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| 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;
}
|