Recent logs - v1.20.4-479-gd82b795f6a

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Game title Version Latest Report Hits Message
Pro Evolution Soccer 2010 v1.20.4-479-gd82b795f6a 2026-11-13 1 Error in shader program link: info: L0001 The fragment matrix variable WorldViewProj does not match the vertex variable WorldViewProj. The matrix stride does not match. fs: thin3d #version 320 es // Driver: Mali-G57 MC2 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform mat4 WorldViewProj; uniform vec2 TintSaturation; in lowp vec4 oColor0; // COLOR0 in highp vec2 oTexCoord0; // TEXCOORD0 out vec4 fragColor0; void main() { vec4 col = texture(tex, oTexCoord0).zyxw * oColor0; col.rgb *= oColor0.a; fragColor0 = col; } vs: thin3d #version 320 es // Driver: Mali-G57 MC2 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } uniform mat4 WorldViewProj; uniform vec2 TintSaturation; in vec3 Position; in vec4 Color0; in vec2 TexCoord0; out lowp vec4 oColor0; // COLOR0 (0) out highp vec2 oTexCoord0; // TEXCOORD0 (1) void main() { gl_Position = mul(WorldViewProj, vec4(Position, 1.0)); vec3 hsv = rgb2hsv(Color0.xyz); hsv.x += TintSaturation.x; hsv.y *= TintSaturation.y; oColor0 = vec4(hsv2rgb(hsv), Color0.w); oTexCoord0 = TexCoord0; }
Pro Evolution Soccer 2010 v1.20.4-479-gd82b795f6a 2026-11-13 1 Error in shader program link: info: L0001 The fragment matrix variable WorldViewProj does not match the vertex variable WorldViewProj. The matrix stride does not match. fs: thin3d #version 320 es // Driver: Mali-G57 MC2 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform mat4 WorldViewProj; uniform vec2 TintSaturation; in lowp vec4 oColor0; // COLOR0 out vec4 fragColor0; void main() { vec4 col = oColor0; col.rgb *= oColor0.a; fragColor0 = col; } vs: thin3d #version 320 es // Driver: Mali-G57 MC2 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } uniform mat4 WorldViewProj; uniform vec2 TintSaturation; in vec3 Position; in vec4 Color0; in vec2 TexCoord0; out lowp vec4 oColor0; // COLOR0 (0) void main() { gl_Position = mul(WorldViewProj, vec4(Position, 1.0)); vec3 hsv = rgb2hsv(Color0.xyz); hsv.x += TintSaturation.x; hsv.y *= TintSaturation.y; oColor0 = vec4(hsv2rgb(hsv), Color0.w); }
Pro Evolution Soccer 2010 v1.20.4-479-gd82b795f6a 2026-11-13 3 Error in shader program link: info: L0001 The fragment matrix variable WorldViewProj does not match the vertex variable WorldViewProj. The matrix stride does not match. fs: thin3d #version 320 es // Driver: Mali-G57 MC2 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform mat4 WorldViewProj; uniform vec2 TintSaturation; in lowp vec4 oColor0; // COLOR0 in highp vec2 oTexCoord0; // TEXCOORD0 out vec4 fragColor0; void main() { vec4 col = texture(tex, oTexCoord0) * oColor0; col.rgb *= oColor0.a; fragColor0 = col; } vs: thin3d #version 320 es // Driver: Mali-G57 MC2 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } uniform mat4 WorldViewProj; uniform vec2 TintSaturation; in vec3 Position; in vec4 Color0; in vec2 TexCoord0; out lowp vec4 oColor0; // COLOR0 (0) out highp vec2 oTexCoord0; // TEXCOORD0 (1) void main() { gl_Position = mul(WorldViewProj, vec4(Position, 1.0)); vec3 hsv = rgb2hsv(Color0.xyz); hsv.x += TintSaturation.x; hsv.y *= TintSaturation.y; oColor0 = vec4(hsv2rgb(hsv), Color0.w); oTexCoord0 = TexCoord0; }
RESISTANCE® ~報復の刻~ v1.20.4-479-gd82b795f6a 2026-11-13 1 Error in shader compilation: info: 0:27: P0004: High precision not supported, instead compiling high precision as medium precision 0:28: L0002: Undeclared variable 'gl_FragDepth' 40190000:0020d002 Tex TFuncMod AlphaTest > TestDiscardToZero FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40190000:0020d002 Tex TFuncMod AlphaTest > TestDiscardToZero FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform sampler2D testtex; varying lowp vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
RESISTANCE® ~報復の刻~ v1.20.4-479-gd82b795f6a 2026-11-13 1 Error in shader compilation: info: 0:24: P0004: High precision not supported, instead compiling high precision as medium precision 0:25: L0002: Undeclared variable 'gl_FragDepth' 40190000:0000d002 Tex TFuncMod AlphaTest > TestDiscardToZero FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40190000:0000d002 Tex TFuncMod AlphaTest > TestDiscardToZero FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform sampler2D testtex; varying lowp vec4 v_color0; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
