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Game title |
Version |
Latest Report |
Message |
Virtua Tennis 3 |
v1.7.4 |
2023-09-11 |
Render to texture with different strides 64 != 832 |
Def Jam® Fight For NY™: The Takeover |
v1.7.4 |
2023-09-11 |
MIPSCompileOp: Invalid instruction 41a80000 |
Def Jam® Fight For NY™: The Takeover |
v1.7.4 |
2023-09-11 |
MIPSCompileOp: Invalid instruction b1983d9f |
Def Jam® Fight For NY™: The Takeover |
v1.7.4 |
2023-09-11 |
MIPSCompileOp: Invalid instruction 41e80000 |
Def Jam® Fight For NY™: The Takeover |
v1.7.4 |
2023-09-11 |
MIPSCompileOp: Invalid instruction 000102e8 |
Def Jam® Fight For NY™: The Takeover |
v1.7.4 |
2023-09-11 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0899bdd4 |
Def Jam® Fight For NY™: The Takeover |
v1.7.4 |
2023-09-11 |
MIPSCompileOp: Invalid instruction b3a1d9df |
Def Jam® Fight For NY™: The Takeover |
v1.7.4 |
2023-09-11 |
Jump to invalid address: 0c000000 |
Def Jam® Fight For NY™: The Takeover |
v1.7.4 |
2023-09-11 |
MIPSCompileOp: Invalid instruction 0000001e |
Def Jam® Fight For NY™: The Takeover |
v1.7.4 |
2023-09-11 |
MIPSCompileOp: Invalid instruction 00010178 |
Def Jam® Fight For NY™: The Takeover |
v1.7.4 |
2023-09-11 |
MIPSCompileOp: Invalid instruction 43a4c64c |
Def Jam® Fight For NY™: The Takeover |
v1.7.4 |
2023-09-11 |
MIPSCompileOp: Invalid instruction 43a0c64c |
Def Jam® Fight For NY™: The Takeover |
v1.7.4 |
2023-09-11 |
MIPSCompileOp: Invalid instruction 0000001f |
Gran Turismo® |
v1.7.4 |
2023-09-10 |
Error in shader program link: info: Link Error: Vertex shader was not successfully compiled.
Link Error: Fragment shader was not successfully compiled.
fs: postshader (failed)
vs: postshader (failed)
|
Gran Turismo® |
v1.7.4 |
2023-09-10 |
Error in shader compilation: info: Compile failed.
ERROR: Unexpected end of source found
1 compilation errors. No code generated.
postshader
|
Def Jam® Fight For NY™: The Takeover |
v1.7.4 |
2023-09-09 |
sceDmacMemcpy(dest=098b8300, src=08400000, size=72384): overlapping read |
WWE SmackDown! vs. RAW 2006. |
v1.7.4 |
2023-09-08 |
Error in shader compilation: info: Compile failed.
ERROR: Unexpected end of source found
1 compilation errors. No code generated.
postshader
|
WWE SmackDown! vs. RAW 2006. |
v1.7.4 |
2023-09-08 |
Error in shader program link: info: Link Error: Vertex shader was not successfully compiled.
Link Error: Fragment shader was not successfully compiled.
