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Game title |
Version |
Latest Report |
Message |
Pro Evolution Soccer 2018 - PES Libertadores v4.1 - DAEMHVJPB |
v1.7.2 |
2024-07-24 |
An uneaten prefix at end of block: 08812750 |
Pro Evolution Soccer 2018 - PES Libertadores v4.1 - DAEMHVJPB |
v1.7.2 |
2024-07-24 |
ReadFromHardware: Invalid address dead5887 near PC 0881273c LR 08a2f338 |
Pro Evolution Soccer 2018 - PES Libertadores v4.1 - DAEMHVJPB |
v1.7.2 |
2024-07-24 |
MIPSCompileOp: Invalid instruction ceb020cf |
Pro Evolution Soccer 2018 - PES Libertadores v4.1 - DAEMHVJPB |
v1.7.2 |
2024-07-24 |
Branch in RSZeroComp delay slot at 08812750 in block starting at 08812720 |
Pro Evolution Soccer 2018 - PES Libertadores v4.1 - DAEMHVJPB |
v1.7.2 |
2024-07-24 |
MIPSCompileOp: Invalid instruction 0705840d |
Pro Evolution Soccer 2018 - PES Libertadores v4.1 - DAEMHVJPB |
v1.7.2 |
2024-07-24 |
MIPSCompileOp: Invalid instruction 4a02d3ad |
Pro Evolution Soccer 2018 - PES Libertadores v4.1 - DAEMHVJPB |
v1.7.2 |
2024-07-24 |
MIPSCompileOp: Invalid instruction 73784c30 |
Pro Evolution Soccer 2018 - PES Libertadores v4.1 - DAEMHVJPB |
v1.7.2 |
2024-07-24 |
MIPSCompileOp: Invalid instruction 4a37b482 |
eFootball Chelito 19 |
v1.7.2 |
2024-07-07 |
Unknown GetPointer 6d76766e PC 0884d7b4 LR 0884d7d4 |
PES RAFZZID |
v1.7.2 |
2024-07-06 |
Savedata version requested on save: 3 |
NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.7.2 |
2024-06-27 |
__KernelStopThread: thread 1804 does not exist |
eFootball PES 2024 "SN3" |
v1.9.4 |
2024-07-24 |
sceDmacMemcpy(dest=086ce8c0, src=040cc000, size=1251136): overlapping read |
eFootball Chelito 19 |
v1.7.2 |
2024-05-24 |
ReadFromHardware: Invalid address 778cfcb0 near PC 778cfcb0 LR 08000018 |
eFootball Chelito 19 |
v1.7.2 |
2024-05-22 |
Unknown GetPointer 2c5b5042 PC 0884d5b0 LR 0884d7d4 |
eFootball Chelito 19 |
v1.7.2 |
2024-05-21 |
Unknown GetPointer 7a479b78 PC 0884d5b0 LR 0884d7d4 |
eFootball PES 2024 "SN3" |
v1.9.4 |
2024-07-26 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball PES 2024 "SN3" |
v1.9.4 |
2024-07-26 |
Savedata version requested on save: 3 |
eFootball PES 2024 "SN3" |
v1.9.4 |
2024-07-26 |
Savedata version requested: 3 |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.7.2 |
2024-07-01 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r4p1-01rel0 [Revision 96995].
