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| Game title |
Version |
Latest Report |
Hits |
Message |
| TEKKEN 6 |
v1.6.3-432-gfd6c3145d |
2023-04-10 |
1 |
Error in shader program link: info: No fragment shader attached.
fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod
#version 100
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
varying vec3 v_color1;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
}
vs: 01700111:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
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 * 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;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient2 * 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);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| TEKKEN 6 |
v1.6.3-432-gfd6c3145d |
2023-04-10 |
1 |
Error in shader program link: info: No fragment shader attached.
fs: 00000000:00a00002 Tex Fog 2x TFuncMod
#version 100
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
}
vs: 01700000:000d0b5c HWX C T N Fog Tex TexProjNrm UVMtx Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
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 lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
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 * u_matambientalpha + vec4(u_matemissive, 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);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = (u_texmtx * vec4(normal, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| TEKKEN 6 |
v1.6.3-432-gfd6c3145d |
2023-04-10 |
1 |
Error in shader program link: info: No fragment shader attached.
fs: 00000000:00a00002 Tex Fog 2x TFuncMod
#version 100
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
}
vs: 01700000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform 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 lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
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 * u_matambientalpha + vec4(u_matemissive, 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);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| TEKKEN 6 |
v1.6.3-432-gfd6c3145d |
2023-04-10 |
1 |
Error in shader program link: info: No fragment shader attached.
fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod
#version 100
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
varying vec3 v_color1;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
}
vs: 01700111:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
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 * 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;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient2 * 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);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| TEKKEN 6 |
v1.6.3-432-gfd6c3145d |
2023-04-10 |
1 |
Error in shader program link: info: No fragment shader attached.
fs: 00000000:00a00022 Tex TexAlpha Fog 2x TFuncMod
#version 100
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
}
vs: 01700000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform 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 lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
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 * u_matambientalpha + vec4(u_matemissive, 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);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| eFooTBall Play Cesar Patch |
v1.9.4 |
2026-11-08 |
10,694 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| eFootball Chelito 19 |
v1.6.3-432-gfd6c3145d |
2026-08-14 |
9 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:0000091c HWX C T Fog Tex
#version 300 es
precision highp float;
in vec3 position;
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;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
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;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| RA-PATCH EDISI FIFA WORLD CUP 2022 |
v1.9.4 |
2026-10-26 |
31,247 |
Savedata version requested on save: 3 |
| Pursuit Force |
v1.9.4 |
2026-08-16 |
11 |
VTYPE with morph used: THRU=0 TC=1 COL=0 POS=2 NRM=1 WT=0 NW=1 IDX=0 MC=2 |
| eFootball PES 2023 "SNE" |
v1.6.3-432-gfd6c3145d |
2024-04-29 |
5 |
Unknown GetPointer 95f5d733 PC 0884d5a0 LR 0884d7c4 |
| WWE SmackDown vs. RAW 2011 |
v1.6.3-432-gfd6c3145d |
2023-03-25 |
2 |
80630007=sceAtracSetData(2, 08d4b180, 00010398): atracID uses different codec type than data |
| Def Jam® Fight For NY™: The Takeover |
v1.6.3-432-gfd6c3145d |
2023-03-25 |
1 |
WriteToHardware: Invalid address 00000004 near PC 0897f744 LR 08000030 |
| NBA2K13 |
v1.6.3-432-gfd6c3145d |
2023-03-25 |
1 |
Error in shader program link: info: Link failed because of missing shader.
fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
fragColor0 = v;
}
vs: 01f40000:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:4
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
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 vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_depthRange;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
vec4 depthRoundZVP(vec4 v) {
float z = v.z / v.w;
z = z * u_depthRange.x + u_depthRange.y;
z = floor(z);
z = (z - u_depthRange.z) * u_depthRange.w;
return vec4(v.x, v.y, z * v.w, v.w);
}
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 = depthRoundZVP(u_proj * viewPos);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 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;
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
| eFootball PES 2021 By Susah Tenar |
v1.6.3-432-gfd6c3145d |
2023-03-19 |
1 |
sceDmacMemcpy(dest=040cc000, src=09517240, size=557056): overlapping read |
| WWE 2K23 by Gamer Modder and Finn |
v1.9.4 |
2026-09-28 |
4,736 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
| WWE 2K23 by Gamer Modder and Finn |
v1.9.4 |
2026-09-28 |
961 |
80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data |
| EFOOTBALL V. 1 BY PRFD |
v1.6.3-432-gfd6c3145d |
2023-03-12 |
1 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00004000:00200022 Tex TexAlpha Fog Flat TFuncMod
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
flat in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 40000000:00000914 HWX T Fog Tex Flat
#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 lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
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;
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| eFootball PES 2023 "SNE" |
v1.9.4 |
2026-11-08 |
15,565 |
Savedata version requested on save: 3 |
| eFootball PES 2021 Libertadores T. Bendezu |
v1.6.3-432-gfd6c3145d |
2023-03-06 |
1 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: 00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
flat in vec4 v_color0;
in mediump vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
fragColor0 = v;
}
vs: 40000000:00000910 HWX T Tex Flat
#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 lowp vec4 u_matambientalpha;
flat 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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
v_color0 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
| Killzone(TM) Liberation |
v1.6.3-432-gfd6c3145d |
2023-03-04 |
1 |
Attempting to texture from target (src=00044000 / target=00044000 / flags=7) |
| Killzone(TM) Liberation |
v1.6.3-432-gfd6c3145d |
2024-03-02 |
2 |
Render to texture with incompatible formats 3 != 1 at 00000000 |
| Killzone™: Liberation |
v1.6.3-432-gfd6c3145d |
2025-05-18 |
5 |
sceDmacMemcpy(dest=041fcd00, src=09005f00, size=4160): overlapping read |
| Killzone™: Liberation |
v1.6.3-432-gfd6c3145d |
2023-03-02 |
1 |
sceDmacMemcpy(dest=041eef00, src=095d7590, size=2064): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.6.3-432-gfd6c3145d |
2023-03-02 |
1 |
sceDmacMemcpy(dest=0414e000, src=09511800, size=306400): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.6.3-432-gfd6c3145d |
2023-02-27 |
1 |
sceDmacMemcpy(dest=0414e000, src=095da8b0, size=291472): overlapping read |
| Killzone(TM): Liberation |
v1.6.3-432-gfd6c3145d |
2023-03-01 |
3 |
Attempting to texture from target (src=00044000 / target=00044000 / flags=7) |
| Killzone(TM): Liberation |
v1.6.3-432-gfd6c3145d |
2023-03-01 |
8 |
Render to texture with incompatible formats 3 != 1 at 00000000 |
| Killzone Liberation |
v1.6.3-432-gfd6c3145d |
2023-03-01 |
4 |
Attempting to texture from target (src=00044000 / target=00044000 / flags=7) |
| Killzone™: Liberation |
v1.6.3-432-gfd6c3145d |
2023-02-16 |
1 |
sceDmacMemcpy(dest=041fc400, src=092ab6d0, size=2064): overlapping read |
| The Simpsons™ Game |
v1.6.3-432-gfd6c3145d |
2023-02-15 |
2 |
80630011=sceAtracSetDataAndGetID(08d41e40, 00000000): buffer too small |
| The Simpsons™ Game |
v1.6.3-432-gfd6c3145d |
2023-04-22 |
26 |
80630011=sceAtracSetDataAndGetID(08d1dc90, 00000000): buffer too small |
| Killzone™: Liberation |
v1.6.3-432-gfd6c3145d |
2023-02-11 |
1 |
sceDmacMemcpy(dest=0413af00, src=0962c260, size=144): overlapping read |
| Avatar: The Last Airbender |
v1.6.3-432-gfd6c3145d |
2023-02-11 |
1 |
WriteToHardware: Invalid address 00000004 near PC 0896dbc0 LR 00000000 |
| eFootball Chelito 19 |
v1.9.4 |
2024-11-04 |
7 |