fs: postshader (failed)
vs: postshader (failed)
|
The Warriors® |
v1.7.4 |
2023-09-08 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=0, text=0 |
Def Jam® Fight For NY™: The Takeover |
v1.7.4 |
2023-09-08 |
sceDmacMemcpy(dest=097e4c40, src=08400000, size=72384): overlapping read |
EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON |
v1.9.4 |
2023-09-22 |
Savedata version requested on save: 3 |
EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON |
v1.9.4 |
2023-09-23 |
Savedata version requested: 3 |
Tomb Raider : Legend |
v1.7.4 |
2023-08-28 |
sceDmacMemcpy(dest=041d2000, src=096ec4d0, size=5120): overlapping read |
Tomb Raider : Legend |
v1.7.4 |
2023-08-28 |
sceDmacMemcpy(dest=041a3c00, src=09991b54, size=2048): overlapping read |
Tomb Raider : Legend |
v1.7.4 |
2023-08-28 |
sceDmacMemcpy(dest=041d0c00, src=096ef5e0, size=5120): overlapping read |
TEKKEN 6 |
v1.7.4 |
2023-08-04 |
Bad vertex address 00104714! |
TEKKEN 6 |
v1.7.4 |
2023-08-04 |
Bad vertex address 001045ac! |
TEKKEN 6 |
v1.7.4 |
2023-08-04 |
Bad vertex address 00103954! |
TEKKEN 6 |
v1.7.4 |
2023-08-04 |
Bad vertex address 0010350c! |
TEKKEN 6 |
v1.7.4 |
2023-08-04 |
Bad vertex address 00103aac! |
TEKKEN 6 |
v1.7.4 |
2023-08-04 |
Bad vertex address 00103864! |
TEKKEN 6 |
v1.7.4 |
2023-08-04 |
Bad vertex address 001046b0! |
TEKKEN 6 |
v1.7.4 |
2023-08-04 |
Bad vertex address 00104610! |
TEKKEN 6 |
v1.7.4 |
2023-08-04 |
Bad vertex address 001044f8! |
TEKKEN 6 |
v1.7.4 |
2023-08-04 |
Bad vertex address 00104480! |
TEKKEN 6 |
v1.7.4 |
2023-08-04 |
Bad vertex address 0010464c! |
SplinterCell |
v1.7.4 |
2023-07-31 |
MIPSCompileOp: Invalid instruction 0001307f |
eFootball Libertadores 2K23 by lasso y total G |
v1.7.4 |
2023-09-23 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball Libertadores 2K23 by lasso y total G |
v1.7.4 |
2023-09-22 |
Savedata version requested on save: 3 |
eFootball Libertadores 2K23 by lasso y total G |
v1.8.0 |
2023-09-23 |
Savedata version requested: 3 |
EFOOTBALL 2023 BY TEGA GAMING |
v1.9.4 |
2023-09-22 |
Savedata version requested on save: 3 |
EFOOTBALL 2023 BY TEGA GAMING |
v1.9.4 |
2023-09-23 |
Savedata version requested: 3 |
eFootball PES 2023 "SNE" |
v1.7.4 |
2023-07-14 |
Unknown GetPointer 95eafa73 PC 0884d5a0 LR 0884d7c4 |
SWAT®: Target Liberty™ |
v1.7.4 |
2023-07-10 |
WriteToHardware: Invalid address 00000144 near PC 089bec64 LR 089bec6c |
eFootball PES 2023 "SNE" |
v1.7.4 |
2023-07-10 |
Unknown GetPointer 95ed0873 PC 0884d5a0 LR 0884d7c4 |
The Warriors® |
v1.7.4 |
2023-09-08 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=2, text=2 |
eFootball RH12 SEASON 5 |
v1.9.4 |
2023-09-22 |
Savedata version requested: 3 |
eFootball PES 2023 "SNE" |
v1.7.4 |
2023-07-05 |
Unknown GetPointer 95ee07f3 PC 0884d5a0 LR 0884d7c4 |
WWE 2K20: Portable |
v1.7.4 |
2023-07-02 |
80630007=sceAtracSetData(2, 08d4b180, 00007568): atracID uses different codec type than data |
MONSTER HUNTER PORTABLE 2nd G |
v1.7.4 |
2023-07-27 |
sceDmacMemcpy(dest=0414e000, src=095d74a0, size=193808): overlapping read |
FIFA 22 By Tutoriales Bendezu |
v1.7.4 |
2023-06-27 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08953370 |
Resistance: Retribution™ |
v1.7.4 |
2023-06-22 |
WriteToHardware: Invalid address 00000010 near PC 08b5032c LR 08b5055c |
Resistance: Retribution™ |
v1.7.4 |
2023-06-22 |
WriteToHardware: Invalid address 00000010 near PC 08cd9604 LR 08cd95d0 |
Resistance: Retribution™ |
v1.7.4 |
2023-06-22 |
WriteToHardware: Invalid address 3f800028 near PC 08cd9604 LR 08cd95d0 |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.9.4 |
2023-09-23 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.9.4 |
2023-09-23 |
Savedata version requested on save: 3 |
Assassin's Creed: Bloodlines™ |
v1.7.4 |
2023-06-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b54164, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.7.4 |
2023-06-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b54164, 4, 00000000, 0) |
MONSTER HUNTER FREEDOM UNITE™ |
v1.7.4 |
2023-06-15 |
sceDmacMemcpy(dest=0414e000, src=095cf960, size=230848): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.7.4 |
2023-06-10 |
sceDmacMemcpy(dest=0414e000, src=095b1400, size=250160): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.7.4 |
2023-06-09 |
sceDmacMemcpy(dest=0414e000, src=09611220, size=235888): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.7.4 |
2023-06-09 |
sceDmacMemcpy(dest=0418ff80, src=092e0820, size=128): overlapping read |
Syphon Filter®: Logan's Shadow |
v1.7.4 |
2023-06-08 |
Unexpected mpeg first timestamp: 8d3f5ba201a / 9706453737498 |
Spider-Man 3 |
v1.7.4 |
2023-06-04 |
Branch in Jump delay slot at 08840e18 in block starting at 08840e14 |
Spider-Man 3 |
v1.7.4 |
2023-06-04 |
Jump to invalid address: 02103840 |
EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.9.4 |
2023-09-22 |
Unknown GetPointer 00000000 PC 08816130 LR 08816144 |
EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.9.4 |
2023-09-23 |
Savedata version requested on save: 3 |
EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.9.4 |
2023-09-23 |
Savedata version requested: 3 |
God of War®: Ghost of Sparta |
v1.7.4 |
2023-05-27 |
Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking
fs: 00000000:00a00822 Tex TexAlpha 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 = p * t + s;
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 = v;
}
vs: 07f34551:41000b1d HWX C T N LM Fog Tex Bones:5 Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3 WScale 3 (failed)
#version 100
precision highp float;
attribute mediump vec4 w1;
attribute mediump float w2;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
