Recent logs - v1.18.1

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

Game title Version Latest Report Hits Message
eFootball 2025 Official Gameplay v1.18.1 2026-10-13 13 80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16)
SBK®09 Superbike World Championship v1.18.1 2025-06-15 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 095d3220): duplicate handler
EFOOTBALL NEW PATCH SEASON v1.18.1 2025-06-15 1 Unknown GetPointer 051c0901 PC 08811368 LR 088113dc
SBK®09 Superbike World Championship v1.18.1 2025-06-15 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096f77f0): duplicate handler
初音ミク -Project DIVA- 2nd v1.18.1 2025-06-15 1 00000000=sceUtilityScreenshotInitStart(093b8ae0)
eFootball 2025 by MP v1.18.1-846-gab47c3cb1f 2026-09-07 13 Unknown GetPointer 00000140 PC 08824cf4 LR 088113dc
eFootball 2025 by MP v1.18.1-846-gab47c3cb1f 2026-09-07 13 Unknown GetPointerWrite 00000000 PC 08824cf4 LR 088113dc
ナルティメットアクセル3 v1.18.1 2025-06-15 1 00000000=sceUtilityScreenshotInitStart(09a628a8)
~ P.P Modds's V.2 Game ~ v1.18.1 2025-06-15 1 Unknown GetPointer 0000b300 PC 0881c428 LR 0881c438
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-06-15 1 sceDmacMemcpy(dest=09833fc0, src=08400000, size=203968): overlapping read
Persona3 PORTABLE v1.18.1 2025-06-15 1 MIPSCompileOp: Invalid instruction 00859db8
Persona3 PORTABLE v1.18.1 2025-06-15 1 Trying to compile instruction 005a6672 that can't be interpreted
Persona3 PORTABLE v1.18.1 2025-06-15 1 MIPSCompileOp: Invalid instruction 0030333f
Persona3 PORTABLE v1.18.1 2025-06-15 1 Branch in JumpReg delay slot at 0404080c in block starting at 04040740
Persona3 PORTABLE v1.18.1 2025-06-15 1 MIPSCompileOp: Invalid instruction 006e767f
Persona3 PORTABLE v1.18.1 2025-06-15 1 MIPSCompileOp: Invalid instruction 007b7475
Persona3 PORTABLE v1.18.1 2025-06-15 1 MIPSCompileOp: Invalid instruction 008aa7b8
Persona3 PORTABLE v1.18.1 2025-06-15 1 MIPSCompileOp: Invalid instruction 00d3d6d5
Persona3 PORTABLE v1.18.1 2025-06-15 1 MIPSCompileOp: Invalid instruction 008199a8
Persona3 PORTABLE v1.18.1 2025-06-15 1 MIPSCompileOp: Invalid instruction 00616e7d
Persona3 PORTABLE v1.18.1 2025-06-15 1 MIPSCompileOp: Invalid instruction 00dad7d4
Persona3 PORTABLE v1.18.1 2025-06-15 1 MIPSCompileOp: Invalid instruction 006f5a55
Persona3 PORTABLE v1.18.1 2025-06-15 1 MIPSCompileOp: Invalid instruction 00636e7b
Persona3 PORTABLE v1.18.1 2025-06-15 1 MIPSCompileOp: Invalid instruction 00b9dee8
Persona3 PORTABLE v1.18.1 2025-06-15 1 MIPSCompileOp: Invalid instruction 00bbb9b7
Persona3 PORTABLE v1.18.1 2025-06-15 1 MIPSCompileOp: Invalid instruction 00505155
Persona3 PORTABLE v1.18.1 2025-06-15 1 MIPSCompileOp: Invalid instruction 00636e7a
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
eFootball 2025 STAR PATCH v1.18.1 2025-08-15 2 ReadFromHardware: Invalid address 13981c18 near PC 08849a4c LR 08849a58
NARUTO SHIPPUDEN: Ultimate Ninja Heroes 3 v1.18.1 2025-06-15 1 00000000=sceUtilityScreenshotInitStart(09a82858)
Tomb Raider: Legend™ v1.18.1 2025-06-15 1 sceDmacMemcpy(dest=041b3400, src=097362a0, size=5120): overlapping read
WARRIORS OROCHI 2 v1.18.1 2025-06-30 5 Unknown GetPointer 0a000f4a PC 0881d16c LR 0881d17c
WARRIORS OROCHI 2 v1.18.1 2025-06-30 4 Unknown GetPointerWrite 14160a40 PC 0881d15c LR 0881d17c
eFootball Chelito 19 v1.18.1 2026-03-05 3 ReadFromHardware: Invalid address 00000000 near PC 08813380 LR 088133a8
Tomb Raider: Legend™ v1.18.1 2025-06-14 1 sceDmacMemcpy(dest=041d9000, src=08e52940, size=5120): overlapping read
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
The 3rd Birthday® v1.18.1 2025-06-14 1 sceDmacMemcpy(dest=095d1280, src=09f58fc0, size=10304): overlapping read
クロヒョウ 龍が如く新章 v1.18.1 2025-06-14 1 sceDmacMemcpy(dest=04176400, src=09687c40, size=560): overlapping read
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
Spectral Souls -Resurrection of the Ethereal Empires- v1.18.1 2025-06-14 1 sceDmacMemcpy(dest=0930e4a0, src=08b339b0, size=16384): overlapping read
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 Jump to invalid address: 0be00000
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 Jump to invalid address: 0fd80000
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
eFootball 2025 by MP v1.18.1 2025-06-14 1 ReadFromHardware: Invalid address 000008d4 near PC 080cac1c LR 08000020
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
Pro Evolution Soccer 2013 v1.18.1 2025-06-14 1 Unknown GetPointer 00180804 PC 0884a900 LR 0884a920
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)
Tomb Raider: Anniversary™ v1.18.1 2025-06-14 1 sceDmacMemcpy(dest=041d6800, src=0953c660, size=9216): overlapping read
eFootball 2025 by MP v1.18.1 2025-06-14 69 MIPSCompileOp: Invalid instruction 05be6800
eFootball 2025 STAR PATCH v1.18.1 2025-06-14 1 ReadFromHardware: Invalid address 139b64f8 near PC 08849a4c LR 08849a58
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)
Spectral Souls -Resurrection of the Ethereal Empires- v1.18.1 2025-06-14 1 sceDmacMemcpy(dest=0930e0a0, src=08b35b30, size=32768): overlapping read
eFootball Chelito 19 v1.18.1 2025-06-14 1 Unknown GetPointer cccd9825 PC 0881c428 LR 0881c438
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
Hexyz Force™ v1.18.1 2025-06-14 1 sceDmacMemcpy(dest=09be3740, src=08533bc0, size=56368): overlapping read
GTA: Liberty City Stories v1.18.1 2025-06-14 1 VTYPE with morph used: THRU=0 TC=0 COL=0 POS=2 NRM=1 WT=0 NW=2 IDX=0 MC=3
GUILTY GEAR JUDGMENT v1.18.1 2025-06-14 1 sceDmacMemcpy(dest=04088000, src=04144000, size=31104): overlapping read
The BIGS 2 v1.18.1 2025-06-14 1 Can't draw: No current render step. Step count: 0
BETEGAMING12 v1.9.4 2026-11-09 65,170 Savedata version requested: 3
Pro Evolution Soccer 2025 v1.18.1 2026-04-13 7 sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.18.1 2025-06-14 2 sceDmacMemcpy(dest=09689870, src=09687870, size=8192): overlapping read
EFOOTBALL RA-PATCH 22-23 V. FINAL v1.18.1 2025-06-14 1 sceDmacMemcpy(dest=040cc000, src=095171c0, size=557056): overlapping read
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
Tomb Raider: Legend™ v1.18.1 2025-06-14 1 sceDmacMemcpy(dest=041b8400, src=09a90564, size=2048): overlapping read
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
FINAL FANTASY 零式 ディスク1 v1.18.1 2025-06-14 1 sceDmacMemcpy(dest=08400000, src=0932d540, size=934336): overlapping read
FIFA 13 v1.18.1 2025-06-14 1 ReadFromHardware: Invalid address 0000000a near PC 08c23a0c LR 08dc6620
Pro Evolution Soccer 2013 v1.18.1 2025-06-14 1 Branch in Jump delay slot at 09cf87a0 in block starting at 09cf8630
Pro Evolution Soccer 2013 v1.18.1 2025-06-14 1 Branch in Jump delay slot at 09cf878c in block starting at 09cf8638
Pro Evolution Soccer 2013 v1.18.1 2025-06-14 1 Branch in Jump delay slot at 09cf86d0 in block starting at 09cf8638
Pro Evolution Soccer 2013 v1.18.1 2025-06-14 1 Branch in Jump delay slot at 09cf86c8 in block starting at 09cf8638
Pro Evolution Soccer 2013 v1.18.1 2025-06-14 1 Branch in Jump delay slot at 09cf878c in block starting at 09cf8630
Pro Evolution Soccer 2013 v1.18.1 2025-06-14 1 Jump to invalid address: 0759ae80
Pro Evolution Soccer 2013 v1.18.1 2025-06-14 1 Branch in Jump delay slot at 09cf86b8 in block starting at 09cf8630
Pro Evolution Soccer 2013 v1.18.1 2025-06-14 1 Branch in Jump delay slot at 09cf8790 in block starting at 09cf8630
Pro Evolution Soccer 2013 v1.18.1 2025-06-14 2 Jump to invalid address: 073e1f00
Pro Evolution Soccer 2013 v1.18.1 2025-06-14 2 Jump to invalid address: 073e1bb0
Pro Evolution Soccer 2013 v1.18.1 2025-06-14 1 Branch in Jump delay slot at 09cf8634 in block starting at 09cf8630
Pro Evolution Soccer 2013 v1.18.1 2025-06-14 1 Branch in Jump delay slot at 09cf8784 in block starting at 09cf8630

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