Recent logs - v1.18.1

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Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-06-06 1 Branch in Jump delay slot at 09032490 in block starting at 09032418
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-06-06 1 Branch in Jump delay slot at 09032450 in block starting at 09032418
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-06-06 1 Branch in Jump delay slot at 09032684 in block starting at 09032418
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-06-06 1 Branch in Jump delay slot at 09032460 in block starting at 09032418
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-06-06 1 Branch in Jump delay slot at 09032420 in block starting at 09032418
SBK®08 Superbike World Championship v1.18.1 2025-06-06 4 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 0970dc50): duplicate handler
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.18.1 2025-06-06 1 sceDmacMemcpy(dest=0412c070, src=092a6000, size=97456): overlapping read
SBK®08 Superbike World Championship v1.18.1 2025-06-06 1 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 09693b50): duplicate handler
MONSTER HUNTER FREEDOM UNITE™ v1.18.1 2025-06-06 1 __KernelStopThread: thread 762 does not exist (ApctlThread stopped)
MONSTER HUNTER FREEDOM UNITE™ v1.18.1 2025-06-06 1 __KernelStopThread: thread 762 does not exist (ApctlThread deleted)
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.18.1 2025-06-06 2 MIPSCompileOp: Invalid instruction 735f7830
eFootball v1.18.1 2025-06-06 1 Unknown GetPointer 004f3a3b PC 0884d7b4 LR 0884d7d4
GTA: Liberty City Stories v1.18.1 2025-06-09 24 __KernelStopThread: thread 390 does not exist (helper deleted)
Resistance: Retribution™ v1.18.1 2025-06-06 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]. 01710551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 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)) // 01710551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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 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(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 = 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; ldot = dot(toLight, worldnormal); 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 ; } 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_l
Resistance: Retribution™ v1.18.1 2025-06-06 2 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]. 01f05551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t: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)) // 01f05551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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 mediump vec3 u_lightatt3; 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(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 = 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; ldot = dot(toLight, worldnormal); 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 ; } 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(toLi
Resistance: Retribution™ v1.18.1 2025-06-06 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]. 01f15551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 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)) // 01f15551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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 mediump vec3 u_lightatt3; 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(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 = 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; ldot = dot(toLight, worldnormal); 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 ; } 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 = do
Resistance: Retribution™ v1.18.1 2025-06-06 2 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]. 01700551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t: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)) // 01700551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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 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(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 = 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; ldot = dot(toLight, worldnormal); 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 ; } 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 *
Resistance: Retribution™ v1.18.1 2025-06-06 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]. 01700551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t: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)) // 01700551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 Cull 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 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 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(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 = 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; ldot = dot(toLight, worldnormal); 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 ; } 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)
Resistance: Retribution™ v1.18.1 2025-06-06 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]. 01f05551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t: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)) // 01f05551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 Cull 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 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 mediump vec3 u_lightatt3; 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(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 = 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; ldot = dot(toLight, worldnormal); 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 ; } 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) {
AKB1/48 アイドルとグアムで恋したら… v1.18.1 2025-06-06 4 Savedata version requested: 3
WWE'12 v1.18.1 2025-06-06 1 sceDmacMemcpy(dest=0418a270, src=09206060, size=65552): overlapping read
AKB1/48 アイドルとグアムで恋したら… v1.18.1 2025-06-06 4 MIPSCompileOp: Invalid instruction 46800499
Ultimate Ghosts'n Goblins v1.18.1 2025-06-06 1 sceDmacMemcpy(dest=04158600, src=091c11c0, size=4096): overlapping read
eFootball 2025 By T. Bendezu v1.20.3 2026-05-13 6 sceNetAdhocMatchingInit(32768) at 08a719b8
eFootball CESAR - PATCH v1.18.1 2025-06-15 148 MIPSCompileOp: Invalid instruction 01010101
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction cfcf9595
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp 69699595 failed
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction eeeeeeee
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp 69698d8d failed
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 Branch in RSRTComp delay slot at 09807398 in block starting at 09807340
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction 73f373f3
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction f3f3ebeb
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction 4d6e6f6f
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction 7f7fda7f
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 Jump to invalid address: 0da339a4
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction 7f7f7f8d
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction 9f81dada
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 2 MIPSCompileOp: Invalid instruction 7f7fdaae
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction 6e6f8181
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction 708181ba
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction 7e7f7f7f
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction 7fd7d77f
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction 7fd77f7f
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction 4f23e622
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction 7e929292
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp 6969698c failed
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 Jump to invalid address: 0e15be38
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction cc353232
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction 7fdadada
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction 4a0b7985
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction ccf073f3
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction cf92cf92
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 2 MIPSCompileOp: Invalid instruction cfcf9292
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction 73737373
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction 9ef2f3eb
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 3 MIPSCompileOp: Invalid instruction cf929292
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 5 MIPSCompileOp: Invalid instruction cfcfcfcf
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction f3ebcbcf
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction 46e2233c
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction 7fda7f7f
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 WriteToHardware: Invalid address dead95af near PC 097e00cc LR 08000000
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction 4cd92824
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction 7f7f7fae
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction 7fc85f6d
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction 7f7f7fda
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction cf698f79
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction cef3f3e1
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction cfdfc7cf
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction 471c8400
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 Branch in branch delay slot at 097f5944 with different target
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction ceb7d9df
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction cdb7f5c8
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 Branch in branch delay slot at 097f594c with different target
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction cdd9d9c7
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction d1d6bcd6
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 3 MIPSCompileOp: Invalid instruction 7f7f7f7f
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction b1c1b1d4
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction cccee5cf
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 ReadFromHardware: Invalid address dead8bbb near PC 097e0054 LR 08000000
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction d0bfc0d8
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction d1bfd6bf
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction ceb7b7b7
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction b1c3d6d4
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction b7cfb7d9
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction d0d8bbce
Dragon Ball Z Budokai Tenkaichi ZERO v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction ccb7e5d0
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction 43e18000
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-06-06 1 Branch in Jump delay slot at 09d71e00 in block starting at 09d70000
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-06-06 1 Branch in Jump delay slot at 0967ac90 in block starting at 096789a0
SBK®08 Superbike World Championship v1.18.1 2025-06-06 2 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 09715e20): duplicate handler
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.18.1 2025-06-06 10 Failed to truncate file.
Spider-Man 2 v1.18.1 2025-06-06 5 Failed to truncate file.
ASPHALT : URBAN GT 2 v1.18.1 2025-06-06 1 __KernelStopThread: thread 451 does not exist (helper deleted)
DBS TTT LATINO - LOS IJUE30S v1.18.1 2025-06-06 1 Jump to invalid address: 058c0118
DBS TTT LATINO - LOS IJUE30S v1.18.1 2025-06-06 1 MIPSCompileOp: Invalid instruction ccba3368
DBS TTT LATINO - LOS IJUE30S v1.18.1 2025-06-06 1 WriteToHardware: Invalid address 0000037c near PC 088048b8 LR 0880dee4
DBS TTT LATINO - LOS IJUE30S v1.19.3 2026-01-13 2 Branch in branch delay slot at 088048cc with different target
DBS TTT LATINO - LOS IJUE30S v1.18.1 2025-06-06 1 ReadFromHardware: Invalid address 00003368 near PC 088048b4 LR 0880dee4
SWAT®: Target Liberty™ v1.18.1 2025-06-06 3 Failed to truncate file.
Mortal Kombat: Unchained v1.18.1 2025-06-06 1 Unknown GetPointerWrite ffffffff PC 08a00114 LR 08000020

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