RESISTANCE® ~報復の刻~ v1.20.4-479-gd82b795f6a 2026-11-13 1 Error in shader compilation: info: 0:26: P0004: High precision not supported, instead compiling high precision as medium precision 0:27: L0002: Undeclared variable 'gl_FragDepth' 50180000:00200002 Tex LM TFuncMod FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 50180000:00200002 Tex LM TFuncMod FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; varying lowp vec4 v_color0; varying lowp vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t + s; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
RESISTANCE® ~報復の刻~ v1.20.4-479-gd82b795f6a 2026-11-13 1 Error in shader compilation: info: 0:21: P0004: High precision not supported, instead compiling high precision as medium precision 0:22: L0002: Undeclared variable 'gl_FragDepth' 40180000:00000002 Tex TFuncMod FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40180000:00000002 Tex TFuncMod FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; varying lowp vec4 v_color0; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
Coded Arms® Contagion v1.20.4-479-gd82b795f6a 2026-11-12 2 Error in shader compilation: info: 0:21: P0004: High precision not supported, instead compiling high precision as medium precision 0:22: L0002: Undeclared variable 'gl_FragDepth' 40180000:00000002 Tex TFuncMod FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40180000:00000002 Tex TFuncMod FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; varying lowp vec4 v_color0; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
Coded Arms® Contagion v1.20.4-479-gd82b795f6a 2026-11-12 2 Error in shader compilation: info: 0:27: P0004: High precision not supported, instead compiling high precision as medium precision 0:28: L0002: Undeclared variable 'gl_FragDepth' 40180000:0121d002 Tex StenToAlpha StenUniform TFuncMod AlphaTest0 > FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40180000:0121d002 Tex StenToAlpha StenUniform TFuncMod AlphaTest0 > FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform sampler2D testtex; uniform float u_stencilReplaceValue; varying lowp vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) DISCARD; gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
Coded Arms® Contagion v1.20.4-479-gd82b795f6a 2026-11-12 2 Error in shader compilation: info: 0:24: P0004: High precision not supported, instead compiling high precision as medium precision 0:25: L0002: Undeclared variable 'gl_FragDepth' 40180000:00200002 Tex TFuncMod FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40180000:00200002 Tex TFuncMod FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; varying lowp vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
Coded Arms® Contagion v1.20.4-479-gd82b795f6a 2026-11-12 2 Error in shader compilation: info: 0:25: P0004: High precision not supported, instead compiling high precision as medium precision 0:26: L0002: Undeclared variable 'gl_FragDepth' 40180000:01200002 Tex StenToAlpha StenUniform TFuncMod FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40180000:01200002 Tex StenToAlpha StenUniform TFuncMod FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform float u_stencilReplaceValue; varying lowp vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.20.4-479-gd82b795f6a 2026-11-12 1 Error in shader compilation: info: 0:23: P0004: High precision not supported, instead compiling high precision as medium precision 0:24: L0002: Undeclared variable 'gl_FragDepth' 40180000:0001d002 Tex TFuncMod AlphaTest0 > FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40180000:0001d002 Tex TFuncMod AlphaTest0 > FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform sampler2D testtex; varying lowp vec4 v_color0; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; if (v.a < 0.002) DISCARD; gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
WORLD SOCCER Winning Eleven 2014 v1.20.4-479-gd82b795f6a 2026-11-13 5 sceDisplayWaitVblankCB: could not find waiting thread info.
