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| 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 * |