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
グランナイツヒストリー v1.18.1 2025-06-15 1 00000000=sceUtilityScreenshotInitStart(08de9c10)
Resistance: Retribution™ v1.18.1 2025-06-15 1 Unknown GetPointerWrite 1b172108 PC 08d09d20 LR 08cd6754
NARUTO SHIPPUDEN: Ultimate Ninja Heroes 3 v1.18.1 2025-06-15 1 00000000=sceUtilityScreenshotInitStart(09a82858)
WARRIORS OROCHI 2 v1.18.1 2025-06-30 4 Unknown GetPointerWrite 14160a40 PC 0881d15c LR 0881d17c
Resistance: Retribution™ v1.18.1 2025-06-14 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 r8p0-01rel0 [Revision 96995]. 01700551:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01700551:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 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 * specularC
Resistance: Retribution™ v1.18.1 2025-06-14 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 r8p0-01rel0 [Revision 96995]. 01700551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01700551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 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) lightSum1
Resistance: Retribution™ v1.18.1 2025-06-14 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 r8p0-01rel0 [Revision 96995]. 01710551:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01710551:00000b01 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 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_lightspecu
Resistance: Retribution™ v1.18.1 2025-06-14 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 r8p0-01rel0 [Revision 96995]. 01710551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01710551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 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 = color0; 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) ligh
Resistance: Retribution™ v1.18.1 2025-06-14 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 r8p0-01rel0 [Revision 96995]. 01f15555:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f15555:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform 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 = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_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, worldnorma
Pro Evolution Soccer 2020 v1.18.1 2025-06-26 2 MIPSCompileOp: Invalid instruction ef981004
Pro Evolution Soccer 2020 v1.18.1 2025-06-26 2 MIPSCompileOp: Invalid instruction 42802021
eFootball 2025 by MP v1.18.1 2025-06-14 1 MIPSCompileOp: Invalid instruction 70006660
eFootball 2025 by MP v1.18.1 2025-06-14 1 MIPSCompileOp: Invalid instruction eceeffff
eFootball 2025 by MP v1.18.1 2025-06-14 1 MIPSCompileOp: Invalid instruction 0000009f
eFootball 2025 by MP v1.18.1 2025-06-14 1 MIPSCompileOp: Invalid instruction 00001aff
eFootball 2025 by MP v1.18.1 2025-06-14 1 MIPSCompileOp: Invalid instruction 0000003d
eFootball 2025 by MP v1.18.1 2025-06-14 1 MIPSCompileOp: Invalid instruction 70000008
eFootball 2025 by MP v1.18.1 2025-06-14 1 MIPSCompileOp: Invalid instruction cfffc804
eFootball 2025 by MP v1.18.1 2025-06-14 1 MIPSCompileOp: Invalid instruction 00000029
LEGO® Batman™: The Videogame v1.18.1 2025-06-14 1 MIPSCompileOp: Invalid instruction 00440254
METAL SLUG Anthology v1.18.1 2025-06-14 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIf3a3, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4
Resistance: Retribution™ v1.18.1 2025-06-14 1 Unknown GetPointerWrite 27ba21f8 PC 08d09d20 LR 08cd6754
WWE 2K20 By Lucha Games v1.18.1 2025-06-14 1 80630006=sceAtracSetData(2, 08d4b180, 0000fd08): invalid RIFF header
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.18.1 2025-06-14 4 00000000=sceUtilityScreenshotInitStart(09a8d818)
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.18.1 2025-06-14 3 00000000=sceUtilityScreenshotInitStart(09a8d838)
