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
Toy Story 3 v1.18.1 2025-05-08 1 Truncating vertex count from 53229 to 21845
WWE'12 v1.18.1 2025-05-08 1 Unknown GetPointerWrite 0a8289df PC 08bfbde0 LR 08bfbe04
RESISTANCE® ~報復の刻~ v1.18.1 2025-05-08 1 Unknown GetPointerWrite 27171f78 PC 08d09d20 LR 08cd6754
RESISTANCE® ~報復の刻~ v1.18.1 2025-05-08 1 Unknown GetPointerWrite 1321ba28 PC 08d09d20 LR 08cd6754
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 0000bff5
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-05-08 2 MIPSCompileOp: Invalid instruction 00000fff
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 00002dff
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-05-08 2 MIPSCompileOp: Invalid instruction 0000cff7
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-05-08 2 MIPSCompileOp: Invalid instruction 06efc000
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-05-08 2 MIPSCompileOp: Invalid instruction 00003eff
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction efff5000
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-05-08 2 MIPSCompileOp: Invalid instruction efff7000
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 00000dfc
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-05-08 7 MIPSCompileOp: Invalid instruction 00000cff
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-05-08 7 MIPSCompileOp: Invalid instruction eeeeeed0
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-05-08 4 MIPSCompileOp: Invalid instruction 0000019e
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-05-08 4 MIPSCompileOp: Invalid instruction 00001dff
FIFA 14 - Es v1.18.1 2025-05-08 6 Block transfer invalid: 00000010/0 -> 04000000/0, 1024x736x2 (0,0)->(0,0)
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-12-20 76 MIPSCompileOp: Invalid instruction 7adf97f2
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-12-20 74 MIPSCompileOp: Invalid instruction 9c129c08
eFootball v1.18.1 2025-05-08 1 Branch in RSZeroComp delay slot at 0880b440 in block starting at 0880b43c
SBK®09 Superbike World Championship v1.18.1 2025-05-08 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 093faae0): duplicate handler
Jetpack Joyride v1.18.1 2025-09-13 3 Failed decrypting the PRX (ret = -4, size = 2891733, psp_size = 2892080)!
God of War™: Ghost of Sparta v1.7.5 2026-03-04 2 80631003=sceAtracSetAA3DataAndGetID(08c60dc0, 0001e000, 00070d14, 09fbba6c[ffffffff]): invalid ea3 magic bytes
Daxter v1.18.1 2025-05-08 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ebc3b0, 4, 00000000, 0)
MONSTER HUNTER FREEDOM(TM) v1.18.1 2025-05-08 1 80630006=sceAtracSetDataAndGetID(08b8b180, 0014f800): invalid RIFF header
EA-Sports FC PC-V v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 71cd9f3c
PES 2014 v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 00000cba
PES 2014 v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 000003fb
PES 2014 v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 0000100e
PES 2014 v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 00000eba
PES 2014 v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 0000119e
PES 2014 v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 00000415
PES 2014 v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 00000155
PES 2014 v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 00940041
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 42f40000
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 43c80000
EFOOTBALL 2025 LITE BY ARDI CSS v1.18.1 2025-05-08 1 WriteToHardware: Invalid address 00000020 near PC 08866bdc LR 08869e00
SBK®09 Superbike World Championship v1.18.1 2025-05-08 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09012310): duplicate handler
eFootball Euro y Copa America By T. Bendezu v1.9.4 2026-01-22 97 MIPSCompileOp: Invalid instruction 706f2074
eFootball Euro y Copa America By T. Bendezu v1.9.4 2026-01-22 101 MIPSCompileOp: Invalid instruction 62207473
eFootball Euro y Copa America By T. Bendezu v1.9.4 2026-01-22 102 MIPSCompileOp: Invalid instruction 756d2067
eFootball Euro y Copa America By T. Bendezu v1.9.4 2026-01-22 107 MIPSCompileOp: Invalid instruction 6e69746f
God of War™: Ghost of Sparta v1.19.1 2025-06-15 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 r10p0-00rel0 [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);
God of War™: Ghost of Sparta v1.19.1 2025-06-15 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 r10p0-00rel0 [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)), worldn
Prince of Persia - Revelations v1.18.1 2025-05-13 2 WriteToHardware: Invalid address 00000000 near PC 08c05294 LR 08befe58
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 00000305
喧嘩番長5~漢の法則(オトコのルール)~ v1.18.1 2025-05-08 1 00000000=sceUtilityScreenshotInitStart(09541440)
eFootball PC - V. v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 000cff81
eFootball PC - V. v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 0002dfff
eFootball PC - V. v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 000003ff
eFootball PC - V. v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 00001aff
eFootball PC - V. v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 00000ff9
eFootball PC - V. v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 0002dffe
eFootball PC - V. v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 00000bfc
eFootball PC - V. v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction efa00000
eFootball PC - V. v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 000007ff