METAL GEAR SOLID PEACE WALKER v1.20.4-479-gd82b795f6a 2026-11-12 2 sceDisplayWaitVblankCB: could not find waiting thread info.
Dragon Ball Z Shin Budokai v1.20.4-479-gd82b795f6a 2026-11-12 2 Error in shader compilation: info: 0:14: P0004: High precision not supported, instead compiling high precision as medium precision 0:15: L0002: Undeclared variable 'gl_FragDepth' 40180000:00000000 FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40180000:00000000 FragDepthClamp varying lowp vec4 v_color0; varying mediump float v_fogdepth; varying vec2 v_zw; void main() { vec4 v = v_color0; gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
Dragon Ball Z Shin Budokai v1.20.4-479-gd82b795f6a 2026-11-12 1 Error in shader compilation: info: 0:21: P0004: High precision not supported, instead compiling high precision as medium precision 0:22: L0002: Undeclared variable 'gl_FragDepth' 40180000:00000002 Tex TFuncMod FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40180000:00000002 Tex TFuncMod FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; varying lowp vec4 v_color0; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
Dragon Ball Z Shin Budokai v1.20.4-479-gd82b795f6a 2026-11-12 1 Error in shader compilation: info: 0:23: P0004: High precision not supported, instead compiling high precision as medium precision 0:24: L0002: Undeclared variable 'gl_FragDepth' 40180000:0001d002 Tex TFuncMod AlphaTest0 > FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40180000:0001d002 Tex TFuncMod AlphaTest0 > FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform sampler2D testtex; varying lowp vec4 v_color0; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; if (v.a < 0.002) DISCARD; gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
Aliens vs. Predator™ - Requiem v1.20.4-479-gd82b795f6a 2026-11-12 1 Error in shader compilation: info: 0:21: P0004: High precision not supported, instead compiling high precision as medium precision 0:22: L0002: Undeclared variable 'gl_FragDepth' 40180000:00000002 Tex TFuncMod FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40180000:00000002 Tex TFuncMod FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; varying lowp vec4 v_color0; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
Dragon Ball Z Shin Budokai v1.20.4-479-gd82b795f6a 2026-11-12 1 Error in shader compilation: info: 0:17: P0004: High precision not supported, instead compiling high precision as medium precision 0:18: L0002: Undeclared variable 'gl_FragDepth' 40184000:00200000 Flat FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40184000:00200000 Flat FragDepthClamp varying lowp vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying vec2 v_zw; void main() { vec4 v = v_color0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
Dragon Ball Z Shin Budokai v1.20.4-479-gd82b795f6a 2026-11-12 1 Error in shader compilation: info: 0:24: P0004: High precision not supported, instead compiling high precision as medium precision 0:25: L0002: Undeclared variable 'gl_FragDepth' 40180000:00200002 Tex TFuncMod FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40180000:00200002 Tex TFuncMod FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; varying lowp vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
Aliens vs. Predator™ - Requiem v1.20.4-479-gd82b795f6a 2026-11-12 1 Error in shader compilation: info: 0:24: P0004: High precision not supported, instead compiling high precision as medium precision 0:25: L0002: Undeclared variable 'gl_FragDepth' 40180000:0000d002 Tex TFuncMod AlphaTest > FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40180000:0000d002 Tex TFuncMod AlphaTest > FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform sampler2D testtex; varying lowp vec4 v_color0; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) DISCARD; gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
Aliens vs. Predator™ - Requiem v1.20.4-479-gd82b795f6a 2026-11-12 1 Error in shader compilation: info: 0:22: P0004: High precision not supported, instead compiling high precision as medium precision 0:23: L0002: Undeclared variable 'gl_FragDepth' 40180000:01000002 Tex StenToAlpha StenUniform TFuncMod FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40180000:01000002 Tex StenToAlpha StenUniform TFuncMod FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform float u_stencilReplaceValue; varying lowp vec4 v_color0; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
Aliens vs. Predator™ - Requiem v1.20.4-479-gd82b795f6a 2026-11-12 1 Error in shader compilation: info: 0:25: P0004: High precision not supported, instead compiling high precision as medium precision 0:26: L0002: Undeclared variable 'gl_FragDepth' 40180000:0100d002 Tex StenToAlpha StenUniform TFuncMod AlphaTest > FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40180000:0100d002 Tex StenToAlpha StenUniform TFuncMod AlphaTest > FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform sampler2D testtex; uniform float u_stencilReplaceValue; varying lowp vec4 v_color0; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) DISCARD; gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
Bejeweled 2 v1.20.4-479-gd82b795f6a 2026-11-11 1 sceDisplayWaitVblankCB: could not find waiting thread info.