03f10044:41400b14 HWX T N Fog Tex Bones:6 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 WScale 1
#version 100
precision highp float;
attribute mediump vec4 w1;
attribute mediump vec2 w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
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 vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5;
vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875;
mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
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);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.w = u_cullRangeMax.w;
}
}
gl_Position = outPos;
}
|
刺客信条 血统 汉化版 PLAY汉化组 |
v1.7.2 |
2024-07-01 |
Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking
fs: 00000000:0120000e Tex Fog StenToAlpha StenUniform TFuncRepl
#version 100
precision lowp float;
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
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.a);
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);
}
vs: 03f10044:41890b54 HWX T N Fog Tex TexProjNNrm UVMtx Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 WScale 1 (failed)
#version 100
precision highp float;
attribute mediump vec4 w1;
attribute mediump vec3 w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
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 vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6;
vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875;
mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
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 = (u_texmtx * vec4(normalize(normal), 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / out |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.7.2 |
2024-07-01 |
Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking
fs: 00000000:01a00002 Tex Fog 2x StenToAlpha StenUniform TFuncMod
#version 100
precision lowp float;
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
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 = clamp(v.rgb * 2.0, 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);
}
vs: 03f10044:41400b14 HWX T N Fog Tex Bones:6 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 WScale 1 (failed)
#version 100
precision highp float;
attribute mediump vec4 w1;
attribute mediump vec2 w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
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 vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5;
vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875;
mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
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);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z & |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.7.2 |
2024-06-28 |
Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking
fs: 00000000:01a0d002 Tex Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest >
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
uniform float u_stencilReplaceValue;
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 = clamp(v.rgb * 2.0, 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) discard;
gl_FragColor = vec4(v.rgb, u_stencilReplaceValue);
}
vs: 01f10444:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 (failed)
#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 mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
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 vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
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);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient3 * color0.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;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cul |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.7.2 |
2024-07-01 |
Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking
fs: 00000000:0120000e Tex Fog StenToAlpha StenUniform TFuncRepl
#version 100
precision lowp float;
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
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.a);
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);
}
vs: 03f10044:40c90b54 HWX T N Fog Tex TexProjNNrm UVMtx Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 WScale 1 (failed)
#version 100
precision highp float;
attribute mediump vec4 w1;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
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 vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3;
vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875;
mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
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 = (u_texmtx * vec4(normalize(normal), 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.7.2 |
