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 Chelito 19 v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 01910014
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 WriteToHardware: Invalid address deae3994 near PC 080b0ec0 LR 08000020
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 000006fd
eFootball 2025 STAR PATCH v1.18.1 2025-05-27 3 MIPSCompileOp: Invalid instruction 000000bf
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 000bffff
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 9effffe1
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 009ffa75
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 000006fe
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 000006bb
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction ec000000
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 4340019d
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 7a04dfff
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 2 MIPSCompileOp: Invalid instruction 43444344
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 9c500000
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 0000007d
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 7cc00059
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction ed100000
eFootball 2025 STAR PATCH v1.18.1 2025-05-27 5 MIPSCompileOp: Invalid instruction b0000000
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 000008ba
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 0001bdc1
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 9da00000
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction cd600000
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 00000038
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction ee200000
eFootball 2025 STAR PATCH v1.20.3 2026-03-26 11 BREAK instruction hit
eFootball 2025 STAR PATCH v1.18.1 2025-04-29 4 MIPSCompileOp: Invalid instruction 000015b7
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-04-29 1 00000000=sceUtilityScreenshotInitStart(09cb2ec8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-04-29 1 00000000=sceUtilityScreenshotInitStart(09cb2e88)
eFootball SM - V. v1.18.1 2025-04-29 1 Branch in RSZeroComp delay slot at 08000100 in block starting at 08000020
eFootball SM - V. v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 71cc3954
eFootball 2024 BRO GAME ID NEW PATCH SEASON v1.18.1 2026-02-19 35 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
The Sims™ 2 v1.18.1 2025-04-29 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 r10p0-00dev0 [Revision 96995]. 01710444:00050b20 HWX T N TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01710444:00050b20 HWX T N TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; 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 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 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 = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 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); 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); 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); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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;
EA SPORTS™ FIGHT NIGHT Round 3 v1.18.1 2025-04-29 1 Unusual bezier/spline vtype: 12004342, morph: 0, bones: 2
METAL SLUG Anthology v1.18.1 2025-04-29 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (0000f868), bad data
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-04-29 4 Unknown GetPointerWrite 00000a54 PC 08a02afc LR 08808460
Spider-Man 3 v1.18.1 2025-04-29 2 MIPSCompileOp: Invalid instruction 45ae56b5
Spider-Man 3 v1.18.1 2025-04-29 1 MIPSCompileOp: Invalid instruction 45ae946e
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

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