BOMBERMAN v1.20.4-479-gd82b795f6a 2026-11-11 1 sceDisplayWaitVblankCB: could not find waiting thread info.
Dragon Ball Z Shin Budokai v1.20.4-479-gd82b795f6a 2026-11-12 3 Error in shader compilation: info: 0:21: P0004: High precision not supported, instead compiling high precision as medium precision 0:22: L0002: Undeclared variable 'gl_FragDepth' 40184000:00000002 Tex Flat TFuncMod FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40184000:00000002 Tex Flat TFuncMod FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; varying lowp vec4 v_color0; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
Chandragupta v1.20.4-479-gd82b795f6a 2026-11-11 1 Error in shader compilation: info: 0:21: P0004: High precision not supported, instead compiling high precision as medium precision 0:22: L0002: Undeclared variable 'gl_FragDepth' 40180000:00000002 Tex TFuncMod FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40180000:00000002 Tex TFuncMod FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; varying lowp vec4 v_color0; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
NEED FOR SPEED™ UNDERCOVER v1.20.4-479-gd82b795f6a 2026-11-10 1 Error in shader compilation: info: 0:24: P0004: High precision not supported, instead compiling high precision as medium precision 0:25: L0002: Undeclared variable 'gl_FragDepth' 40194000:0000d002 Tex Flat TFuncMod AlphaTest > TestDiscardToZero FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40194000:0000d002 Tex Flat TFuncMod AlphaTest > TestDiscardToZero FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform sampler2D testtex; varying lowp vec4 v_color0; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
NEED FOR SPEED™ UNDERCOVER v1.20.4-479-gd82b795f6a 2026-11-10 1 Error in shader compilation: info: 0:23: P0004: High precision not supported, instead compiling high precision as medium precision 0:24: L0002: Undeclared variable 'gl_FragDepth' 40180000:0001d002 Tex TFuncMod AlphaTest0 > FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40180000:0001d002 Tex TFuncMod AlphaTest0 > FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform sampler2D testtex; varying lowp vec4 v_color0; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; if (v.a < 0.002) DISCARD; gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
SOCOM: U.S. Navy SEALs Fireteam Bravo v1.20.4-479-gd82b795f6a 2026-11-09 1 Error in shader compilation: info: 0:24: P0004: High precision not supported, instead compiling high precision as medium precision 0:25: L0002: Undeclared variable 'gl_FragDepth' 40180000:00200002 Tex TFuncMod FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40180000:00200002 Tex TFuncMod FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; varying lowp vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
SOCOM: U.S. Navy SEALs Fireteam Bravo v1.20.4-479-gd82b795f6a 2026-11-09 1 Error in shader compilation: info: 0:16: P0004: High precision not supported, instead compiling high precision as medium precision 0:17: L0002: Undeclared variable 'gl_FragDepth' 40180000:0001d000 AlphaTest0 > FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40180000:0001d000 AlphaTest0 > FragDepthClamp uniform sampler2D testtex; varying lowp vec4 v_color0; varying mediump float v_fogdepth; varying vec2 v_zw; void main() { vec4 v = v_color0; if (v.a < 0.002) DISCARD; gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
SOCOM: U.S. Navy SEALs Fireteam Bravo v1.20.4-479-gd82b795f6a 2026-11-09 1 Error in shader compilation: info: 0:26: P0004: High precision not supported, instead compiling high precision as medium precision 0:27: L0002: Undeclared variable 'gl_FragDepth' 40180000:0021d002 Tex TFuncMod AlphaTest0 > FragDepthClamp #version 100 // Driver: Mali-450 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40180000:0021d002 Tex TFuncMod AlphaTest0 > FragDepthClamp uniform sampler2D tex; uniform vec2 u_texNoAlphaMul; uniform sampler2D testtex; varying lowp vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; varying vec2 v_zw; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) DISCARD; gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
Ape Academy™ 2 v1.20.4-479-gd82b795f6a 2026-11-09 1 sceDisplayWaitVblankCB: could not find waiting thread info.