eFootball PC - V. v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction effe4000
eFootball PC - V. v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 00000bff
eFootball PC - V. v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 0000afff
eFootball PC - V. v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 000019df
eFootball PC - V. v1.18.1 2025-07-25 4 MIPSCompileOp: Invalid instruction 00000cff
eFootball PC - V. v1.18.1 2025-05-08 1 MIPSCompileOp: Invalid instruction 05eff300
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-05-08 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(22df93f, 14:40:73:40:5e:73, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-05-08 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(22df93f, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
eFootball PES By HAROUN TECH v1.18.1 2025-05-08 1 Branch in branch delay slot at 09403580 with different target
eFootball PES By HAROUN TECH v1.18.1 2025-05-08 1 Branch in branch delay slot at 09403554 with different target
eFootball PES By HAROUN TECH v1.18.1 2025-05-08 1 Branch in branch delay slot at 09403560 with different target
eFootball PES By HAROUN TECH v1.18.1 2025-05-08 1 Branch in branch delay slot at 09403550 with different target
eFootball PES By HAROUN TECH v1.18.1 2025-05-08 1 Branch in branch delay slot at 09403584 with different target
eFootball PES By HAROUN TECH v1.18.1 2025-05-08 1 Branch in branch delay slot at 09403564 with different target
eFootball PES By HAROUN TECH v1.18.1 2025-05-08 1 Branch in branch delay slot at 09403574 with different target
eFootball PES By HAROUN TECH v1.18.1 2025-05-08 1 Branch in branch delay slot at 09403570 with different target
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-05-08 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(3603ca9, 14:40:73:40:5e:73, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-05-08 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(3603ca9, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
God of War: Chains of Olympus v1.18.1 2025-05-08 1 WriteToHardware: Invalid address 00a7dc82 near PC 089fea00 LR 089fea38
FIFA STREET 2 v1.18.1 2025-05-08 299 ELF relocation HI16/0 pair (instead of LO16) at 088f74d8 / 08804000
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.18.1 2025-05-08 1 WriteToHardware: Invalid address 000000d0 near PC 08878b28 LR 0a07cd20
DBS TTT LATINO - LOS IJUE30S v1.18.1 2025-05-08 1 Unknown GetPointerWrite 40000000 PC 0880ca80 LR 0880cae8
SBK®09 Superbike World Championship v1.18.1 2025-05-08 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0940dfe0): duplicate handler
SBK®08 Superbike World Championship v1.18.1 2025-05-08 1 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08e941b0): duplicate handler
SBK®08 Superbike World Championship v1.18.1 2025-05-08 1 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 0967ea20): duplicate handler
eFootball Play-C v1.18.1 2025-05-08 1 Unknown GetPointerWrite 4286af05 PC 0888d3fc LR 0888d40c
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.18.1 2025-06-02 2 80630007=sceAtracSetData(2, 08d4b180, 00010064): atracID uses different codec type than data
ワンピース ROMANCE DAWN 冒険の夜明け v1.18.1 2025-05-08 2 MIPSCompileOp: Invalid instruction 001f001f
Virtua Tennis 3 v1.18.1 2025-05-08 1 80630011=sceAtracSetDataAndGetID(08cded40, 00000004): buffer too small
ワンピース ROMANCE DAWN 冒険の夜明け v1.18.1 2025-05-08 1 WriteToHardware: Invalid address 00000008 near PC 08000000 LR 08000000
Virtua Tennis 3 v1.18.1 2025-05-08 1 80630006=sceAtracSetDataAndGetID(096f38c0, 00020000): invalid RIFF header
Virtua Tennis 3 v1.18.1 2025-05-08 1 80630006=sceAtracSetDataAndGetID(0984a380, 00020000): invalid RIFF header
Virtua Tennis 3 v1.18.1 2025-05-08 1 80630006=sceAtracSetDataAndGetID(09850440, 00020000): invalid RIFF header
eFootball 2025 v1.18.1 2025-05-08 1 Jump to invalid address: 062f2140 PC 08a3f484 LR 08a3f484
SBK-07 v1.18.1 2025-05-08 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08f83470): duplicate handler
喧嘩番長5~漢の法則(オトコのルール)~ v1.18.1 2025-05-07 1 00000000=sceUtilityScreenshotInitStart(09784ed0)
喧嘩番長5~漢の法則(オトコのルール)~ v1.18.1 2025-05-07 1 00000000=sceUtilityScreenshotInitStart(099d0840)
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-05-07 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(37bbaf2, d8:ee:76:28:38:33, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-05-07 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(37bbaf2, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
MLB 11 The Show™ v1.18.1 2025-05-07 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (6d937840), bad data
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-05-07 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(b008641, 14:40:73:40:5e:73, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-05-07 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(b008641, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Dante's Inferno™ v1.18.1 2025-05-07 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]. 01d11505:00000121 HWX LM Light: 0: 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)) // 01d11505:00000121 HWX LM Light: 0: 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_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_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); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular2 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * 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 *

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