2024-07-01 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r4p1-01rel0 [Revision 96995].
03f10044:41890b54 HWX T N Fog Tex TexProjNNrm UVMtx Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 WScale 1
#version 100
precision highp float;
attribute mediump vec4 w1;
attribute mediump vec3 w2;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
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 vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6;
vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875;
mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
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 = (u_texmtx * vec4(normalize(normal), 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.w = u_cullRangeMa |
刺客信条 血统 汉化版 PLAY汉化组 |
v1.7.2 |
2024-07-01 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r4p1-01rel0 [Revision 96995].
03f10044:40c90b54 HWX T N Fog Tex TexProjNNrm UVMtx Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 WScale 1
#version 100
precision highp float;
attribute mediump vec4 w1;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
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 vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3;
vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875;
mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
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 = (u_texmtx * vec4(normalize(normal), 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.w = u_cullRangeMax.w;
}
}
gl_Position = outPos;
}
|
Def Jam® Fight For NY™: The Takeover |
v1.7.2 |
2024-05-08 |
sceDmacMemcpy(dest=0962d0c0, src=08400000, size=72384): overlapping read |
MotorStorm®: Arctic Edge |
v1.7.2 |
2024-05-04 |
Video out requested, not supported: mode=0 size=0,0 |
MotorStorm®: Arctic Edge |
v1.7.2 |
2024-05-04 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2 |
Prince of Persia - Rival Swords |
v1.7.2 |
2024-05-01 |
Bad vertex address 03179921! |
Prince of Persia - Rival Swords |
v1.7.2 |
2024-05-01 |
Bad vertex address 0e25adef! |
Prince of Persia - Rival Swords |
v1.7.2 |
2024-05-01 |
Bad vertex address 0dc3b907! |
Prince of Persia - Rival Swords |
v1.7.2 |
2024-05-01 |
Bad vertex address 0e28f95a! |
Prince of Persia - Rival Swords |
v1.7.2 |
2024-05-01 |
Bad vertex address 0d8e46fa! |
Prince of Persia - Rival Swords |
v1.7.2 |
2024-05-01 |
Bad vertex address 02e14183! |
PRO EVOLUTION SOCCER VANDAMME EDITION |
v1.7.2 |
2024-04-29 |
Unknown GetPointer 80020142 PC 08220d4c LR 08220d4c |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.7.2 |
2024-04-26 |
sceDmacMemcpy(dest=0876c860, src=09a36140, size=8288): overlapping read |
eFootball Chelito 19 |
v1.7.2 |
2024-04-25 |
MIPSCompileOp: Invalid instruction b6598fe6 |
eFootball Chelito 19 |
v1.7.2 |
2024-04-25 |
MIPSCompileOp: Invalid instruction 001c04df |
eFootball Chelito 19 |
v1.7.2 |
2024-04-25 |
MIPSCompileOp: Invalid instruction 0101ffff |
eFootball Chelito 19 |
v1.7.2 |
2024-04-25 |
MIPSCompileOp: Invalid instruction 00020001 |
eFootball Chelito 19 |
v1.7.2 |
2024-04-25 |
Jump to invalid address: 0ed00400 |
PES 2014 |
v1.7.2 |
2024-04-24 |
80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid fmt magic: ffee |
eFootball Chelito 19 |
v1.9.4 |
2024-05-16 |
MIPSCompileOp: Invalid instruction 00000101 |
EA-Sports FC PC-V |
v1.9.4 |
2024-07-26 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16) |
EA-Sports FC PC-V |
v1.9.4 |
2024-07-26 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
EA-Sports FC PC-V |
v1.9.4 |
2024-07-26 |
Savedata version requested on save: 3 |
EA-Sports FC PC-V |
v1.9.4 |
2024-07-26 |
Savedata version requested: 3 |
EAFC24 BY RAFZZ |
v1.9.4 |
2024-07-26 |
Savedata version requested on save: 3 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.7.2 |
2024-04-02 |
ReadFromHardware: Invalid address dead79bf near PC c8c37080 LR 0883c7a8 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.7.2 |
2024-04-02 |
Branch in RSZeroComp delay slot at c8c37094 in block starting at c8c281d0 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.7.2 |
2024-04-02 |
MIPSCompileOp: Invalid instruction 4528c2c0 |
eFootball Chelito 19 |
v1.7.2 |
2024-03-24 |
Unknown GetPointer 2c5b5642 PC 0884d5b0 LR 0884d7d4 |
Def Jam® Fight For NY™: The Takeover |
v1.7.2 |
2024-03-20 |
__KernelStopThread: thread 399 does not exist |
eFootball Chelito 19 |
v1.7.2 |
2024-03-15 |
MIPSCompileOp: Invalid instruction 000001b9 |
EA SPORTS FC 2024 NEW SEASON 2024 |
v1.7.2 |
2024-07-24 |
Savedata version requested: 3 |
eFooTBall Play Cesar Patch |
v1.9.4 |
2024-03-28 |