EAFC 26 By Komo Valeri v1.20.4-479-gd82b795f6a 2026-11-09 3 sceDisplayWaitVblankCB: could not find waiting thread info.
Future Fight v1.20.4-479-gd82b795f6a 2026-11-04 49 BREAK instruction hit
Future Fight v1.20.4-479-gd82b795f6a 2026-11-04 49 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed
G.I.JOE(TM) The Rise of Cobra(TM) v1.20.4-916-ge009d182ff 2026-11-11 75 Failed to read valid video stream data from header
BREATH OF FIRE Ⅲ v1.20.4-527-gc357043913 2026-11-10 1,829 Detected FBO at Y offset 240 of 04088000: 040c4000
Astro Boy®: The Video Game v1.20.4-479-gd82b795f6a 2026-11-08 236 ELF relocation HI16/1(16) pair (instead of LO16) at 0888f828 / 0888f82c
Astro Boy®: The Video Game v1.20.4-479-gd82b795f6a 2026-11-08 232 ELF relocation HI16/1(16) pair (instead of LO16) at 0888f6b4 / 0888f6b8
Astro Boy®: The Video Game v1.20.4-479-gd82b795f6a 2026-11-08 236 ELF relocation HI16/1(16) pair (instead of LO16) at 088820a0 / 088820a4
Astro Boy®: The Video Game v1.20.4-479-gd82b795f6a 2026-11-08 234 ELF relocation HI16/1(16) pair (instead of LO16) at 08881dc8 / 08881dcc
Astro Boy®: The Video Game v1.20.4-479-gd82b795f6a 2026-11-08 231 ELF relocation HI16/1(16) pair (instead of LO16) at 08881c38 / 08881c3c
Astro Boy®: The Video Game v1.20.4-479-gd82b795f6a 2026-11-08 244 ELF relocation HI16/1(16) pair (instead of LO16) at 08881bac / 08881bb0
Diabolik: The Original Sin v1.20.4-479-gd82b795f6a 2026-11-08 424 ELF relocation HI16/4 pair (instead of LO16) at 08916310 / 08916320
Diabolik: The Original Sin v1.20.4-479-gd82b795f6a 2026-11-08 432 ELF relocation HI16/1(16) pair (instead of LO16) at 088c8e28 / 088c8e2c
Astro Boy®: The Video Game v1.20.4-479-gd82b795f6a 2026-11-12 867 ELF relocation HI16/1(16) pair (instead of LO16) at 0888f814 / 0888f818
Astro Boy®: The Video Game v1.20.4-479-gd82b795f6a 2026-11-12 874 ELF relocation HI16/1(16) pair (instead of LO16) at 0888f6a0 / 0888f6a4
Astro Boy®: The Video Game v1.20.4-479-gd82b795f6a 2026-11-12 885 ELF relocation HI16/1(16) pair (instead of LO16) at 0888208c / 08882090
Astro Boy®: The Video Game v1.20.4-479-gd82b795f6a 2026-11-12 887 ELF relocation HI16/1(16) pair (instead of LO16) at 08881db4 / 08881db8
Astro Boy®: The Video Game v1.20.4-479-gd82b795f6a 2026-11-12 886 ELF relocation HI16/1(16) pair (instead of LO16) at 08881c24 / 08881c28
Astro Boy®: The Video Game v1.20.4-479-gd82b795f6a 2026-11-12 947 ELF relocation HI16/1(16) pair (instead of LO16) at 08881b98 / 08881b9c
ARMORED CORE FORMULA FRONT v1.20.4-479-gd82b795f6a 2026-11-06 742 ELF relocation HI16/4 pair (instead of LO16) at 08a46564 / 08a46574
ARMORED CORE FORMULA FRONT v1.20.4-479-gd82b795f6a 2026-11-06 729 ELF relocation HI16/4 pair (instead of LO16) at 08a4652c / 08a4653c
ARMORED CORE FORMULA FRONT v1.20.4-479-gd82b795f6a 2026-11-06 745 ELF relocation HI16/4 pair (instead of LO16) at 08a46168 / 08a46170
