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 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

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