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| Game title |
Version |
Latest Report |
Hits |
Message |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3-432-gfd6c3145d |
2020-09-12 |
1 |
Jump to invalid address: 002c7600 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3-432-gfd6c3145d |
2020-09-12 |
1 |
Jump to invalid address: 05195cc0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3-432-gfd6c3145d |
2020-09-12 |
1 |
Jump to invalid address: 0791b620 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3-432-gfd6c3145d |
2020-09-11 |
1 |
Jump to invalid address: 058804c0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3-432-gfd6c3145d |
2020-09-11 |
1 |
00000000=sceAtracLowLevelDecode(0, 09fcde70, deadbeef[invalid], 00000000, 09fce0d4[ffffffff]): invalid pointers |
| SBK® Superbike World Championship |
v1.6.3-432-gfd6c3145d |
2020-09-06 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 093afba0): duplicate handler |
| Resistance: Retribution™ |
v1.6.3-432-gfd6c3145d |
2025-05-13 |
6 |
VTYPE with morph used: THRU=0 TC=0 COL=1 POS=0 NRM=0 WT=0 NW=5 IDX=0 MC=2 |
| Resistance: Retribution™ |
v1.6.3-432-gfd6c3145d |
2021-03-29 |
2 |
Unknown GE command : 34050000 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3-432-gfd6c3145d |
2025-03-17 |
17 |
Jump to invalid address: 0bfffffc |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 026ec3b0 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 026ec8c0 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 02b66bb0 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 02b66ab0 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 026eebb0 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 026eec50 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 026eced0 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 026ebdb0 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 02b66910 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 026ebf50 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 02b668e0 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
2 |
Jump to invalid address: 02b3a870 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 02b66d50 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 026ee870 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 02b66ae0 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 026ee600 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 026ecc20 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 02b3a7c0 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 026eee70 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 026ee990 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 026e1c80 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 02b66da0 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 026eca00 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 026eeb10 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 026ee7a0 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 026eecd0 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
2 |
Jump to invalid address: 026e18a0 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 026eec90 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 026eef80 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 026ee8d0 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 026ebe70 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 026eea50 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 026ef0e0 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
2 |
Jump to invalid address: 026e1c60 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
2 |
Jump to invalid address: 026e18c0 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
3 |
Jump to invalid address: 026e19c0 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 026ee0a0 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 02b66dd0 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
1 |
Jump to invalid address: 026eede0 |
| Spider-Man 3 |
v1.6.3-432-gfd6c3145d |
2020-08-27 |
2 |
Jump to invalid address: 02b3a7e0 |
| FIFA 14 |
v1.8.0 |
2022-12-07 |
16 |
Jump to invalid address: 048e5480 |
| FIFA 14 |
v1.8.0 |
2025-12-21 |
62 |
Jump to invalid address: 03d237e0 |
| eFootball PES 2020 "C19" |
v1.6.3-432-gfd6c3145d |
2022-09-03 |
101 |
GL ran out of GPU memory; switching to low memory mode |
| eFootball PES 2021 T. Bendezu "C19" |
v1.9.4 |
2026-11-06 |
978 |
sceDmacMemcpy(dest=09054040, src=086ce8c0, size=1251136): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.6.3-432-gfd6c3145d |
