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| Game title |
Version |
Latest Report |
Hits |
Message |
| EA-Sports FC PC-V |
v1.18.1 |
2025-05-02 |
6 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:40: 'clamp' : no matching overloaded function found
ERROR: 0:40: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10180000:00200000 Fog FragUber
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 v = v_color0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
| EA-Sports FC PC-V |
v1.18.1 |
2025-05-02 |
6 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10184000:0021d002 Tex Fog Flat FragUber TFuncMod AlphaTest0 >
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
|
| LEGO® Batman™: The Videogame |
v1.18.1 |
2025-05-01 |
1 |
WriteToHardware: Invalid address 00000000 near PC 08968480 LR 0896e9e8 |
| RIDE 4 |
v1.18.1 |
2025-05-01 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08fe9f80): duplicate handler |
| RIDE 4 |
v1.18.1 |
2025-05-01 |
4 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0911c310): duplicate handler |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-04-30 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09074d50): duplicate handler |
| SONIC RIVALS 2 |
v1.18.1 |
2025-05-01 |
22 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:182: 'outerProduct' : no matching overloaded function found
ERROR: 0:182: '=' : cannot convert from 'const float' to '4X4 matrix of float'
ERROR: 2 compilation errors. No code generated.
00080000:00007b08 HWX C T N Spline TessC TessT TessRevN
#version 300 es
// Driver: Adreno (TM) 306 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00080000:00007b08 HWX C T N Spline TessC TessT TessRevN
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
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;
uniform sampler2D u_tess_points;
uniform sampler2D u_tess_weights_u;
uniform sampler2D u_tess_weights_v;
uniform int u_spline_counts;
vec2 tess_sample(in vec2 points[16], mat4 weights) {
vec2 pos = vec2(0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
vec3 tess_sample(in vec3 points[16], mat4 weights) {
vec3 pos = vec3(0.0, 0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
vec4 tess_sample(in vec4 points[16], mat4 weights) {
vec4 pos = vec4(0.0, 0.0, 0.0, 0.0);
pos += weights[0][0] * points[0];
pos += weights[0][1] * points[1];
pos += weights[0][2] * points[2];
pos += weights[0][3] * points[3];
pos += weights[1][0] * points[4];
pos += weights[1][1] * points[5];
pos += weights[1][2] * points[6];
pos += weights[1][3] * points[7];
pos += weights[2][0] * points[8];
pos += weights[2][1] * points[9];
pos += weights[2][2] * points[10];
pos += weights[2][3] * points[11];
pos += weights[3][0] * points[12];
pos += weights[3][1] * points[13];
pos += weights[3][2] * points[14];
pos += weights[3][3] * points[15];
return pos;
}
struct Tess {
vec3 pos;
vec2 tex;
vec4 col;
};
void tessellate(out Tess tess) {
ivec2 point_pos = ivec2(position.z, normal.z);
ivec2 weight_idx = ivec2(position.xy);
vec3 _pos[16];
vec2 _tex[16];
vec4 _col[16];
int index_u, index_v;
index_u = (0 + point_pos.x);
index_v = (0 + point_pos.y);
_pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
_tex[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy;
_col[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba;
index_u = (1 + point_pos.x);
index_v = (0 + point_pos.y);
_pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz;
_tex[1] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy;
_col[1] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba;
index_u = (2 + point_pos.x);
index_v = |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-04-30 |
1 |