sceDmacMemcpy(dest=040cc000, src=0948f1b0, size=557056): overlapping read |
eFootball PC - V. |
v1.9.4 |
2024-07-26 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball PC - V. |
v1.9.4 |
2024-07-26 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16) |
eFootball PC - V. |
v1.9.4 |
2024-07-26 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
eFootball PC - V. |
v1.9.4 |
2024-07-26 |
Savedata version requested on save: 3 |
eFootball PC - V. |
v1.9.4 |
2024-07-26 |
Savedata version requested: 3 |
(untitled homebrew) |
v1.7.2 |
2024-03-07 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.7.2 |
2024-03-03 |
WriteToHardware: Invalid address dbc16110 near PC 0880dcc8 LR 0880dcc8 |
eFootball Chelito 19 |
v1.7.2 |
2024-03-03 |
Unknown GetPointer 2ddee898 PC 0884d7b4 LR 0884d7d4 |
eFootball Chelito 19 |
v1.9.4 |
2024-07-18 |
ReadFromHardware: Invalid address ffffffff near PC ffffffff LR 08000018 |
eFootball PES 2023 "SNE" |
v1.7.2 |
2024-02-26 |
Unknown GetPointer 95eb0ef3 PC 0884d5a0 LR 0884d7c4 |
Dante's Inferno™ |
v1.7.2 |
2024-02-22 |
sceDmacMemcpy(dest=086b00a0, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.7.2 |
2024-02-20 |
sceDmacMemcpy(dest=08470020, src=08c012f0, size=65536): overlapping read |
eFootball Chelito 19 |
v1.7.2 |
2024-02-19 |
ReadFromHardware: Invalid address ee3b9733 near PC ee3b9733 LR 08000018 |
eFootball PES 2021 T. Bendezu "C19" |
v1.7.2 |
2024-02-08 |
ReadFromHardware: Invalid address 13971fd8 near PC 08863d90 LR 08849a58 |
EA SPORTS FC 24 BY BENDEZU (DEJEN DE ROBAR MIS MODS) |
v1.9.4 |
2024-07-26 |
Savedata version requested on save: 3 |
EA SPORTS FC 24 BY BENDEZU (DEJEN DE ROBAR MIS MODS) |
v1.9.4 |
2024-07-25 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
EA SPORTS FC 24 BY BENDEZU (DEJEN DE ROBAR MIS MODS) |
v1.9.4 |
2024-07-26 |
Savedata version requested: 3 |
Pro Evolution Soccer 2018 - PES Libertadores v4.1 - DAEMHVJPB |
v1.7.2 |
2024-07-24 |
MIPSCompileOp: Invalid instruction 770761bb |
EFOOTBALL NEW PATCH SEASON 2024 |
v1.9.4 |
2024-07-26 |
Savedata version requested: 3 |
eFootball Chelito 19 |
v1.7.2 |
2024-01-13 |
ReadFromHardware: Invalid address e820f124 near PC e820f124 LR 08000018 |
eFootball |
v1.9.4 |
2024-07-24 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
eFootball |
v1.9.4 |
2024-07-25 |
Savedata version requested on save: 3 |
eFootball Chelito 19 |
v1.9.4 |
2024-06-14 |
sceDmacMemcpy(dest=040cc000, src=091f61b0, size=557056): overlapping read |
eFootball |
v1.9.4 |
2024-07-26 |
Savedata version requested: 3 |
eFottball Hend Asean |
v1.9.4 |
2024-07-23 |
Savedata version requested on save: 3 |
eFottball Hend Asean |
v1.9.4 |
2024-07-25 |
Savedata version requested: 3 |
eFootball Play-C |
v1.9.4 |
2024-07-26 |
80630006=sceAtracSetDataAndGetID(09a25200, 00001000): invalid RIFF header |
eFootball 2024 V1 |
v1.9.4 |
2024-07-26 |
Savedata version requested: 3 |
eFootball Chelito 19 |
v1.7.2 |
2023-12-07 |
Unknown GetPointer 9248914f PC 0884d7b4 LR 0884d7d4 |
eFootball PES 2021 T. Bendezu "C19" |
v1.7.2 |
2023-11-30 |
ReadFromHardware: Invalid address 13973bd8 near PC 08863d90 LR 08849a58 |
Pro Evolution Soccer 2020 |
v1.7.2 |
2023-11-23 |
MIPSCompileOp: Invalid instruction 00000485 |
eFootball Chelito 19 |
v1.9.4 |
2024-06-15 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000 |
eFootball Chelito 19 |
v1.9.4 |
2024-07-26 |
MIPSCompileOp: Invalid instruction 00000001 |
eFootball Chelito 19 |
v1.9.4 |
2024-07-25 |
BREAK instruction hit |
eFootball Chelito 19 |
v1.9.4 |
2024-07-24 |
sceDmacMemcpy(dest=040cc000, src=095171c0, size=557056): overlapping read |
eFootball Chelito 19 |
v1.9.4 |
2024-07-23 |
sceDmacMemcpy(dest=04154000, src=091f61b0, size=557056): overlapping read |
eFootball Chelito 19 |
v1.9.4 |
2024-07-26 |
sceDmacMemcpy(dest=08701400, src=040cc000, size=1043456): overlapping read |
eFootball Chelito 19 |
v1.7.2 |
2023-10-24 |
ReadFromHardware: Invalid address f003f879 near PC f003f879 LR 08000018 |
eFootball Chelito 19 |
v1.8.0 |
2024-07-18 |
Unknown GetPointer 80020142 PC 08220d4c LR 08220d4c |
eFootball PES 2021 T. Bendezu "C19" |
v1.7.2 |
2023-10-21 |
ReadFromHardware: Invalid address 13974658 near PC 08863d90 LR 08849a58 |
Lego Star Wars II: The Original Trilogy |
v1.7.2 |
2023-10-16 |
Render to texture with different formats 1 != 3 |
WWE 2K22 EN ESPAÑOL BY ANT |
v1.7.2 |
2024-05-04 |
80630007=sceAtracSetData(2, 08d4b180, 0000d7e4): atracID uses different codec type than data |
eFootball Chelito 19 |
v1.9.4 |
2024-07-26 |
80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header |
Dead Head Fred Demo |
v1.7.2 |
2023-10-11 |
Render to texture with different strides 64 != 512 |