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 mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
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 lowp vec3 v_color1;
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 * u_bone4;
vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz ;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz ;
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 * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * 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 * color0.rgb + diffuse);
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 * color0.rgb) * 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) * lightScale);
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 * color0.rgb) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular |
God of War®: Ghost of Sparta |
v1.7.4 |
2023-05-27 |
Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking
fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod
#version 100
precision lowp float;
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
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 = 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: 07f34551:41000b1d HWX C T N LM Fog Tex Bones:5 Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3 WScale 3 (failed)
#version 100
precision highp float;
attribute mediump vec4 w1;
attribute mediump float w2;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
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 mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
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 lowp vec3 v_color1;
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 * u_bone4;
vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz ;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz ;
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 * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * 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 * color0.rgb + diffuse);
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 * color0.rgb) * 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) * lightScale);
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 * color0.rgb) * ldot;
ldot = dot(no |
God of War®: Ghost of Sparta |
v1.7.4 |
2023-05-27 |
Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking
fs: 00000000:00a00822 Tex TexAlpha 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 = p * t + s;
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 = v;
}
vs: 07f34511:41400b1d HWX C T N LM Fog Tex Bones:6 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 WScale 3 (failed)
#version 100
precision highp float;
attribute mediump vec4 w1;
attribute mediump vec2 w2;
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 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 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 mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
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 lowp vec3 v_color1;
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 ;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz ;
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 * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * 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 * color0.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * 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 * color0.rgb + diffuse);
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 * color0.rgb) * 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) * lightScale);
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
|
God of War®: Ghost of Sparta |
v1.7.4 |
2023-05-27 |
Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking
fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod
#version 100
precision lowp float;
uniform sampler2D tex;
uniform float u_stencilReplaceValue;
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 = 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: 07f34511:41400b1d HWX C T N LM Fog Tex Bones:6 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 WScale 3 (failed)
#version 100
precision highp float;
attribute mediump vec4 w1;
attribute mediump vec2 w2;
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 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 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 mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
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 lowp vec3 v_color1;
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 ;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz ;
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 * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * 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 * color0.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * 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 * color0.rgb + diffuse);
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 * color0.rgb) * 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) * lightScale);
lightS |
MONSTER HUNTER FREEDOM UNITE™ |
v1.7.4 |
2023-05-26 |
sceDmacMemcpy(dest=0414e000, src=095d2d60, size=243728): overlapping read |
Prince of Persia® Rival Swords |
v1.7.4 |
2023-05-26 |
R_MIPS_HI16: could not find R_MIPS_LO16 |
Tomb Raider : Legend |
v1.7.4 |
2023-05-26 |
sceDmacMemcpy(dest=041a8c00, src=09175090, size=5120): overlapping read |
Tomb Raider : Legend |
v1.7.4 |
2023-05-26 |
sceDmacMemcpy(dest=04199000, src=09cbdbf0, size=5120): overlapping read |
God of War®: Ghost of Sparta |
v1.7.4 |
2023-05-22 |
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 r10p0-00rel0 [Revision 96995].