sceDmacMemcpy(dest=086ce940, src=040cc000, size=1251008): overlapping read |
| WWE SmackDown vs. RAW 2011 |
v1.6.3-432-gfd6c3145d |
2024-06-12 |
7 |
80630007=sceAtracSetData(3, 08d4b180, 00004cf0): atracID uses different codec type than data |
| eFootball PES 2023 "SNE" |
v1.9.4 |
2026-11-08 |
4,225 |
Unknown GetPointer 00000000 PC 08816130 LR 08816144 |
| The Legend Of Heroes: Trails in the Sky |
v1.6.3-432-gfd6c3145d |
2023-01-26 |
1 |
sceDmacMemcpy(dest=0415e000, src=08d36370, size=4096): overlapping read |
| Hellboy™: The Science of Evil |
v1.6.3-432-gfd6c3145d |
2023-01-23 |
1 |
Error in shader program link: info: (unknown reason)
fs: 00000000:09a00002 Tex Fog 2x StenToAlpha Sten1 TFuncMod
#version 300 es
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = vec4(v.rgb, 1.0);
}
vs: 01010000:00000b1c HWX C T N Fog Tex Light: MatUp:1
#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_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
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);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| Hellboy™: The Science of Evil |
v1.6.3-432-gfd6c3145d |
2023-01-23 |
1 |
Error in shader program link: info: (unknown reason)
fs: 00000000:00a0d022 Tex TexAlpha Fog 2x TFuncMod AlphaTest >
#version 300 es
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
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;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01010000:00000b1c HWX C T N Fog Tex Light: MatUp:1
#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_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
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);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| Hellboy™: The Science of Evil |
v1.6.3-432-gfd6c3145d |
2023-01-23 |
1 |
Error in shader program link: info: (unknown reason)
fs: 00000000:00a00002 Tex Fog 2x TFuncMod
#version 300 es
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = v.rgb * 2.0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01010000:00000b1c HWX C T N Fog Tex Light: MatUp:1
#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_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
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);
mediump float ldot;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
| WWE SmackDown vs. RAW 2011 |
v1.9.4 |
2025-07-16 |
131 |
80630007=sceAtracSetData(3, 08d4b180, 00018000): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2011 |
v1.6.3-432-gfd6c3145d |
2023-07-27 |
5 |
80630007=sceAtracSetData(3, 08d4b180, 0000b708): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2011 |
v1.9.4 |
2025-07-15 |
69 |
80630007=sceAtracSetData(2, 08d4b180, 00003fd0): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2011 |
v1.6.3-432-gfd6c3145d |
2023-11-27 |
6 |
Render to area containing texture at 000cc000 +64x0 |
| WWE SmackDown vs. RAW 2011 |
v1.7.5 |
2023-11-27 |
11 |
Rendering to framebuffer offset: 000cc000 +65x0 |
| eFootball PES 2023 "SNE" |
v1.9.4 |
2026-11-05 |
2,866 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| eFootball PES 2023 "SNE" |
v1.9.4 |
2026-10-18 |
2,145 |
sceDmacMemcpy(dest=040cc000, src=086ce800, size=1251328): overlapping read |
| eFootball PES 2023 "SNE" |
v1.9.4 |
2026-11-08 |
201,335 |
Savedata version requested on save: 3 |
| WWE SmackDown vs. RAW 2011 |
v1.9.4 |
2025-07-15 |
68 |
80630007=sceAtracSetData(2, 08d4b180, 00007bf8): atracID uses different codec type than data |
| eFootball 2023 by peruvian pes |
v1.9.4 |
2026-09-20 |
2,271 |
Savedata version requested on save: 3 |
| WWE SmackDown vs. RAW 2011 |
v1.9.4 |
2025-07-15 |
54 |
80630007=sceAtracSetData(3, 08d4b180, 000034e0): atracID uses different codec type than data |
| eFootball Asia 2023 |
v1.9.4 |
2026-11-08 |
26,444 |
Savedata version requested on save: 3 |
| eFootball PES 2023 by T4G |
v1.6.3-432-gfd6c3145d |
2022-12-24 |
20 |
ReadFromHardware: Invalid address 0a000000 near PC 00000000 LR 00000000 |
| eFootball Libertadores 2022 |
v1.9.4 |
2024-11-02 |
925 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| EFOOTBALL V. 1 BY PRFD |
v1.7.5 |
2023-11-07 |
4 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000 |
| eFootball Libertadores 2022 |
v1.9.4 |
2025-04-05 |
2,811 |
Savedata version requested on save: 3 |
| デジモンワールド リ:デジタイズ |
v1.6.3-432-gfd6c3145d |
2022-12-08 |
1 |
sceDmacMemcpy(dest=090d5648, src=090d5300, size=840): overlapping read |
| デジモンワールド リ:デジタイズ |
v1.6.3-432-gfd6c3145d |
2022-12-08 |
1 |
sceDmacMemcpy(dest=090dc638, src=090dc200, size=1080): overlapping read |