00000000=sceAtracLowLevelDecode(0, 09fce380, 09fce4b0[089d0260], 00000001, 09fce4b4[00001000]): invalid pointers |
| eFootball PC - V. |
v1.18.1 |
2025-08-23 |
3 |
Unknown GetPointerWrite 00001b24 PC 08872bf8 LR 08872c1c |
| Hellboy™: The Science of Evil |
v1.18.1 |
2025-04-30 |
1 |
WriteToHardware: Invalid address 83480d28 near PC 08862e04 LR 08862e04 |
| Hellboy™: The Science of Evil |
v1.18.1 |
2025-04-30 |
1 |
WriteToHardware: Invalid address 834802dc near PC 08862e04 LR 08862e04 |
| eFootball 2025 |
v1.18.1 |
2025-08-10 |
3 |
Unknown GetPointerWrite 00000000 PC 08808458 LR 08808460 |
| WWE'12 |
v1.18.1 |
2025-04-30 |
1 |
Unknown GetPointerWrite 7ccbbf85 PC 08bfbde0 LR 08bfbe04 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-04-30 |
1 |
Branch in RSRTComp delay slot at 0964585c in block starting at 0963d210 |
| Spider-Man 3 |
v1.18.1 |
2025-04-30 |
1 |
Branch in RSZeroComp delay slot at 040f293c in block starting at 040f293c |
| MLB 07 The Show |
v1.18.1 |
2025-04-30 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (00000094), bad data |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.18.1 |
2025-04-30 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 0000eed0): atracID uses different codec type than data |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.18.1 |
2025-05-11 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 000111d0): atracID uses different codec type than data |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.18.1 |
2025-04-30 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 0001fe10): atracID uses different codec type than data |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-04-30 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c26f64, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-04-30 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c26f64, 4, 00000000, 0) |
| Pro Evolution Soccer 2010 |
v1.18.1 |
2025-04-30 |
5 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l0 rate 000f |
| eFootball PC - V. |
v1.9.4 |
2026-10-29 |
19 |
BREAK instruction hit |
| eFootball PC - V. |
v1.9.4 |
2026-02-17 |
5 |
MIPSCompileOp: Invalid instruction 000000ff |
| MLB 11 The Show™ |
v1.18.1 |
2025-04-30 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (90c73a82), bad data |
| MLB 11 The Show™ |
v1.18.1 |
2025-04-30 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (14e00007), bad data |
| eFootball By TM ARTS |
v1.18.1 |
2025-04-30 |
1 |
MIPSCompileOp: Invalid instruction 000002bc |
| eFootball By TM ARTS |
v1.18.1 |
2025-04-30 |
1 |
MIPSCompileOp: Invalid instruction 04dc31ae |
| SBK-07 |
v1.18.1 |
2025-04-30 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 092f40f0): duplicate handler |
| God of War®: Ghost of Sparta |
v1.18.1 |
2026-10-10 |
2 |
WriteToHardware: Invalid address 0000004c near PC 08aac7e4 LR 08aaca00 |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.9.4 |
2025-05-11 |
7 |
80630007=sceAtracSetData(2, 08d4b180, 0001178c): atracID uses different codec type than data |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-04-30 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b61614, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.18.1 |
2025-04-30 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b61614, 4, 00000000, 0) |
| METAL SLUG Anthology |
v1.18.1 |
2025-04-30 |
4 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (0c0c0c0c), bad data |
| SBK® Superbike World Championship |
v1.18.1 |
2025-04-30 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 09334490): duplicate handler |
| SBK® Superbike World Championship |
v1.18.1 |
2025-04-30 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 09003420): duplicate handler |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.18.1 |
