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| 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 |