2025-06-22 |
3 |
sceDmacMemcpy(dest=0414e000, src=095f39f0, size=257472): overlapping read |
| eFootball PES 2021 T. Bendezu "C19" |
v1.9.4 |
2026-07-08 |
1,966 |
GL ran out of GPU memory; switching to low memory mode |
| Killzone™: Liberation |
v1.6.3-432-gfd6c3145d |
2020-08-19 |
9 |
Garbage libstub address or end |
| Fast and Furious LBMODS |
v1.9.4 |
2023-08-29 |
4,813 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| eFootball PES 2020 "C19" |
v1.9.4 |
2026-03-25 |
28,661 |
Savedata version requested on save: 3 |
| (homebrew) |
v1.9.4 |
2022-11-19 |
1,706 |
MFIC instruction hit (70020024) at 08a69610 |
| NARUTO: Ultimate Ninja Heroes 2 |
v1.9.4 |
2026-10-05 |
3,744 |
80630006=sceAtracSetDataAndGetID(08e5a220, 00007d54): invalid RIFF header |
| (homebrew) |
v1.9.4 |
2022-08-08 |
286 |
MFIC instruction hit (70020024) at 08a6aca0 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.9.4 |
2026-11-06 |
1,299 |
sceDmacMemcpy(dest=040cc000, src=08701400, size=1043456): overlapping read |
| FIFA 20.BY.DX.GAMEZ007 |
v1.7.5 |
2024-04-25 |
89 |
Render to texture with incompatible formats 3 != 1 at 00000000 |
| eFOOTBALL PES 2020 SUPERDUPER "T. BENDEZU" |
v1.9.4 |
2026-01-18 |
60 |
Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a |
| eFootball PES 2021 By TM ARTS |
v1.9.4 |
2024-03-08 |
3,699 |
Savedata version requested on save: 3 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.9.4 |
2026-10-30 |
1,664 |
Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3-432-gfd6c3145d |
2025-03-06 |
2 |
WriteToHardware: Invalid address 0a43696c near PC 0880dcc8 LR 0880dcc8 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.9.4 |
2026-11-08 |
12,847 |
sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read |
| eFootball PES 2021 T. Bendezu "C19" |
v1.9.4 |
2026-11-06 |
22,199 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
| eFootball PES 2021 T. Bendezu "C19" |
v1.9.4 |
2026-10-30 |
2,033 |
Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.9.4 |
2023-03-01 |
10 |
WriteToHardware: Invalid address 528b82bc near PC 0880dcc8 LR 0880dcc8 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.9.4 |
2026-11-08 |
185,539 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.9.4 |
2026-11-08 |
835,277 |
Savedata version requested on save: 3 |
| eFootball PES 2021 By TM ARTS |
v1.9.4 |
2026-08-25 |
3,407 |
Unknown GetPointer 00000000 PC 08816130 LR 08816144 |
| WWE SmackDown vs. RAW 2007 |
v1.6.3-432-gfd6c3145d |
2020-07-27 |
1 |
sceDmacMemcpy(dest=04135640, src=092feac0, size=65552): overlapping read |
| WWE SmackDown vs. RAW 2007 |
v1.6.3-432-gfd6c3145d |
2020-07-27 |
1 |
Error in shader program link: info: error: program lacks a vertex shader
fs: 00000000:00015ca2 Tex TexAlpha TexOffs LM TClamp TFuncMod AlphaTest0 ==
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform vec4 u_texclamp;
uniform vec2 u_texclampoff;
uniform sampler2D testtex;
in vec4 v_color0;
in vec3 v_color1;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec2 fixedcoord = vec2((mod(v_texcoord.x, u_texclamp.x) + u_texclampoff.x), (mod(v_texcoord.y, u_texclamp.y) + u_texclampoff.y));
vec4 t = texture(tex, fixedcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
if (v.a > 0.002) discard;
fragColor0 = v;
}
vs: 01f71000:00000911 HWX T LM Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7
#version 300 es
precision highp float;
in vec3 position;
in 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 vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos3;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
| WWE SmackDown vs. RAW 2007 |
v1.6.3-432-gfd6c3145d |
2020-07-27 |
1 |
Error in shader program link: info: error: program lacks a vertex shader
fs: 00000000:0680f022 Tex TexAlpha 2x StenToAlphaDual Sten0 TFuncMod AlphaTest >=
#version 300 es
#extension GL_EXT_blend_func_extended : require
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
out vec4 fragColor1;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
v.rgb = v.rgb * 2.0;
fragColor0 = vec4(v.rgb, 0.0);
fragColor1 = vec4(0.0, 0.0, 0.0, v.a);
}
vs: 00000000:00000b18 HWX C T N Tex
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
| WWE SmackDown vs. RAW 2007 |
v1.6.3-432-gfd6c3145d |
2020-07-27 |
1 |
Error in shader program link: info: error: program lacks a vertex shader
fs: 00000000:000158a2 Tex TexAlpha LM TClamp TFuncMod AlphaTest0 ==
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform vec4 u_texclamp;
uniform sampler2D testtex;
in vec4 v_color0;
