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| Game title |
Version |
Latest Report |
Hits |
Message |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.18.1 |
2025-07-21 |
1 |
WriteToHardware: Invalid address 00000004 near PC 08863d74 LR 0884c9fc |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.18.1 |
2026-08-16 |
20 |
WriteToHardware: Invalid address 00000004 near PC 08856d1c LR 08856d28 |
| eFootball 2025 |
v1.18.1 |
2025-07-21 |
1 |
807f00fd=sceMp3Init(00000000): invalid bitrate v1 l3 rate 000c |
| eFootball 2025 |
v1.18.1 |
2025-07-21 |
1 |
807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0007 |
| eFootball 2025 |
v1.18.1 |
2025-07-21 |
1 |
807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 0007 |
| eFootball 2025 |
v1.18.1 |
2025-07-21 |
1 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l1 rate 000f |
| eFootball PC - V. |
v1.18.1 |
2026-04-06 |
4 |
MIPSCompileOp: Invalid instruction 00006445 |
| eFootball PC - V. |
v1.18.1 |
2026-04-06 |
4 |
MIPSCompileOp: Invalid instruction 0000679e |
| eFootball PC - V. |
v1.18.1 |
2026-04-06 |
4 |
MIPSCompileOp: Invalid instruction 000077b8 |
| eFootball PC - V. |
v1.18.1 |
2026-04-06 |
4 |
MIPSCompileOp: Invalid instruction 42564000 |
| eFootball PC - V. |
v1.18.1 |
2026-04-06 |
2 |
MIPSCompileOp: Invalid instruction 00000141 |
| eFootball PC - V. |
v1.18.1 |
2026-04-06 |
4 |
MIPSCompileOp: Invalid instruction 42230000 |
| eFootball PC - V. |
v1.18.1 |
2026-04-06 |
3 |
MIPSCompileOp: Invalid instruction 46554800 |
| eFootball PC - V. |
v1.18.1 |
2026-04-06 |
3 |
MIPSCompileOp: Invalid instruction 00000301 |
| WWE 2K25 BLOODLINE EDITION |
v1.20.4-572-g79f6aa57e2 |
2026-07-17 |
28 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
| eFootball 2025 STAR PATCH |
v1.18.1 |
2025-07-20 |
1 |
WriteToHardware: Invalid address 00000012 near PC 0881ca48 LR 0881c8e4 |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2025-07-20 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(473b047, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2025-07-20 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(0de3559, 44:31:d6:76:4e:18, 20000000, 0) at 0897eeec |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2025-07-20 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(5e18084, 44:31:d6:76:4e:18, 20000000, 0) at 0897eeec |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2025-07-20 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(dfe7fb5, 44:31:d6:76:4e:18, 20000000, 0) at 0897eeec |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2025-07-20 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(18944a2, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| SBK®08 Superbike World Championship |
v1.18.1 |
2025-08-18 |
4 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 09090540): duplicate handler |
| eFootball PES 2026 By Bro Game ID |
v1.18.1 |
2026-01-30 |
65 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| SBK®08 Superbike World Championship |
v1.18.1 |
2025-08-18 |
5 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 09174660): duplicate handler |
| SBK®08 Superbike World Championship |
v1.18.1 |
2025-08-18 |
5 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 090ec0d0): duplicate handler |
| SBK®08 Superbike World Championship |
v1.18.1 |
2025-08-18 |
15 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08fccc50): duplicate handler |
| 喧嘩番長5~漢の法則(オトコのルール)~ |
v1.18.1 |
2025-07-19 |
1 |
00000000=sceUtilityScreenshotInitStart(098eba90) |
| eFootball CESAR - PATCH |
v1.18.1 |
2025-07-19 |
10 |
MIPSCompileOp: Invalid instruction 63636363 |
| SBK®08 Superbike World Championship |
v1.18.1 |
2025-08-19 |
5 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 0927db30): duplicate handler |
| SBK®08 Superbike World Championship |
v1.18.1 |
2025-08-19 |
5 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08f7a120): duplicate handler |
| eFootball 2024 By Komo Valeri |
v1.18.1 |
2026-08-01 |
105 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| SBK®08 Superbike World Championship |
v1.18.1 |
2025-11-05 |
8 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 09090570): duplicate handler |
| SBK®08 Superbike World Championship |
v1.18.1 |
2025-08-17 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 090c8670): duplicate handler |
| eFootball PC - V. |
v1.18.1 |
2025-07-18 |
1 |
Unknown GetPointerWrite 00000000 PC 088713a0 LR 088713e4 |
| RENGOKU II: The Stairway to H.E.A.V.E.N. |
v1.18.1 |
2025-07-18 |
1 |
sceNetAdhocMatchingInit(32768) at 0888d198 |
| Pro Evolution Soccer 2013 |
v1.18.1 |
2025-07-18 |
1 |
Unknown GetPointerWrite 708b1478 PC 0888d568 LR 0888d580 |
| Resistance: Retribution™ |
v1.18.1 |
2025-07-18 |
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].
