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| Game title |
Version |
Latest Report |
Hits |
Message |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.18.1 |
2025-06-06 |
9 |
MIPSCompileOp: Invalid instruction 4512dd05 |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.18.1 |
2025-06-06 |
1 |
MIPSCompileOp: Invalid instruction 0001ff01 |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.18.1 |
2025-06-06 |
1 |
MIPSCompileOp: Invalid instruction 4648c31e |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.18.1 |
2025-06-06 |
1 |
MIPSCompileOp: Invalid instruction 464e6d75 |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.18.1 |
2025-06-06 |
1 |
MIPSCompileOp: Invalid instruction 464e9cf7 |
| 初音ミク -Project DIVA- extend |
v1.18.1 |
2025-06-06 |
1 |
00000000=sceUtilityScreenshotInitStart(092efe60) |
| eFootball Chelito 19 |
v1.18.1 |
2025-06-06 |
2 |
MIPSCompileOp: Invalid instruction 0004003e |
| eFootball Chelito 19 |
v1.18.1 |
2025-06-06 |
1 |
MIPSCompileOp: Invalid instruction 01000001 |
| eFootball Chelito 19 |
v1.18.1 |
2025-06-06 |
1 |
MIPSCompileOp: Invalid instruction 71d745bc |
| Pro Evolution Soccer 2009 |
v1.18.1 |
2025-06-06 |
1 |
80420014=__sceSasCore(08ae65c0, 58d63f00): invalid address |
| Pro Evolution Soccer 2009 |
v1.18.1 |
2025-06-06 |
1 |
80420014=__sceSasCore(08ae65c0, 58d64300): invalid address |
| Burnout™ Dominator |
v1.18.1 |
2025-06-06 |
9 |
Failed to truncate file. |
| eFootball PC - V. |
v1.18.1 |
2025-06-06 |
1 |
807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 0001 |
| eFootball PC - V. |
v1.18.1 |
2026-05-17 |
2 |
807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0007 |
| eFootball PC - V. |
v1.18.1 |
2025-06-06 |
1 |
807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 0009 |
| eFootball PC - V. |
v1.18.1 |
2025-06-06 |
2 |
807f00fd=sceMp3Init(00000000): invalid sample rate v0 l1 rate 03 |
| eFootball PC - V. |
v1.18.1 |
2025-06-06 |
1 |
807f00fd=sceMp3Init(00000000): invalid bitrate v1 l0 rate 000a |
| eFootball Libertadores 2022 By T. Bendezu. |
v1.18.1 |
2025-06-06 |
1 |
MIPSCompileOp: Invalid instruction 780aae9c |
| eFootball Libertadores 2022 By T. Bendezu. |
v1.18.1 |
2025-06-06 |
1 |
MIPSCompileOp: Invalid instruction 780aaea0 |
| eFootball Libertadores 2022 By T. Bendezu. |
v1.18.1 |
2025-06-06 |
1 |
MIPSCompileOp: Invalid instruction 780aad50 |
| eFootball Libertadores 2022 By T. Bendezu. |
v1.18.1 |
2025-06-06 |
3 |
Branch in branch delay slot at 08000024 with different target |
| eFootball 2024 BRO GAME ID NEW PATCH SEASON |
v1.18.1 |
2025-06-06 |
1 |
MIPSCompileOp: Invalid instruction 46800499 |
| eFootball 2025 Official Gameplay |
v1.18.1 |
2025-06-06 |
1 |
Unknown GetPointerWrite 00000000 PC 08811228 LR 088113dc |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.18.1 |
2025-06-06 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (77333588), bad data |
| EA FC 2024 BY RA-PATCH |
v1.18.1 |
2025-06-06 |
1 |
WriteToHardware: Invalid address 00000004 near PC 08863d74 LR 08856f30 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-06-06 |
1 |
Branch in RSZeroComp delay slot at 08feed80 in block starting at 08feb078 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-06-06 |
1 |
Branch in RSZeroComp delay slot at 08feed80 in block starting at 08fe0000 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-06-06 |
1 |
Branch in RSRTComp delay slot at 096c2d5c in block starting at 096c0000 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-06-06 |
1 |
Branch in branch delay slot at 096c2d60 with different target |
| eFootball RB - V. |
v1.18.1 |
2025-06-06 |
2 |
Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460 |
| SBK®08 Superbike World Championship |
v1.18.1 |
2025-06-06 |
4 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 0970dc50): duplicate handler |
| SBK®08 Superbike World Championship |
v1.18.1 |
2025-06-06 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 09693b50): duplicate handler |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.18.1 |
2025-06-06 |
2 |
MIPSCompileOp: Invalid instruction 735f7830 |
| 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 |
MIPSCompileOp: Invalid instruction 46800499 |
| 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: Invalid instruction eeeeeeee |
| 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 |
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: 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 |
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 |
| 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. |