eFootball 2025 by MP v1.18.1 2025-06-14 69 MIPSCompileOp: Invalid instruction 05be6800
eFootball PC - V. v1.18.1 2025-06-14 1 Unknown GetPointerWrite 00000012 PC 08872bf8 LR 08872c1c
eFootball PC - V. v1.18.1 2025-06-14 1 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): fmt definition too small (16)
SBK®09 Superbike World Championship v1.18.1 2025-06-14 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09608580): duplicate handler
SBK® Superbike World Championship v1.18.1 2025-06-14 1 sceKernelRegisterSubIntrHandler(30, 0, 089d2e04, 091cb120): duplicate handler
FIFA 13 v1.18.1 2025-06-14 2 WriteToHardware: Invalid address 00000018 near PC 08b58fa4 LR 08b58f98
FIFA 13 v1.18.1 2025-06-14 1 WriteToHardware: Invalid address 00000000 near PC 08b3e650 LR 08b3e1ec
FREE RUNNING v1.18.1 2025-06-14 1 WriteToHardware: Invalid address 0000177c near PC 08931fd0 LR 08a005a0
LEGO® Pirates of the Caribbean: The Video Game PSP® v1.18.1 2025-06-14 1 80630006=sceAtracSetData(0, 09127d00, 00030000): invalid RIFF header
Pro Evolution Soccer 2013 v1.18.1 2025-06-14 2 MIPSCompileOp: Invalid instruction 00000581
eFootball 2024 v1.9.4 2025-10-03 10 MIPSCompileOp: Invalid instruction 46800499
eFootball CESAR - PATCH v1.18.1 2025-06-14 2 MIPSCompileOp: Invalid instruction 720296b0
eFootball CESAR - PATCH v1.18.1 2025-06-14 1 MIPSCompileOp: Invalid instruction 71e38830
God of War®: Ghost of Sparta v1.18.1 2025-06-14 1 WriteToHardware: Invalid address 0000004c near PC 08a8a794 LR 08a8a794
Pro Evolution Soccer 2025 v1.18.1 2025-06-14 1 Jump to invalid address: 04f00000 PC 08b8a85c LR f0000000
Pro Evolution Soccer 2025 v1.18.1 2025-06-14 1 Jump to invalid address: 04f24000 PC 08b8a864 LR f0000000
Pro Evolution Soccer 2025 v1.18.1 2025-06-14 2 MIPSCompileOp: Invalid instruction 4634e311
Pro Evolution Soccer 2025 v1.18.1 2025-06-14 2 MIPSCompileOp: Invalid instruction 464cc95f
Pro Evolution Soccer 2025 v1.18.1 2025-06-14 1 Jump to invalid address: 04f00000 PC 08b8a85c LR 0899e6a8
Pro Evolution Soccer 2025 v1.18.1 2025-06-14 2 MIPSCompileOp: Invalid instruction 44ffd380
Pro Evolution Soccer 2025 v1.18.1 2025-06-14 2 MIPSCompileOp: Invalid instruction 45271637
Pro Evolution Soccer 2025 v1.18.1 2025-06-14 2 MIPSCompileOp: Invalid instruction 462ba7ca
Pro Evolution Soccer 2025 v1.18.1 2025-06-14 2 MIPSCompileOp: Invalid instruction 00000101
Pro Evolution Soccer 2025 v1.18.1 2025-06-14 1 MIPSCompileOp: Invalid instruction 00010001
Pro Evolution Soccer 2025 v1.18.1 2025-06-14 2 Trying to compile instruction 00010b30 that can't be interpreted
Pro Evolution Soccer 2025 v1.18.1 2025-06-14 2 MIPSCompileOp: Invalid instruction 0001ff01
Pro Evolution Soccer 2025 v1.18.1 2025-06-14 1 Jump to invalid address: 04f24000 PC 08b8a864 LR 0899e6a8
Pro Evolution Soccer 2025 v1.18.1 2025-06-14 1 Jump to invalid address: 00100400 PC 08b8a838 LR 0899e6a8
Pro Evolution Soccer 2025 v1.18.1 2025-06-14 6 MIPSCompileOp: Invalid instruction 00000001
Pro Evolution Soccer 2025 v1.18.1 2025-06-14 2 MIPSCompileOp: Invalid instruction 46338072
Pro Evolution Soccer 2025 v1.18.1 2025-06-14 4 BREAK instruction hit
eFootball Play-C v1.18.1 2025-06-14 4 Branch in branch delay slot at 0805fd10 with different target
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-06-14 1 sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 000010ff): duplicate handler
Crash™ Tag Team Racing v1.18.1 2025-06-14 12 80630006=sceAtracSetDataAndGetID(0963f800, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-06-14 1 80630006=sceAtracSetDataAndGetID(09623740, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-06-14 2 80630006=sceAtracSetDataAndGetID(09c1b1c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-06-14 3 80630006=sceAtracSetDataAndGetID(09c1b3c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-06-14 6 80630006=sceAtracSetDataAndGetID(09bff300, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-06-14 2 80630006=sceAtracSetDataAndGetID(09dc1dc0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-06-14 1 80630006=sceAtracSetDataAndGetID(09da5d00, 00014000): invalid RIFF header