2025-04-30 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (000000ee), bad data |
| eFootball REBELMODZZ |
v1.18.1 |
2025-04-30 |
2 |
Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460 |
| Resistance: Retribution™ |
v1.18.1 |
2025-04-30 |
1 |
Unknown GetPointerWrite 0d02a938 PC 08d09d20 LR 08cd6754 |
| 喧嘩番長5~漢の法則~ |
v1.18.1 |
2025-04-30 |
1 |
00000000=sceUtilityScreenshotInitStart(09555730) |
| 喧嘩番長5~漢の法則~ |
v1.18.1 |
2025-04-30 |
1 |
00000000=sceUtilityScreenshotInitStart(09555410) |
| ナルティメットインパクト |
v1.18.1 |
2025-04-30 |
1 |
00000000=sceUtilityScreenshotInitStart(09cb6bc8) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-04-30 |
1 |
MIPSCompileOp: Invalid instruction 44fa3c72 |
| F1 2025 By Just Islah & Fadli |
v1.20.4 |
2026-10-16 |
8 |
UNTESTED sceNetAdhocPollSocket(09ffb3e0, 1, 0, 1) at 08914300 |
| EA FC 2024 BY RA-PATCH |
v1.18.1 |
2025-04-30 |
1 |
Branch in RSZeroComp delay slot at 08000100 in block starting at 08000044 |
| EA FC 2024 BY RA-PATCH |
v1.18.1 |
2025-04-30 |
1 |
Branch in RSZeroComp delay slot at 08000100 in block starting at 0800003c |
| EA FC 2024 BY RA-PATCH |
v1.18.1 |
2025-04-30 |
1 |
Branch in RSZeroComp delay slot at 08000100 in block starting at 08000034 |
| EA FC 2024 BY RA-PATCH |
v1.18.1 |
2025-05-11 |
2 |
Branch in RSZeroComp delay slot at 08000100 in block starting at 08000020 |
| EA FC 2024 BY RA-PATCH |
v1.18.1 |
2025-04-30 |
1 |
Branch in RSZeroComp delay slot at 08000100 in block starting at 0800002c |
| EA FC 2024 BY RA-PATCH |
v1.18.1 |
2025-04-30 |
1 |
MIPSCompileOp: Invalid instruction 71cc05d0 |
| eFootball 2025 by MP |
v1.18.1 |
2025-04-30 |
2 |
MIPSCompileOp: Invalid instruction 46554800 |
| eFootball 2025 by MP |
v1.18.1 |
2025-04-30 |
1 |
MIPSCompileOp: Invalid instruction 00000301 |
| F1 2025 By Just Islah & Fadli |
v1.20.4 |
2026-10-16 |
14 |
sceNetAdhocMatchingInit(131072) at 0891379c |
| eFootball PC - V. |
v1.18.1 |
2025-04-30 |
2 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:45: 'clamp' : no matching overloaded function found
ERROR: 0:45: 'assign' : cannot convert from ' const float' to ' temp lowp 3-component vector of float'
ERROR: 0:45: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10180000:0021d002 Tex Fog FragUber TFuncMod AlphaTest0 >
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
|
| eFootball PC - V. |
v1.18.1 |
2025-04-30 |
2 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:45: 'clamp' : no matching overloaded function found
ERROR: 0:45: 'assign' : cannot convert from ' const float' to ' temp lowp 3-component vector of float'
ERROR: 0:45: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10184000:00200002 Tex Fog Flat FragUber TFuncMod
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
| eFootball PC - V. |
v1.18.1 |
2025-04-30 |
2 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:45: 'clamp' : no matching overloaded function found
ERROR: 0:45: 'assign' : cannot convert from ' const float' to ' temp lowp 3-component vector of float'
ERROR: 0:45: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10184000:0021d002 Tex Fog Flat FragUber TFuncMod AlphaTest0 >
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
|
| eFootball PC - V. |
v1.18.1 |
2025-04-30 |
2 |
Vulkan error in shader compilation: info: ERROR: 0:83: 'dot' : no matching overloaded function found
ERROR: 0:83: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 01000000:80000b20 HWX T N Light: LightUberShader Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (std140, set = 0, binding = 4) uniform lightVars {
vec4 u_ambient;
vec3 u_matdiffuse;
vec4 u_matspecular;
vec3 u_matemissive;
uint u_lightControl; // light ubershader control bits
vec3 u_lightpos[4];
