Recent logs - v1.20.4-535-gf0baf3ade7

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Game title Version Latest Report Message
eFootball 2024 By RH12 Official v1.20.4-535-gf0baf3ade7 2026-07-13 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' 00060000:00000000 Tex(TFuncMod) Fog FragDepthClamp #version 100 // Driver: Mali-400 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00060000:00000000 Tex(TFuncMod) Fog 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.rgb = mix(u_fogcolor, v.rgb, fogCoef); gl_FragColor = v; highp float projZ = v_zw.x / v_zw.y; gl_FragDepth = clamp(projZ, 0.0, 65535.0) / 65535.0; }
eFootball 2024 By RH12 Official v1.20.4-535-gf0baf3ade7 2026-07-13 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' 00060000:00000000 Tex(TFuncMod) AlphaTest0 > FragDepthClamp #version 100 // Driver: Mali-400 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00060000:00000000 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; }
eFootball 2024 By RH12 Official v1.20.4-535-gf0baf3ade7 2026-07-13 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' 00060000:00000000 Tex(TFuncMod) Fog AlphaTest0 > FragDepthClamp #version 100 // Driver: Mali-400 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00060000:00000000 Tex(TFuncMod) Fog 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.rgb = mix(u_fogcolor, v.rgb, 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; }
eFootball 2024 By RH12 Official v1.20.4-535-gf0baf3ade7 2026-07-13 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' 00060000:00000000 Tex(TFuncMod) FragDepthClamp #version 100 // Driver: Mali-400 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // %00060000:00000000 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; }
eFootball 2024 By RH12 Official v1.9.4 2026-07-23 Savedata version requested: 3
MONSTER HUNTER PORTABLE v1.9.4 2026-07-19 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
MONSTER HUNTER PORTABLE v1.9.4 2026-07-19 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Mega Man Maverick Hunter X v1.9.4 2026-07-21 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Mega Man Maverick Hunter X v1.9.4 2026-07-21 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.9.4 2026-07-23 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2