in vec3 v_color1;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec2 fixedcoord = vec2(mod(v_texcoord.x, u_texclamp.x), mod(v_texcoord.y, u_texclamp.y));
vec4 t = texture(tex, fixedcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
if (v.a > 0.002) discard;
fragColor0 = v;
}
vs: 01f71000:00000911 HWX T LM Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7
#version 300 es
precision highp float;
in vec3 position;
in 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 vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
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;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos3;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
| WWE SmackDown vs. RAW 2007 |
v1.6.3-432-gfd6c3145d |
2020-07-27 |
1 |
Error in shader program link: info: error: program lacks a vertex shader
fs: 00000000:00800ca2 Tex TexAlpha TexOffs LM 2x TClamp TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform vec4 u_texclamp;
uniform vec2 u_texclampoff;
in vec4 v_color0;
in vec3 v_color1;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec2 fixedcoord = vec2((mod(v_texcoord.x, u_texclamp.x) + u_texclampoff.x), (mod(v_texcoord.y, u_texclamp.y) + u_texclampoff.y));
vec4 t = texture(tex, fixedcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
v.rgb = v.rgb * 2.0;
fragColor0 = v;
}
vs: 01f71000:00000b19 HWX C T N LM Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:7
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in 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 vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out lowp vec3 v_color1;
out mediump vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
toLight = u_lightpos3;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse3 * color0.rgb) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular3 * color0.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
| WWE SmackDown vs. RAW 2007 |
v1.6.3-432-gfd6c3145d |
2020-07-27 |
1 |
sceDmacMemcpy(dest=04186610, src=092cb690, size=65552): overlapping read |
| eFootball PES 2021 By TM ARTS |
v1.9.4 |
2026-06-13 |
3,359 |
sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read |
| WWE SmackDown! vs. RAW 2006. |
v1.6.3-432-gfd6c3145d |
2020-07-25 |
1 |
sceDmacMemcpy(dest=04154fd0, src=09406500, size=262160): overlapping read |
| WWE SmackDown vs. RAW 2007 |
v1.6.3-432-gfd6c3145d |
2020-07-24 |
1 |
sceDmacMemcpy(dest=0415e700, src=092e5ca0, size=65552): overlapping read |
| eFootball PES 2021 By TM ARTS |
v1.9.4 |
2026-11-03 |
439,084 |
Savedata version requested on save: 3 |
| WWE 2K20 LIQUID BY LEGENT GAMER |
v1.9.4 |
2023-07-22 |
18,221 |
80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header |
| Tomb Raider: Anniversary™ |
v1.6.3-432-gfd6c3145d |
2020-07-22 |
1 |
sceDmacMemcpy(dest=041cd000, src=08fbf3a0, size=9216): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.6.3-432-gfd6c3145d |
2024-08-14 |
2 |
sceDmacMemcpy(dest=0414e000, src=095dd9c0, size=282128): overlapping read |
| Tomb Raider: Anniversary™ |
v1.6.3-432-gfd6c3145d |
2020-07-22 |
1 |
sceDmacMemcpy(dest=041ecc00, src=09586660, size=9216): overlapping read |
| Tomb Raider: Anniversary™ |
v1.6.3-432-gfd6c3145d |
2020-07-22 |
1 |
sceDmacMemcpy(dest=041cd800, src=09102870, size=9216): overlapping read |
| Tomb Raider: Anniversary™ |
v1.6.3-432-gfd6c3145d |
2020-07-21 |
1 |
sceDmacMemcpy(dest=041f4400, src=09b48290, size=9216): overlapping read |
| eFootball PES 2020 "C19" |
v1.9.4 |
2025-05-02 |
11,008 |
Savedata version requested on save: 3 |
| NBA2K21 |
v1.9.4 |
2026-07-15 |
2,769 |
80000107=sceDisplaySetFrameBuf(04000000, 512, 3, 0): must change latched framebuf first |
| eFootball PES 2020 C19 & Nibeck Tv |
v1.7.5 |
2025-04-30 |
21 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000 |
| SBK®09 Superbike World Championship |
v1.6.3-432-gfd6c3145d |
2020-12-06 |
3 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092a34e0): duplicate handler |
| (homebrew) |
v1.6.3-432-gfd6c3145d |
2021-04-16 |
5 |
MFIC instruction hit (70020024) at 088de944 |
| Resistance: Retribution™ |
v1.6.3-432-gfd6c3145d |
2020-07-15 |
1 |
CALL to illegal address 010a8ea0 - ignoring! data=0a8ea0 |
| SOCOM: Fireteam Bravo 3 |
v1.6.3-432-gfd6c3145d |
2020-07-13 |
1 |
Bad segment number 80 |
| SOCOM: Fireteam Bravo 3 |
v1.9.4 |
2020-09-18 |
2 |
Suspicious address 00101ad8, skipping reloc, type = 5 |
| SOCOM: Fireteam Bravo 3 |
v1.9.4 |
2025-04-14 |
5 |
Bad segment number 32 |
| SOCOM: Fireteam Bravo 3 |
v1.6.3-432-gfd6c3145d |
2020-07-13 |
1 |
Suspicious address 14bed4b0, skipping reloc, type = 4 |