vec3 u_lightdir[4];
vec3 u_lightatt[4];
vec4 u_lightangle_spotCoef[4];
vec3 u_lightambient[4];
vec3 u_lightdiffuse[4];
vec3 u_lightspecular[4];
};
layout (location = 0) in vec3 position;
layout (location = 2) in vec3 normal;
layout (location = 1) in vec2 texcoord;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
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;
for (uint i = 0; i < 4; i++) {
if ((u_lightControl & (0x1u << i)) != 0x0u) {
comp = (u_lightControl >> uint(0x4u + 0x4u * i)) & 0x3u;
type = (u_lightControl >> uint(0x4u + 0x4u * i + 0x2u)) & 0x3u;
toLight = u_lightpos[i];
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt[i], vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir[i], toLight);
if (angle >= u_lightangle_spotCoef[i].x) {
lightScale = attenuation * (u_lightangle_spotCoef[i].y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef[i].y));
} else {
lightScale = 0.0;
}
}
} else {
lightScale = 1.0;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0;
}
diffuse = (u_lightdiffuse[i] * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u && 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;
}
lightSum1 += u_lightspecular[i] * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient[i] * ambientColor.rgb + diffuse) * lightScale;
}
} v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);
|
| eFootball PC - V. |
v1.18.1 |
2025-04-30 |
2 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:45: 'clamp' : no matching overloaded function found
ERROR: 0:45: 'assign' : cannot convert from ' const float' to ' temp lowp 3-component vector of float'
ERROR: 0:45: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10180000:00200002 Tex Fog FragUber TFuncMod
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
| eFootball PC - V. |
v1.18.1 |
2025-04-30 |
2 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:40: 'clamp' : no matching overloaded function found
ERROR: 0:40: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10180000:00200000 Fog FragUber
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 v = v_color0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
| Naruto Shippuden: Kizuna Drive |
v1.18.1 |
2025-04-30 |
1 |
WriteToHardware: Invalid address 355fadd8 near PC 08a83824 LR 08a82eac |
| Naruto Shippuden: Kizuna Drive |
v1.18.1 |
2025-04-30 |
1 |
WriteToHardware: Invalid address 00000908 near PC 08a83824 LR 08a82eac |
| 薄桜鬼 ~幕末無双録~ |
v1.18.1 |
2025-04-30 |
1 |
NpSignin Init Params: 00000000, 00000000, 00000000, 00000000 |
| Naruto Shippuden: Kizuna Drive |
v1.18.1 |
2025-04-30 |
1 |
WriteToHardware: Invalid address 355fadd8 near PC 08a878d0 LR 08a878d0 |
| Naruto Shippuden: Kizuna Drive |
v1.18.1 |
2025-04-30 |
1 |
WriteToHardware: Invalid address 00000908 near PC 08a878d0 LR 08a878d0 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2025-04-30 |
1 |
MIPSCompileOp: Invalid instruction 00012a81 |
| Disney•Pixar Cars 2 |
v1.19.3 |
2026-02-06 |
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 r10p0-00dev0 [Revision 96995].
01f05555:00000b29 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t: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))
// 01f05555:00000b29 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t: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 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 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 = 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;
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 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worl |
| Disney•Pixar Cars 2 |
v1.19.3 |
2026-02-06 |
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 r10p0-00dev0 [Revision 96995].
01f05955:00000b21 HWX T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:2 3: c:1 t: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))
// 01f05955:00000b21 HWX T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:2 3: c:1 t: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 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 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 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 = 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;
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 - worldpos;
distance = |
| ドラゴンボールZ 真武道会 |
v1.18.1 |
2025-04-30 |
2 |
Unknown GetPointerWrite 00000000 PC 0891b354 LR 0886ecf4 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-04-30 |
1 |
MIPSCompileOp: Invalid instruction 9f9f9f9f |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-04-30 |
1 |
MIPSCompileOp: Invalid instruction 6b475b70 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-04-30 |
1 |
MIPSCompileOp: Invalid instruction 714b4f71 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-04-30 |
2 |
MIPSCompileOp: Invalid instruction 71717171 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-04-30 |
1 |
MIPSCompileOp: Invalid instruction 9f9f9f71 |
| .hack//Link 体験版 |
v1.18.1 |
2025-05-10 |
7 |
Failed decrypting the PRX (ret = -4, size = 6018948, psp_size = 6019296)! |
| God of War®: Ghost of Sparta |
v1.18.1 |
2025-04-29 |
1 |
Branch in RSRTComp delay slot at 09de51b4 in block starting at 09de5120 |
| Lego Star Wars II: The Original Trilogy |
v1.18.1 |
2025-04-29 |
1 |
Unknown GetPointerWrite 119570e0 PC 08a112a4 LR 0886c780 |
| Grand Theft Auto: Chinatown Wars |
v1.18.1 |
2025-04-29 |
1 |
Unknown GetPointerWrite 00000000 PC 089dfb68 LR 089dfb70 |
| eFootball PC - V. |
v1.18.1 |
2026-09-29 |
3 |
Unknown GetPointerWrite 170c23cf PC 0888d3fc LR 0888d40c |
| プロ野球スピリッツ2014 |
v1.18.1 |
2025-04-29 |
1 |
sceNetAdhocMatchingInit(16384) at 089c5b94 |
| RESISTANCE® ~報復の刻~ |
v1.18.1 |
2025-04-29 |
1 |
Unknown GetPointerWrite 190330e8 PC 08d09d20 LR 08cd6754 |
| EFOOTBALL NEW PATCH SEASON |
v1.18.1 |
2026-10-27 |
2 |
WriteToHardware: Invalid address ffffffdc near PC 0888cd70 LR 089dcc9c |
| Star Wars: The Force Unleashed |
v1.18.1 |
2025-04-29 |
2 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (e10ec78e), bad data |
| SBK® Superbike World Championship |
v1.18.1 |
2025-06-04 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 08f57230): duplicate handler |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-04-29 |
1 |
MIPSCompileOp: Invalid instruction 4043f6c0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-04-29 |
1 |
MIPSCompileOp: Invalid instruction 40430002 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-04-29 |
1 |
MIPSCompileOp: Invalid instruction 43268e6c |
| SBK-07 |
v1.18.1 |
2025-04-29 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09368740): duplicate handler |
| SBK-07 |
v1.18.1 |
2025-04-29 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 092be6e0): duplicate handler |
| SBK-07 |
v1.18.1 |
2025-04-29 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09687d70): duplicate handler |
| Tom Clancy's Splinter Cell® Essentials |
v1.18.1 |
2025-04-29 |
2 |
MIPSCompileOp: Invalid instruction 438a514e |
| Tom Clancy's Splinter Cell® Essentials |
v1.18.1 |
2025-04-29 |
4 |
MIPSCompileOp: Invalid instruction 0000097b |
| SBK®08 Superbike World Championship |
v1.18.1 |
2025-04-29 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08e92e80): duplicate handler |
| SBK®08 Superbike World Championship |
v1.18.1 |
2025-04-29 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 094d2130): duplicate handler |
| Fate/EXTRA |
v1.18.1 |
2025-04-29 |
1 |
WriteToHardware: Invalid address 000001c8 near PC 089391d4 LR 088b1808 |
| eFootball SM - V. |
v1.18.1 |
2025-04-29 |
1 |
Unknown GetPointerWrite 000016b6 PC 08872bb4 LR 08872c1c |
| eFootball Chelito 19 |
v1.18.1 |
2025-04-29 |
1 |
MIPSCompileOp: Invalid instruction 42666667 |
| ナルティメットアクセル3 |
v1.18.1 |
2025-04-29 |
1 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULJS00236DATA/DATA (1).CPK, 09ee0058, 00000002) |
| Kenka Bancho: Badass Rumble |
v1.18.1 |
2025-04-29 |
1 |
00000000=sceUtilityScreenshotInitStart(09397800) |
| eFootball Chelito 19 |
v1.18.1 |
2025-04-29 |
1 |
MIPSCompileOp: Invalid instruction 6cd6bca5 |
| eFootball Chelito 19 |
v1.18.1 |
2025-04-29 |
1 |
WriteToHardware: Invalid address deadc847 near PC 08c09cc8 LR 08e9b2bc |