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
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

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