ARMORED CORE FORMULA FRONT v1.20.4-479-gd82b795f6a 2026-11-06 741 ELF relocation HI16/4 pair (instead of LO16) at 08a46130 / 08a46134
ARMORED CORE FORMULA FRONT v1.20.4-479-gd82b795f6a 2026-11-06 737 ELF relocation HI16/4 pair (instead of LO16) at 08a460c8 / 08a460cc
ARMORED CORE FORMULA FRONT v1.20.4-479-gd82b795f6a 2026-11-06 751 ELF relocation HI16/4 pair (instead of LO16) at 08a44fd4 / 08a45024
ARMORED CORE FORMULA FRONT v1.20.4-479-gd82b795f6a 2026-11-06 755 ELF relocation HI16/4 pair (instead of LO16) at 08a44d58 / 08a44d68
ARMORED CORE FORMULA FRONT v1.20.4-479-gd82b795f6a 2026-11-06 762 ELF relocation HI16/4 pair (instead of LO16) at 08a44124 / 08a44140
ARMORED CORE FORMULA FRONT v1.20.4-479-gd82b795f6a 2026-11-06 756 ELF relocation HI16/4 pair (instead of LO16) at 08a43b88 / 08a43b94
ARMORED CORE FORMULA FRONT v1.20.4-479-gd82b795f6a 2026-11-06 769 ELF relocation HI16/4 pair (instead of LO16) at 08a3b818 / 08a3b828
ARMORED CORE FORMULA FRONT v1.20.4-479-gd82b795f6a 2026-11-06 814 ELF relocation HI16/4 pair (instead of LO16) at 08a35fc8 / 08a35fdc
Street Kix Freestyle v1.20.4-479-gd82b795f6a 2026-11-01 2,391 Bad VAG samples address? 09dd64f0 / 141752
Ford Bold Moves Street Racing v1.20.4-479-gd82b795f6a 2026-10-20 16 565 depal unsupported: shift=3 mask=fc offset=0
MX vs. ATV Extrême Limite v1.20.4-479-gd82b795f6a 2026-11-13 209 Rendering to framebuffer offset at 04000000 +256x0 (stride 1024)
WWE SmackDown vs. RAW 2008 v1.20.4-479-gd82b795f6a 2026-11-13 12,204 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
Dragon Ball Z: Tenkaichi Tag Team v1.20.4-479-gd82b795f6a 2026-11-12 12,810 565 depal unsupported: shift=5 mask=ff offset=0
WWE'12 v1.20.4-67-gdb947e9d60 2026-11-13 171,024 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
Tom Clancy's Splinter Cell® Essentials v1.20.4-479-gd82b795f6a 2026-11-12 3,518 Rendering to framebuffer offset at 04110000 +256x0 (stride 512)
God of War®: Ghost of Sparta v1.20.4-991-gb67667cbd1 2026-11-13 206,126 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
God of War®: Ghost of Sparta v1.20.4-856-g49fb4f9b1a 2026-11-12 19,892 Rendering to framebuffer offset at 04161800 +64x0 (stride 1024)
God of War®: Ghost of Sparta v1.20.4-479-gd82b795f6a 2026-11-13 19,855 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
God of War: Chains of Olympus v1.20.4-916-ge009d182ff 2026-11-13 103,755 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
Cars: Race-O-Rama v1.20.4-479-gd82b795f6a 2026-11-08 1,415 Rendering to framebuffer offset at 04000000 +256x0 (stride 1024)
MX vs. ATV Untamed v1.20.4-479-gd82b795f6a 2026-11-10 1,210 Rendering to framebuffer offset at 04000000 +256x0 (stride 1024)
Prinny: Can I Really Be the Hero? v1.20.4-479-gd82b795f6a 2026-10-14 26 sceNetAdhocMatchingInit(32768) at 08899bfc
SEGA Rally Revo v1.20.4-479-gd82b795f6a 2026-11-02 106 sceNetAdhocMatchingInit(16384) at 088d89d8
Sonic Rivals™ 2 v1.20.4-479-gd82b795f6a 2026-10-31 116 sceNetAdhocMatchingInit(131072) at 08846e4c
WWE'12 v1.20.4-479-gd82b795f6a 2026-11-12 9,914 sceNetAdhocMatchingInit(32768) at 08a587d0
Pro Evolution Soccer 2014 v1.20.4-479-gd82b795f6a 2026-11-10 3,795 sceNetAdhocMatchingInit(32768) at 08a71984
Dragon Ball Z Shin Budokai v1.20.4-635-g862012b1e3 2026-11-13 12,174 sceNetAdhocMatchingInit(3000) at 088c66f4
BURNOUT DOMINATOR v1.20.4-479-gd82b795f6a 2026-11-13 15,031 sceNetAdhocMatchingInit(9816) at 088fc4e8
Call of Duty : Roads to Victory™ v1.20.4-479-gd82b795f6a 2026-11-12 2,702 sceNetAdhocMatchingInit(32768) at 0895fb24
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.20.4-704-g2a79257551 2026-11-13 12,185 sceNetAdhocMatchingInit(32768) at 088119dc
METAL SLUG XX™ v1.20.4-479-gd82b795f6a 2026-11-12 46,333 sceNetAdhocMatchingInit(65536) at 08864640
Tom Clancy's Ghost Recon® Predator v1.20.4-479-gd82b795f6a 2026-11-03 32,326 sceUtilityOskInitStart: invalid status
Tom Clancy's Ghost Recon® Predator v1.20.4-479-gd82b795f6a 2026-11-11 10,183 Utility access thread still running, state: shutting down, dialog=1/1
Tom Clancy's Ghost Recon® Predator v1.20.4-479-gd82b795f6a 2026-11-11 8,993 Utility access thread still running, state: shutting down, dialog=2/1
Tom Clancy's Ghost Recon® Predator v1.20.4-479-gd82b795f6a 2026-11-12 2,889 Utility access thread still running, state: shutting down, dialog=1/1
Tom Clancy's Ghost Recon® Predator v1.20.4-479-gd82b795f6a 2026-11-12 2,626 Utility access thread still running, state: shutting down, dialog=2/1
Shrek Smash n' Crash Racing v1.20.4-479-gd82b795f6a 2026-11-07 3,207 Failed to read valid video stream data from header
Capcom® Classics Collection Remixed v1.20.4-479-gd82b795f6a 2026-11-04 60 UNTESTED sceNetAdhocPollSocket(09fb0a20, 1, 16666, 0) at 0882e5ac
Disney•Pixar Cars 2 v1.20.4-479-gd82b795f6a 2026-11-08 7,023 Failed to read valid video stream data from header
Mortal Kombat: Unchained v1.20.4-605-gf0c28c6744 2026-11-13 52,744 Failed to read valid video stream data from header
Mortal Kombat: Unchained v1.20.4-777-g16a38b090a 2026-11-13 92,141 Failed to read valid video stream data from header
Resistance: Retribution™ v1.20.4-856-g49fb4f9b1a 2026-11-12 4,805 Failed to read valid video stream data from header
Capcom® Classics Collection Remixed v1.20.4-479-gd82b795f6a 2026-11-04 614 UNTESTED sceNetAdhocPollSocket(09fb0a20, 1, 16666, 0) at 088416a0
SSX On Tour v1.9.4 2026-11-11 275,578 Unusual bezier/spline vtype: 12000780, morph: 0, bones: 1
Pro Evolution Soccer 6 v1.9.4 2026-11-05 2,219 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 08a81ed4, 4, 00000000, 0)

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