| デジモンワールド リ:デジタイズ |
v1.6.3-432-gfd6c3145d |
2022-12-07 |
1 |
sceDmacMemcpy(dest=090cce48, src=090ccb00, size=840): overlapping read |
| デジモンワールド リ:デジタイズ |
v1.6.3-432-gfd6c3145d |
2022-12-07 |
1 |
sceDmacMemcpy(dest=090da160, src=090d9f80, size=480): overlapping read |
| eFootball Chelito 19 |
v1.9.4 |
2026-11-02 |
24,447 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): invalid RIFF header |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
1 |
ReadFromHardware: Invalid address deae2f2b near PC 084015ec LR 08000020 |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
1 |
Branch in RSZeroComp delay slot at 08401648 in block starting at 08401640 |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
1 |
WriteToHardware: Invalid address deaddceb near PC 084015b4 LR 08000020 |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
1 |
MIPSCompileOp: Invalid instruction eeb1eb9d |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
1 |
MIPSCompileOp: Invalid instruction f31df396 |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
1 |
Jump to invalid address: 06740000 |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
1 |
MIPSCompileOp: Invalid instruction 459d4686 |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
1 |
MIPSCompileOp: Invalid instruction ec1aea21 |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
1 |
MIPSCompileOp: Invalid instruction ef85f8d4 |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
1 |
MIPSCompileOp: Invalid instruction 6e72654b |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2025-04-08 |
3 |
MIPSCompileOp: Invalid instruction 7fffffff |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
1 |
MIPSCompileOp: Invalid instruction cd346dc7 |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
2 |
Jump to invalid address: 01000000 |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
1 |
MIPSCompileOp: Invalid instruction efd13b03 |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
3 |
Jump to invalid address: 01fff1c0 |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
1 |
MIPSCompileOp: Invalid instruction f34a2c98 |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
1 |
MIPSCompileOp: Invalid instruction cfb16e7d |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2025-03-02 |
6 |
Jump to invalid address: 01000080 |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
1 |
Jump to invalid address: 02bee8a0 |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
1 |
MIPSCompileOp: Invalid instruction ed25492b |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
2 |
Jump to invalid address: 01ffff40 |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
1 |
MIPSCompileOp: Invalid instruction 0000013a |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
1 |
Jump to invalid address: 010055c0 |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
1 |
Jump to invalid address: 00ffc000 |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
3 |
Jump to invalid address: 010003c0 |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
1 |
Jump to invalid address: 00000080 |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
1 |
Jump to invalid address: 02bf4120 |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
1 |
Jump to invalid address: 03b215e0 |
| FIFA 14 |
v1.6.3-432-gfd6c3145d |
2022-12-05 |
1 |
Jump to invalid address: 00ff8000 |
| eFootball Chelito 19 |
v1.9.4 |
2026-11-07 |
7,629 |
sceDmacMemcpy(dest=040cc000, src=086ce940, size=1251008): overlapping read |
| WWE SmackDown vs. RAW 2011 |
v1.9.4 |
2026-11-05 |
1,740 |
80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2011 |
v1.9.4 |
2026-11-05 |
6,265 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
| eFootball Chelito 19 |
v1.9.4 |
2026-09-17 |
28,724 |
MIPSCompileOp: Invalid instruction 01010101 |
| eFootball Chelito 19 |
v1.8.0 |
2026-07-12 |
110 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000 |
| eFootball Chelito 19 |
v1.9.4 |
2026-11-07 |
1,500 |
GL ran out of GPU memory; switching to low memory mode |
| eFootball Chelito 19 |
v1.9.4 |
2026-10-03 |
254 |
sceDmacMemcpy(dest=08701400, src=040cc000, size=1043456): overlapping read |
| eFootball PES PPSSPP A3 2023 MOD FIFA |
v1.9.4 |
2026-01-16 |
1,695 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| Fate/EXTRA |
v1.6.3-432-gfd6c3145d |
2022-10-15 |
1 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000 |
| eFootball PES PPSSPP A3 2023 MOD FIFA |
v1.9.4 |
2026-05-30 |
317 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |