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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) |