01700551:00000b21 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 |
2025-07-18 |
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) { |
| Resistance: Retribution™ |
v1.18.1 |
2025-07-18 |
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].
01f05551:00000b21 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 |
| Grand Theft Auto: Vice City Stories |
v1.18.1 |
2025-07-18 |
1 |
Trying to write block exit to illegal destination 00020120: pc = 00010120 |
| EA-Sports FC PC-V |
v1.18.1 |
2025-07-18 |
1 |
WriteToHardware: Invalid address 00000024 near PC 08863d74 LR 08847944 |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.18.1 |
2026-07-31 |
37 |
Unknown GetPointerWrite 00000000 PC 08816154 LR 0881615c |
| Need for Speed™ Shift |
v1.18.1 |
2025-07-18 |
1 |
807f00fd=sceMp3Init(00000000): invalid sample rate v2 l1 rate 03 |
| eFootball 2024 By Frank SJ |
v1.18.1 |
2025-07-18 |
1 |
80630006=sceAtracSetDataAndGetID(09a25200, 00004000): fmt definition too small (20) |
| Prince of Persia - Rival Swords |
v1.18.1 |
2025-07-17 |
1 |
Block transfer invalid: 00000000/0 -> 00000000/0, 2x1x4 (172,224)->(310,832) |
| eFootball Chelito 19 |
v1.18.1 |
2025-07-17 |
1 |
MIPSCompileOp: Invalid instruction 000009f8 |
| eFootball Chelito 19 |
v1.18.1 |
2025-07-17 |
1 |
MIPSCompileOp: Invalid instruction 0004cfff |
| eFootball Chelito 19 |
v1.18.1 |
2025-07-17 |
1 |
MIPSCompileOp: Invalid instruction 000006bf |
| eFootball Chelito 19 |
v1.18.1 |
2025-07-17 |
1 |
MIPSCompileOp: Invalid instruction 006dffff |
| eFootball Chelito 19 |
v1.18.1 |
2025-07-17 |
1 |
Branch in branch delay slot at 08168194 with different target |
| eFootball Chelito 19 |
v1.18.1 |
2025-07-17 |
1 |
MIPSCompileOp: Invalid instruction 000007fa |
| EA-Sports FC PC-V |
v1.18.1 |
2025-07-17 |
1 |
Unknown GetPointerWrite 00000000 PC 08811260 LR 088113dc |
| PPSSPP PATCH FARIS V7 Bendezu |
v1.18.1 |
2025-07-17 |
2 |
MIPSCompileOp: Invalid instruction 006c0041 |
| PPSSPP PATCH FARIS V7 Bendezu |
v1.18.1 |
2025-07-17 |
2 |
MIPSCompileOp: Invalid instruction 767b672a |
| PPSSPP PATCH FARIS V7 Bendezu |
v1.18.1 |
2025-07-17 |
2 |
MIPSCompileOp: Invalid instruction 01310079 |
| PPSSPP PATCH FARIS V7 Bendezu |
v1.18.1 |
2025-07-17 |
2 |
MIPSCompileOp: Invalid instruction 0000ff9f |
| PPSSPP PATCH FARIS V7 Bendezu |
v1.18.1 |
2025-07-17 |
2 |
MIPSCompileOp: Invalid instruction 0435041d |
| PPSSPP PATCH FARIS V7 Bendezu |
v1.18.1 |
2025-07-17 |
2 |
MIPSCompileOp: Invalid instruction 00610079 |
| PPSSPP PATCH FARIS V7 Bendezu |
v1.18.1 |
2025-07-17 |
2 |
MIPSCompileOp: Invalid instruction b4f1bbf8 |
| PPSSPP PATCH FARIS V7 Bendezu |
v1.18.1 |
2025-07-17 |
2 |
MIPSCompileOp: Invalid instruction 006e0069 |
| PPSSPP PATCH FARIS V7 Bendezu |
v1.18.1 |
2025-07-17 |
4 |
MIPSCompileOp: Invalid instruction 006e0055 |
| PPSSPP PATCH FARIS V7 Bendezu |
v1.18.1 |
2025-07-17 |
2 |
MIPSCompileOp: Invalid instruction 0061007a |
| PPSSPP PATCH FARIS V7 Bendezu |
v1.18.1 |
2025-07-17 |
2 |
MIPSCompileOp: Invalid instruction 0069004e |
| PPSSPP PATCH FARIS V7 Bendezu |
v1.18.1 |
2025-07-17 |
2 |
MIPSCompileOp: Invalid instruction 00730069 |
| PPSSPP PATCH FARIS V7 Bendezu |
v1.18.1 |
2025-07-17 |
2 |
MIPSCompileOp: Invalid instruction 00e3004e |
| PPSSPP PATCH FARIS V7 Bendezu |
v1.18.1 |
2025-07-17 |
4 |
MIPSCompileOp: Invalid instruction 00000001 |
| PPSSPP PATCH FARIS V7 Bendezu |
v1.18.1 |
2025-07-17 |
10 |
MIPSCompileOp: Invalid instruction 006f004e |
| PPSSPP PATCH FARIS V7 Bendezu |
v1.18.1 |
2025-07-17 |
2 |
Branch in branch delay slot at 08ac5c68 with different target |
| Resistance: Retribution™ |
v1.18.1 |
2025-07-18 |
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].
