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
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-02 1 MIPSCompileOp: Invalid instruction ccddeeff
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-02 1 WriteToHardware: Invalid address deae3355 near PC 09b64ed8 LR 08000000
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-02 1 MIPSCompileOp: Invalid instruction eddccbba
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-02 1 MIPSCompileOp: Invalid instruction eeddccbb
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-02 1 MIPSCompileOp: Invalid instruction 79272727
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-02 1 MIPSCompileOp: Invalid instruction cddeefff
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-02 1 MIPSCompileOp: Invalid instruction 67889abb
初音ミク -Project DIVA- extend v1.18.1 2025-05-02 1 00000000=sceUtilityScreenshotInitStart(093e1b68)
初音ミク -Project DIVA- v1.18.1 2025-05-02 1 00000000=sceUtilityScreenshotInitStart(09382a20)
初音ミク -Project DIVA- v1.18.1 2025-05-02 1 00000000=sceUtilityScreenshotInitStart(094c80a0)
初音ミク -Project DIVA- v1.18.1 2025-05-02 2 00000000=sceUtilityScreenshotInitStart(09370f20)
METAL SLUG Anthology v1.18.1 2025-05-02 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI0901, 1, 2, 09fff8c0, 20000000, 0) at 08829184
METAL SLUG Anthology v1.18.1 2025-05-02 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI0901, 1c:e7:6f:5b:09:01, 20000000, 0) at 08829208
SBK-07 v1.18.1 2025-05-02 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 093c8b80): duplicate handler
SBK-07 v1.18.1 2025-07-07 3 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09341760): duplicate handler
SBK-07 v1.18.1 2025-06-15 2 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09309c90): duplicate handler
初音ミク -Project DIVA- v1.18.1 2025-05-01 6 00000000=sceUtilityScreenshotInitStart(091737a0)
初音ミク -Project DIVA- v1.18.1 2025-05-01 1 00000000=sceUtilityScreenshotInitStart(093895e0)
初音ミク -Project DIVA- v1.18.1 2025-05-01 1 00000000=sceUtilityScreenshotInitStart(092cc178)
PATCH SPARTAN11 v1.18.1 2025-05-01 1 Unknown GetPointerWrite 00000000 PC 088287f8 LR 08828800
WWE'12 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction 47feeef7
WWE'12 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction 46744bfe
WWE'12 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction 77bb9888
WWE'12 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction 77979eee
WWE'12 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction efeffddd
WWE'12 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction 44644bee
WWE'12 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction 469efb64
WWE'12 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction 4791994b
WWE'12 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction 4fb46647
WWE'12 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction 4de6446b
WWE'12 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction b766bfee
WWE'12 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction 79b6977f
WWE'12 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction eedfeeee
WWE'12 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction ee60022b
WWE'12 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction eeeeeb78
WWE'12 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction eeeb609f
WWE'12 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction b6a8677b
WWE'12 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction 77bffb79
WWE'12 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction 6799a78a
WWE'12 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction eeeeeebb
WWE'12 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction 77b9aac8
現代大戦略 ~一触即発・軍事バランス崩壊~ v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction 0018933b
PATCH SPARTAN11 v1.18.1-945-gb0182ed0e6 2025-12-18 328 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
BOMBERMAN v1.18.1 2025-05-01 2 UNTESTED sceNetAdhocctlJoinEnterGameMode(K4I855c, 28:fc:10:16:74:3a, 30000000, 0) at 088ccd70
BOMBERMAN v1.18.1 2025-05-01 3 UNTESTED sceNetAdhocctlCreateEnterGameMode(K4I855c, 2, 2, 09fff470, 30000000, 0) at 088cd098
Indiana Jones® and the Staff Of Kings™ v1.18.1 2025-05-01 10 Failed to truncate file.
Resistance: Retribution™ v1.18.1 2025-05-01 1 Unknown GetPointerWrite 20170578 PC 08d09d20 LR 08cd6754
DRAGON BALL Z SHIN BUDOKAI 2 v1.18.1 2025-05-01 1 WriteToHardware: Invalid address 00000810 near PC 08943810 LR 08943810
Pro Evolution Soccer 2009 v1.18.1 2025-05-01 99 MIPSCompileOp: Invalid instruction 0043ac9f
Crash® of the Titans v1.18.1 2025-05-01 4 80630011=sceAtracSetDataAndGetID(08d64180, 00020000): no data chunk
EA FC 2024 BY RA-PATCH v1.18.1 2025-05-07 2 Unknown GetPointerWrite 00000000 PC 08872bb4 LR 08872c1c
SBK® Superbike World Championship v1.18.1 2025-05-01 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 092706f0): duplicate handler
eFootball RB - V. v1.18.1 2025-09-21 17 Unknown GetPointerWrite 00000000 PC 0882bbf4 LR 088113dc
eFootball Chelito 19 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction 002c7001
eFootball Chelito 19 v1.18.1 2025-05-01 1 WriteToHardware: Invalid address 0a000010 near PC 08eb7308 LR 088ecd9c
eFootball Chelito 19 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction 000015e8
eFootball Chelito 19 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction 61b28023
Crash™ Tag Team Racing v1.18.1 2025-05-01 16 80630006=sceAtracSetDataAndGetID(09b18e40, 00014000): invalid RIFF header
Shepherd's Crossing 2 v1.18.1 2025-05-01 12 00000000=sceUtilityScreenshotInitStart(097ab9c0)
NASCAR® v1.18.1 2025-05-01 1 Vertices without position found: (042f2634) [042f2634] P: ? N: s8 C: 5551 W: f (5x) Morph: 4 (112b)
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction 412402ad
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction 40400000
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 3 MIPSCompileOp: Invalid instruction 01a64054
Prince of Persia - Rival Swords v1.18.1 2025-05-01 1 Block transfer invalid: 00000000/0 -> 00000000/0, 408x638x4 (496,789)->(1,0)
eFootball RB - V. v1.19.3 2025-09-13 27 sceNetAdhocMatchingInit(32768) at 08a719b8