ドラゴンボールZ 真武道会 v1.18.1 2025-06-14 1 MIPSCompileOp: Invalid instruction 9f959750
Ghost Rider v1.18.1 2025-06-14 1 WriteToHardware: Invalid address 00000aac near PC 089ca3b8 LR 089ca3b8
PES 2022 PPSSPP NEE UPDATE BY PERKORO DUNYO v1.18.1 2025-06-14 1 Unknown GetPointerWrite 00000000 PC 08a02a0c LR 0922dd94
eFootball Chelito 19 v1.18.1 2025-06-14 2 Unknown GetPointerWrite 20170197 PC 0888d3fc LR 0888d40c
初音ミク -Project DIVA- extend v1.18.1 2025-06-13 1 00000000=sceUtilityScreenshotInitStart(09316508)
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-06-13 1 MIPSCompileOp: Invalid instruction 45454536
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-06-13 1 MIPSCompileOp: Invalid instruction 4545453a
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-06-13 1 Branch in branch delay slot at 094b7080 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-06-13 5 MIPSCompileOp: Invalid instruction b7b7b7b7
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-06-13 1 MIPSCompileOp: Invalid instruction b7b7b78d
eFootball Chelito 19 v1.18.1 2025-06-13 1 MIPSCompileOp: Invalid instruction efb1048c
God of War: Chains of Olympus v1.18.1 2025-06-13 2 MIPSCompileOp: Invalid instruction 4375e65a
God of War: Chains of Olympus v1.18.1 2025-06-13 2 MIPSCompileOp: Invalid instruction 452a926c
God of War: Chains of Olympus v1.18.1 2025-06-13 1 MIPSCompileOp: Invalid instruction 43db4636
God of War: Chains of Olympus v1.18.1 2025-06-13 1 MIPSCompileOp: Invalid instruction 442066fe
God of War: Chains of Olympus v1.18.1 2025-06-13 1 MIPSCompileOp: Invalid instruction 43f6c19a
God of War: Chains of Olympus v1.18.1 2025-06-13 2 MIPSCompileOp: Invalid instruction 45d97f88
God of War: Chains of Olympus v1.18.1 2025-06-13 1 MIPSCompileOp: Invalid instruction 435e027e
God of War: Chains of Olympus v1.18.1 2025-06-13 2 MIPSCompileOp: Invalid instruction 436f15e5
God of War: Chains of Olympus v1.18.1 2025-06-13 2 MIPSCompileOp: Invalid instruction 4757fcbe
God of War: Chains of Olympus v1.18.1 2025-06-13 1 MIPSCompileOp: Invalid instruction 4380aa3c
God of War: Chains of Olympus v1.18.1 2025-06-13 1 MIPSCompileOp: Invalid instruction 45de659d
God of War: Chains of Olympus v1.18.1 2025-06-13 2 MIPSCompileOp: Invalid instruction 43b0d97a
God of War: Chains of Olympus v1.18.1 2025-06-13 2 MIPSCompileOp: Invalid instruction 4304b763
God of War: Chains of Olympus v1.18.1 2025-06-13 2 MIPSCompileOp: Invalid instruction 460de921
God of War: Chains of Olympus v1.18.1 2025-06-13 2 MIPSCompileOp: Invalid instruction 4699e728
Sega Genesis Collection™ v1.18.1 2025-06-13 1 MIPSCompileOp: Invalid instruction 0030210e
Sega Genesis Collection™ v1.18.1 2025-06-13 1 MIPSCompileOp: Invalid instruction b0000000
Sega Genesis Collection™ v1.18.1 2025-06-13 1 MIPSCompileOp: Invalid instruction 043821af
Sega Genesis Collection™ v1.18.1 2025-06-13 1 MIPSCompileOp: Invalid instruction 40f8097e
Sega Genesis Collection™ v1.18.1 2025-06-13 1 MIPSCompileOp: Invalid instruction 4512408c
Sega Genesis Collection™ v1.18.1 2025-06-13 1 MIPSCompileOp: Invalid instruction b200088f
Sega Genesis Collection™ v1.18.1 2025-06-13 1 MIPSCompileOp: Invalid instruction 0200ff68
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-06-13 2 MIPSCompileOp: Invalid instruction 04640415
Win-TOEIC Primary LC v1.18.1 2025-06-13 146 BREAK instruction hit

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