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
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-12-20 69 MIPSCompileOp: Invalid instruction 9d039ceb
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-12-20 71 MIPSCompileOp: Invalid instruction 9c049c0a
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-12-20 70 MIPSCompileOp: Invalid instruction 9c3e9c46
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-12-20 72 MIPSCompileOp: Invalid instruction 9c139c09
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-12-20 71 MIPSCompileOp: Invalid instruction 9c149c15
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-12-20 67 MIPSCompileOp: Invalid instruction 9db29da9
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-12-20 70 MIPSCompileOp: Invalid instruction 9c329c47
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-12-20 77 MIPSCompileOp: Invalid instruction 9f4f97ed
WWE SmackDown! vs. RAW 2006. v1.18.1 2025-05-10 10 sceKernelCreateThread(name=ScePafThread): unsupported attributes 00000008
WWE SmackDown! vs. RAW 2006. v1.18.1 2025-05-10 50 sceKernelCreateThread(name=ScePafJob): unsupported attributes 00000008
ES BY DYMZ X MICHIE PES BY DYMZ X MICHIE v1.18.1 2025-05-10 6 sceNetAdhocMatchingInit(32768) at 08a719b8
WORLD SOCCER Winning Eleven 2012 v1.18.1 2025-05-09 3 sceKernelCreateThread(name=ScePafThread): unsupported attributes 00000008
WORLD SOCCER Winning Eleven 2012 v1.18.1 2025-05-09 15 sceKernelCreateThread(name=ScePafJob): unsupported attributes 00000008
Buzz!™: The Ultimate Music Quiz v1.18.1 2025-05-09 1 sceNetAdhocMatchingInit(131072) at 08856b74
WWE'12 v1.18.1 2025-05-09 1 Unknown GetPointerWrite 7cc7e8a5 PC 08bfbde0 LR 08bfbe04
SBK®09 Superbike World Championship v1.18.1 2025-05-09 3 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 097a9310): duplicate handler
SBK®09 Superbike World Championship v1.18.1 2025-05-09 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092fab40): duplicate handler
eFootball 2025 v1.18.1 2025-05-09 1 MIPSCompileOp: Invalid instruction 71e29674
SBK-07 v1.18.1 2025-05-09 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 090ef3f0): duplicate handler
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-05-09 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(49c6b5d, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
SBK®09 Superbike World Championship v1.18.1 2025-05-09 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0960f4e0): duplicate handler
Prince of Persia - Revelations v1.18.1 2025-05-09 1 80630006=sceAtracSetDataAndGetID(09ab17c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.18.1 2025-05-09 1 80630006=sceAtracSetDataAndGetID(09ab0c80, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.18.1 2025-05-09 2 80630006=sceAtracSetDataAndGetID(09a3e880, 00000800): invalid RIFF header
eFootball Euro y Copa America By T. Bendezu v1.18.1 2025-05-09 4 Error in shader program link: info: L0001 The fragment floating-point variable u_texelDelta does not match the vertex variable u_texelDelta. The precision does not match. fs: postshader #version 320 es precision mediump float; precision highp int; uniform vec2 u_pixelDelta; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec4 u_time; uniform vec2 u_texelDelta; in vec2 v_texcoord0; out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; vec3 processGAUSS_S(inout vec3 color) { float GAUSSS_SPAN_MAX = 1.5; float GAUSSS_KERNEL_SIZE = 5.0; vec2 offsetS = (u_pixelDelta * GAUSSS_SPAN_MAX) / vec2(GAUSSS_KERNEL_SIZE); vec3 cGaussS0 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, -2.0))).xyz * 1.0; vec3 cGaussS1 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0))).xyz * 3.0; vec3 cGaussS2 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, -1.0))).xyz * 8.0; vec3 cGaussS3 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0, -1.0))).xyz * 3.0; vec3 cGaussS4 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-2.0, 0.0))).xyz * 1.0; vec3 cGaussS5 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0, 0.0))).xyz * 8.0; vec3 cGaussS6 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0))).xyz * 10.0; vec3 cGaussS7 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0, 0.0))).xyz * 8.0; vec3 cGaussS8 = texture(sampler0, v_texcoord0 + (offsetS * vec2(2.0, 0.0))).xyz * 1.0; vec3 cGaussS9 