01700551:00000b29 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)
|
| BETEGAMING12 |
v1.18.1 |
2025-09-22 |
7 |
Unknown GetPointerWrite 0000006c PC 08872bb4 LR 08872c1c |
| WWE SmackDown! vs. RAW 2006. |
v1.18.1 |
2025-07-17 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 0921b954, 4, 00000000, 0) |
| WWE SmackDown! vs. RAW 2006. |
v1.18.1 |
2025-07-17 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 0921b95c, 4, 00000000, 0) |
| WWE SmackDown! vs. RAW 2006. |
v1.18.1 |
2025-07-17 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 0921b78c, 4, 00000000, 0) |
| WWE SmackDown! vs. RAW 2006. |
v1.18.1 |
2025-07-17 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 0921b784, 4, 00000000, 0) |
| eFootball PES 2021 T. Bendezu "C19" |
v1.18.1 |
2025-07-17 |
1 |
Unknown GetPointerWrite 00000000 PC 08872bb4 LR 08872c1c |
| eFootball PES 2021 T. Bendezu "C19" |
v1.18.1 |
2025-07-17 |
2 |
MIPSCompileOp: Invalid instruction 41000000 |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.18.1 |
2026-06-11 |
12 |
Unknown GetPointerWrite 00000000 PC 088287f8 LR 08828800 |
| MLB 10 The Show ™ |
v1.18.1 |
2025-07-16 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (000348b8), bad data |
| Grand Theft Auto: Liberty City Stories |
v1.18.1 |
2025-07-16 |
1 |
Truncating vertex count from 33330 to 21845 |
| God of War: Chains of Olympus |
v1.18.1 |
2025-07-16 |
1 |
WriteToHardware: Invalid address 0000004c near PC 08838408 LR 08836e7c |
| eFootball PC - V. |
v1.18.1 |
2025-07-16 |
1 |
Unknown GetPointerWrite f1397b36 PC 0888d3fc LR 0888d40c |
| eFootball FWC C19 |
v1.18.1 |
2025-08-10 |
5 |
Unknown GetPointerWrite 00000000 PC 08816154 LR 0881615c |
| BETEGAMING12 |
v1.18.1 |
2025-07-16 |
1 |
Branch in RSZeroComp delay slot at 0817aa8c in block starting at 0817a9e0 |
| BETEGAMING12 |
v1.18.1 |
2025-07-16 |
1 |
WriteToHardware: Invalid address deae154b near PC 0817aa24 LR 0817a9e4 |
| BETEGAMING12 |
v1.18.1 |
2025-07-16 |
1 |
MIPSCompileOp: Invalid instruction 00bfffff |
| BETEGAMING12 |
v1.18.1 |
2025-07-16 |
1 |
MIPSCompileOp: Invalid instruction 000006ff |
| BETEGAMING12 |
v1.18.1 |
2025-07-16 |
1 |
MIPSCompileOp: Invalid instruction 0000003f |
| BETEGAMING12 |
v1.18.1 |
2025-07-16 |
1 |
MIPSCompileOp: Invalid instruction 04beda00 |
| BETEGAMING12 |
v1.18.1 |
2025-07-16 |
1 |
MIPSCompileOp: Invalid instruction 000004df |
| BETEGAMING12 |
v1.18.1 |
2025-07-16 |
2 |
MIPSCompileOp: Invalid instruction 7b100000 |
| BETEGAMING12 |
v1.18.1 |
2025-07-16 |
1 |
MIPSCompileOp: Invalid instruction 001affff |
| BETEGAMING12 |
v1.18.1 |
2025-07-16 |
1 |
MIPSCompileOp: Invalid instruction 000009f5 |
| BETEGAMING12 |
v1.18.1 |
2025-07-16 |
1 |
MIPSCompileOp: Invalid instruction 000009fb |
| BETEGAMING12 |
v1.18.1 |
2025-07-16 |
2 |
MIPSCompileOp: Invalid instruction 000000bf |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2025-07-16 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(6a3ba40, ac:e7:1c:f9:1d:eb, 20000000, 0) at 0897eeec |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2025-07-16 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(76b928b, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| 喧嘩番長4~一年戦争~ |
v1.18.1 |
2025-07-16 |
1 |
00000000=sceUtilityScreenshotInitStart(09210110) |
| 喧嘩番長4~一年戦争~ |
v1.18.1 |
2025-07-16 |
4 |
00000000=sceUtilityScreenshotInitStart(09631d50) |
| Star Wars®: Battlefront II™ |
v1.18.1 |
2025-07-16 |
3 |
Failed to truncate file. |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-07-16 |
1 |
Branch in RSRTComp delay slot at 08806948 in block starting at 08806800 |