01f34551:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3
#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 mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
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 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);
vec4 outPos = 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;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * 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 * color0.rgb + diffuse);
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 * color0.rgb) * 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) * lightScale);
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 * color0.rgb) * 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) * lightScale);
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * color0.rgb) * ldot;
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale;
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;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w |
God of War®: Ghost of Sparta |
v1.7.4 |
2023-05-22 |
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 r10p0-00rel0 [Revision 96995].
07f34551:41000b1d HWX C T N LM Fog Tex Bones:5 Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3 WScale 3
#version 100
precision highp float;
attribute mediump vec4 w1;
attribute mediump float w2;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
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 mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
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 lowp vec3 v_color1;
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 * u_bone4;
vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz ;
vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;
mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz ;
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 * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * 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 * color0.rgb + diffuse);
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 * color0.rgb) * 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) * lightScale);
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 * color0.rgb) * 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) * lightScale);
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, dis |
eFottball Hend Asean |
v1.9.4 |
2023-09-23 |
Savedata version requested on save: 3 |
MAJOR LEAGUE BASEBALL 2K10 |
v1.7.4 |
2023-05-19 |
Render to area containing texture at 001a2000 +0x4 |
eFottball Hend Asean |
v1.9.4 |
2023-09-23 |
Savedata version requested: 3 |
Assassin's Creed: Bloodlines™ |
v1.7.4 |
2023-05-10 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bf8b64, 4, 00000000, 0) |
Assassin's Creed: Bloodlines™ |
v1.7.4 |
2023-05-10 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bf8b64, 4, 00000000, 0) |
セブンスドラゴン2020-Ⅱ |
v1.7.4 |
2023-05-10 |
Trying to write block exit to illegal destination 00040000: pc = 00030000 |
セブンスドラゴン2020-Ⅱ |
v1.7.4 |
2023-05-10 |
Trying to write block exit to illegal destination 00110000: pc = 00100000 |
セブンスドラゴン2020-Ⅱ |
v1.7.4 |
2023-05-10 |
Trying to write block exit to illegal destination 00050000: pc = 00040000 |
セブンスドラゴン2020-Ⅱ |
v1.7.4 |
2023-05-10 |
Trying to write block exit to illegal destination 000d0000: pc = 000c0000 |
セブンスドラゴン2020-Ⅱ |
v1.7.4 |
2023-05-10 |
Trying to write block exit to illegal destination 00030000: pc = 00020000 |
セブンスドラゴン2020-Ⅱ |
v1.7.4 |
2023-05-10 |
Trying to write block exit to illegal destination 00080000: pc = 00070000 |
セブンスドラゴン2020-Ⅱ |
v1.7.4 |
2023-05-10 |
Trying to write block exit to illegal destination 00120000: pc = 00110000 |
セブンスドラゴン2020-Ⅱ |
v1.7.4 |
2023-05-10 |
Trying to write block exit to illegal destination 00060000: pc = 00050000 |
セブンスドラゴン2020-Ⅱ |
v1.7.4 |
2023-05-10 |
Trying to write block exit to illegal destination 000e0000: pc = 000d0000 |
セブンスドラゴン2020-Ⅱ |
v1.7.4 |
2023-05-10 |
Trying to write block exit to illegal destination 00100000: pc = 000f0000 |
セブンスドラゴン2020-Ⅱ |
v1.7.4 |
2023-05-10 |
Trying to write block exit to illegal destination 000c0000: pc = 000b0000 |
セブンスドラゴン2020-Ⅱ |
v1.7.4 |
2023-05-10 |
Trying to write block exit to illegal destination 000f0000: pc = 000e0000 |
セブンスドラゴン2020-Ⅱ |
v1.7.4 |
2023-05-10 |
Trying to write block exit to illegal destination 00020000: pc = 00010000 |
セブンスドラゴン2020-Ⅱ |
v1.7.4 |
2023-05-10 |
Trying to write block exit to illegal destination 000b0000: pc = 000a0000 |
セブンスドラゴン2020-Ⅱ |
v1.7.4 |
2023-05-10 |
Trying to write block exit to illegal destination 00090000: pc = 00080000 |
セブンスドラゴン2020-Ⅱ |
v1.7.4 |
2023-05-10 |
Trying to write block exit to illegal destination 00070000: pc = 00060000 |
セブンスドラゴン2020-Ⅱ |
v1.7.4 |
2023-05-10 |
Trying to write block exit to illegal destination 000a0000: pc = 00090000 |