u_blendFixA;
uniform vec3 u_blendFixB;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = v.rgb * u_blendFixA;
fragColor0 = v;
}
vs: 00000000:00120b20 HWX T N UVEnv 0: c:0 t:0 1: c:0 t:0 Cull
#version 330
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9600M GT/PCI/SSE2 - GLSL 330
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00120b20 HWX T N UVEnv 0: c:0 t:0 1: c:0 t:0 Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform vec3 u_lightpos1;
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;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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 = u_matambientalpha;
v_color0 = u_matambientalpha;
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
if (u_depthRange.y - u_depthRange.x >= 1.0) {
gl_ClipDistance[0] = outPos.w + outPos.z;
} else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
gl_ClipDistance[0] = outPos.w - outPos.z;
} else {
gl_ClipDistance[0] = 0.0;
}
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
| GTA: Liberty City Stories |
v1.18.1 |
2025-04-28 |
4 |
Error in shader program link: info: Vertex info
-----------
(0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1
fs: 00182a82:00000402 Tex TexAlpha ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod
#version 330
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9600M GT/PCI/SSE2 - GLSL 330
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00182a82:00000402 Tex TexAlpha ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod
uniform sampler2D tex;
uniform vec3 u_blendFixA;
uniform vec3 u_blendFixB;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = v.rgb * u_blendFixA;
fragColor0 = v;
}
vs: 00000000:00120320 HWX N UVEnv 0: c:0 t:0 1: c:0 t:0 Cull
#version 330
#extension GL_EXT_gpu_shader4 : enable
// Driver: GeForce 9600M GT/PCI/SSE2 - GLSL 330
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00120320 HWX N UVEnv 0: c:0 t:0 1: c:0 t:0 Cull
in vec3 position;
in mediump vec3 normal;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform vec3 u_lightpos1;
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;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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 = u_matambientalpha;
v_color0 = u_matambientalpha;
v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos1) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos1), worldnormal))) * 0.5, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
if (u_depthRange.y - u_depthRange.x >= 1.0) {
gl_ClipDistance[0] = outPos.w + outPos.z;
} else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
gl_ClipDistance[0] = outPos.w - outPos.z;
} else {
gl_ClipDistance[0] = 0.0;
}
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
| WWE 2K25 BY LETSKIMODZ |
v1.18.1 |
2025-04-28 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 0000e44c): atracID uses different codec type than data |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-04-28 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0971af80): duplicate handler |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-04-28 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092b5e00): duplicate handler |
| MLB 11 The Show™ |
v1.18.1 |
2026-01-14 |
2 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (4c472073), bad data |
| WWE 2K25 BY LETSKIMODZ |
v1.18.1 |
2025-04-28 |
2 |
80630007=sceAtracSetData(2, 08d4b180, 00007e28): atracID uses different codec type than data |
| WWE 2K25 BY LETSKIMODZ |
v1.9.3 |
2026-01-16 |
8 |
80630007=sceAtracSetData(3, 08d13140, 00038000): atracID uses different codec type than data |
| eFootball PES 2023 "SNE" |
v1.18.1 |
2025-04-28 |
1 |
Unknown GetPointerWrite 01edf84a PC 0888d3ec LR 0888d3fc |
| SplinterCell |
v1.18.1 |
2025-04-28 |
2 |
MIPSCompileOp: Invalid instruction 002abd41 |
| SBK-07 |
v1.18.1 |
2025-04-28 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09157db0): duplicate handler |
| SBK-07 |
v1.18.1 |
2025-04-30 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 091af370): duplicate handler |
| eFootball Chelito 19 |
v1.18.1 |
2025-07-03 |
