Recent logs - v1.7.4

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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