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0, 1.0))).xyz * 3.0; vec3 cGaussS10 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, 1.0))).xyz * 8.0; vec3 cGaussS11 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0))).xyz * 3.0; vec3 cGaussS12 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, 2.0))).xyz * 1.0; color = (((((((((((cGaussS0 + cGaussS1) + cGaussS2) + cGaussS3) + cGaussS4) + cGaussS5) + cGaussS6) + cGaussS7) + cGaussS8) + cGaussS9) + cGaussS10) + cGaussS11) + cGaussS12; color /= vec3(58.0); return color; } vec3 processSHADEBOOST(inout vec3 color) { float sat = 1.89999997615814208984375; float brt = 0.699999988079071044921875; float con = 1.2000000476837158203125; float AvgLumR = 1.5; float AvgLumG = 1.5; float AvgLumB = 1.5; if (SEPIA == 1) { sat = 0.00999999977648258209228515625; brt = 1.75; con = 1.0; AvgLumR = 0.439999997615814208984375; AvgLumG = 0.2599999904632568359375; AvgLumB = 0.07999999821186065673828125; } if (GRAYSCALE == 1) { sat = 0.0; brt = 1.0; con = 1.0; AvgLumR = 1.0; AvgLumG = 1.0; AvgLumB = 1.0; } if (NEGATIVE == 1) { sat = 1.0; brt = 1.0; con = -1.0; AvgLumR = 1.0; AvgLumG = 1.0; AvgLumB = 1.0; } if (PSPCOLORS == 1) { sat = 1.0; brt = 1.0; con = 1.0; AvgLumR = 0.959299981594085693359375; AvgLumG = 1.0738999843597412109375; AvgLumB = 1.46039998531341552734375; } vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 conRGB = vec3(0.5); vec3 brtColor = color * brt; vec3 intensity = vec3(((brtColor.x * 0.2125000059604644775390625) + (brtColor.y * 0.7153999805450439453125)) + (brtColor.z * 0.07209999859333038330078125)); vec3 satColor = mix(intensity, brtColor, vec3(sat)); vec3 conColor = mix(conRGB, satColor, vec3(con)); vec3 mixColor = AvgLumin * conColor; color = mixColor; return color; } void main() { SEPIA = 0; GRAYSCALE = 0; NEGATIVE = 0; PSPCOLORS = 5; vec3 color = texture(sampler0, v_texcoord0).xyz; vec3 param = color; vec3 _311 = processGAUSS_S(param); color = _311; vec3 param_1 = color; vec3 _314 = processSHADEBOOST(param_1); color = _314; _RESERVED_IDENTIFIER_FIXUP_gl_Fr
MLB 11 The Show™ v1.18.1 2025-05-09 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (0610e602), bad data
SBK-07 v1.18.1 2025-05-09 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0906dda0): duplicate handler
SBK-07 v1.18.1 2025-05-09 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 090655a0): duplicate handler
God of War™: Ghost of Sparta v1.18.1 2025-05-09 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 r10p0-00rel0 [Revision 96995]. 01f34550:00000f09 HWX C T N LM RevN Light: 0: c:0 t:0 1: c:1 t:1 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)) // 01f34550:00000f09 HWX C T N LM RevN Light: 0: c:0 t:0 1: c:1 t:1 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); 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); 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 - worldpos; distance = length(toLigh
God of War™: Ghost of Sparta v1.18.1 2025-05-09 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 r10p0-00rel0 [Revision 96995]. 01f34550:00000b09 HWX C T N LM Light: 0: c:0 t:0 1: c:1 t:1 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)) // 01f34550:00000b09 HWX C T N LM Light: 0: c:0 t:0 1: c:1 t:1 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); 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); 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 - worldpos; distance = length(toLight); toLig
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-05-08 1 00000000=sceUtilityScreenshotInitStart(09caa308)
WWE2K24-V1.04 BY MANIA SVR v1.18.1 2025-08-04 2 80630007=sceAtracSetData(2, 08d4b180, 00010050): atracID uses different codec type than data
初音ミク -Project DIVA- 2nd お買い得版 v1.18.1 2025-05-08 1 00000000=sceUtilityScreenshotInitStart(09399650)
初音ミク -Project DIVA- 2nd お買い得版 v1.18.1 2025-05-08 1 00000000=sceUtilityScreenshotInitStart(093caa20)
初音ミク -Project DIVA- 2nd お買い得版 v1.18.1 2025-05-08 1 00000000=sceUtilityScreenshotInitStart(09017aa0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-05-08 1 00000000=sceUtilityScreenshotInitStart(09caa4e8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-05-08 1 00000000=sceUtilityScreenshotInitStart(09caa4a8)
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

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