6 |
MIPSCompileOp: Invalid instruction b5af9bea |
| eFootball Chelito 19 |
v1.18.1 |
2025-07-03 |
6 |
MIPSCompileOp: Invalid instruction 6e49ca91 |
| eFootball Chelito 19 |
v1.18.1 |
2025-07-03 |
8 |
MIPSCompileOp: Invalid instruction 65ddb76d |
| eFootball Chelito 19 |
v1.18.1 |
2025-04-28 |
1 |
Unknown GetPointerWrite 14d44b44 PC 0888d3fc LR 0888d40c |
| eFootball Chelito 19 |
v1.18.1 |
2025-04-28 |
1 |
MIPSCompileOp: Invalid instruction 46435000 |
| eFootball Chelito 19 |
v1.18.1 |
2025-04-28 |
2 |
MIPSCompileOp: Invalid instruction 42280000 |
| eFootball Chelito 19 |
v1.18.1 |
2025-04-28 |
2 |
MIPSCompileOp: Invalid instruction 00007afc |
| eFootball Chelito 19 |
v1.18.1 |
2025-04-28 |
1 |
MIPSCompileOp: Invalid instruction 00000c81 |
| eFootball Chelito 19 |
v1.18.1 |
2025-04-28 |
2 |
MIPSCompileOp: Invalid instruction 42080000 |
| METAL SLUG Anthology |
v1.18.1 |
2025-04-28 |
1 |
Error in shader compilation: info: Fragment shader failed to compile with the following errors:
ERROR: 0:2: error(#61) Required extension isn't found, extension 'GL_ARB_shader_stencil_export' is not supported
ERROR: error(#273) 1 compilation errors. No code generated
stencil_fs
#version 330
#extension GL_ARB_shader_stencil_export : require
// Driver: ATI Radeon HD 4290 - GLSL 330
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
float roundAndScaleTo255f(in float x) { return floor(x * 255.99); }
in highp vec2 v_texcoord; // TEXCOORD0
uniform float stencilValue;
out vec4 fragColor0;
void main() {
vec4 index = texture(tex, v_texcoord.xy);
vec4 outColor = index.aaaa;
gl_FragStencilRefARB = int(roundAndScaleTo255f(index.a));
fragColor0 = outColor;
}
|
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2025-04-28 |
1 |
WriteToHardware: Invalid address 34060064 near PC 08000000 LR 08000000 |
| EA-Sports FC PC-V "PC20010009" |
v1.18.1 |
2025-04-28 |
1 |
MIPSCompileOp: Invalid instruction 756d2067 |
| EA-Sports FC PC-V "PC20010009" |
v1.18.1 |
2025-04-28 |
1 |
MIPSCompileOp: Invalid instruction 62207473 |
| EA-Sports FC PC-V "PC20010009" |
v1.18.1 |
2025-04-28 |
2 |
MIPSCompileOp: Invalid instruction 4e55864d |
| EA-Sports FC PC-V "PC20010009" |
v1.18.1 |
2025-04-28 |
1 |
MIPSCompileOp: Invalid instruction 706f2074 |
| EA-Sports FC PC-V "PC20010009" |
v1.18.1 |
2025-04-28 |
2 |
MIPSCompileOp: Invalid instruction 621d8c98 |
| EA-Sports FC PC-V "PC20010009" |
v1.18.1 |
2025-04-28 |
1 |
MIPSCompileOp: Invalid instruction 6e69746f |
| eFootball PC - V. |
v1.18.1 |
2025-04-28 |
1 |
MIPSCompileOp: Invalid instruction 726614f4 |
| BARCELONA PATCH BY ARYZZ |
v1.18.1 |
2025-04-28 |
1 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
| FIFA 13 |
v1.18.1 |
2025-04-28 |
1 |
Unknown GetPointerWrite 00000000 PC 08b59088 LR 08b590ec |
| EA FC 2024 BY RA-PATCH |
v1.18.1 |
2025-07-12 |
10 |
WriteToHardware: Invalid address 00000004 near PC 08856d1c LR 08856d28 |
| SBK® Superbike World Championship |
v1.18.1 |
2025-04-28 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 09418ef0): duplicate handler |
| SBK® Superbike World Championship |
v1.18.1 |
2025-04-28 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 0945f7d0): duplicate handler |
| EFOOTBALL RA-PATCH 22-23 V. FINAL |
v1.18.1 |
2025-04-28 |
36 |
807f00fd=sceMp3Init(00000000): invalid bitrate v0 l3 rate 000f |
| METAL SLUG XX™ |
v1.18.1 |
2025-04-29 |
395 |
Branch in JumpReg delay slot at 08c54d70 in block starting at 08c54d6c |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-04-28 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091fb6e0): duplicate handler |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-04-28 |
1 |
WriteToHardware: Invalid address 00000160 near PC 08a543b0 LR 08a5437c |
| Grand Theft Auto: Vice City Stories |
v1.18.1 |
2025-04-28 |
1 |
WriteToHardware: Invalid address 38e76c7c near PC 08000000 LR 08000000 |
| ドラゴンクエスト&ファイナルファンタジー in いただきストリート ポータブル |
v1.18.1 |
2025-04-28 |
1 |
Unknown GetPointerWrite 00000000 PC 089a4b74 LR 089a4bb0 |
| METAL SLUG XX™ |
v1.18.1 |
2025-04-28 |
196 |
Branch in JumpReg delay slot at 08c54d70 in block starting at 08c54d64 |