PES 2014 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction 0000003f
PES 2014 v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction 000012be
MediEvil Resurrection v1.18.1 2025-05-01 1 WriteToHardware: Invalid address 27bd0020 near PC 09c1486c LR 09c1488c
God of War®: Ghost of Sparta v1.18.1 2025-05-01 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 r8p0-00dev0 [Revision 96995]. 01f34515:00000f09 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 #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)) // 01f34515:00000f09 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 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 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 vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(-normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.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; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnor
God of War®: Ghost of Sparta v1.18.1 2025-05-01 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 r8p0-00dev0 [Revision 96995]. 01f34515:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 #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)) // 01f34515:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 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 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 vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.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; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
eFootball 2024 v1.9.4 2026-06-12 409 80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16)
Jak & Daxter™: The Lost Frontier v1.18.1 2025-05-01 1 Unknown GetPointerWrite 3e32f6d3 PC 09eed348 LR 09ee7e1c
太鼓の達人ぽ~たぶる v1.18.1 2025-05-01 1 Failed decrypting the PRX (ret = -1, size = 1879008, psp_size = 1879344)!
SBK-07 v1.18.1 2025-05-01 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0934d3b0): duplicate handler
SBK-07 v1.18.1 2025-05-01 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0934bff0): duplicate handler
SBK-07 v1.18.1 2025-05-01 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09417310): duplicate handler
Dragon Ball TAG VS v1.18.1 2025-05-01 1 WriteToHardware: Invalid address 00002e3c near PC 08000000 LR 08000000
SBK-07 v1.18.1 2025-05-01 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 091f4860): duplicate handler
SBK-07 v1.18.1 2025-05-01 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 091b5e40): duplicate handler
SBK-07 v1.18.1 2025-05-01 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09133df0): duplicate handler
Dante's Inferno™ v1.18.1 2025-05-07 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 r8p0-00dev0 [Revision 96995]. 01f11555:00000121 HWX LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:0 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)) // 01f11555:00000121 HWX LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:0 MatUp:1 Cull attribute vec3 position; 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 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(0.0, 0.0, 1.0, 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, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); d
Dante's Inferno™ v1.18.1 2025-05-07 5 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 r8p0-00dev0 [Revision 96995]. 01710155:00000121 HWX LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 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)) // 01710155:00000121 HWX LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 MatUp:1 Cull attribute vec3 position; 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular2 * specularColor *
Dante's Inferno™ v1.18.1 2025-05-07 4 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 r8p0-00dev0 [Revision 96995]. 01b11055:00000121 HWX LM Light: 0: c:1 t:1 1: c:1 t:1 3: c:1 t:0 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)) // 01b11055:00000121 HWX LM Light: 0: c:1 t:1 1: c:1 t:1 3: c:1 t:0 MatUp:1 Cull attribute vec3 position; 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_lightpos3; 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(0.0, 0.0, 1.0, 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_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular3 * specularColor *
真・三國無双 MULTI RAID 2 v1.18.1 2025-05-01 2 Decoding texture from VRAM mirror at 044cbbe0 swizzle=0
真・三國無双 MULTI RAID 2 v1.18.1 2025-05-01 1 Decoding texture from VRAM mirror at 044b2fe0 swizzle=0
Disgaea 2: Dark Hero Days v1.18.1 2026-04-04 2 Failed decrypting the PRX (ret = -4, size = 1691556, psp_size = 1691904)!
TMNT v1.18.1 2025-05-01 1 WriteToHardware: Invalid address 00000128 near PC 08953d58 LR 08953484
Gun™ Showdown v1.18.1 2025-05-01 1 Branch in RSRTComp delay slot at 08a8cf08 in block starting at 08a8ced8
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-07-22 6 WriteToHardware: Invalid address 00000004 near PC 08863d6c LR 08849a58
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-01 1 Jump to invalid address: 0213b3f0 PC 08000000 LR 08000000
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction 7a5ce210
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-01 1 WriteToHardware: Invalid address 0003fe20 near PC 0882be4c LR 0882be20
eFootball 2024 By Master Pes v1.18.1 2026-01-20 24 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
METAL SLUG Complete v1.18.1 2025-05-01 2 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI5cd5, 1, 2, 09fff8c0, 20000000, 0) at 088290ec
Despicable Me v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction 00011529
Despicable Me v1.18.1 2025-05-01 1 MIPSCompileOp: Invalid instruction 000174d4
Despicable Me v1.18.1 2025-05-01 2 MIPSCompileOp: Invalid instruction 9ff00000
eFootball 2025 by MP v1.18.1 2025-06-18 5 MIPSCompileOp: Invalid instruction 00000001
eFootball 2025 by MP v1.19.3 2025-09-02 2 BREAK instruction hit
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; // 10184000:00000002 Tex 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 *= u_texNoAlphaMul.y; fragColor0 = v; }

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