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| Game title |
Version |
Latest Report |
Hits |
Message |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-11-07 |
1,297 |
80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-11-07 |
2,423 |
80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-11-07 |
1,355 |
80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data |
| EFOOTBALL V. 1 BY PRFD |
v1.8.0 |
2023-08-19 |
1 |
MFIC instruction hit (70020024) at 089d2e50 |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-11-07 |
4,873 |
80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-11-07 |
2,642 |
80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-05-26 |
36 |
80630007=sceAtracSetData(2, 08d13140, 00006ed8): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2024-09-12 |
8 |
80630007=sceAtracSetData(2, 08d4b180, 00007e28): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-11-07 |
161 |
Render to area containing texture at 040cc000 +64x0 |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-11-07 |
225 |
Rendering to framebuffer offset: 040cc000 +65x0 |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-11-07 |
7,249 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
| Def Jam® Fight For NY™: The Takeover |
v1.8.0 |
2023-09-09 |
8 |
80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data |
| Def Jam® Fight For NY™: The Takeover |
v1.8.0 |
2023-08-24 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 00003100): atracID uses different codec type than data |
| Def Jam® Fight For NY™: The Takeover |
v1.8.0 |
2023-08-19 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00002f00): atracID uses different codec type than data |
| Def Jam® Fight For NY™: The Takeover |
v1.8.0 |
2023-08-19 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00004000): atracID uses different codec type than data |
| Def Jam® Fight For NY™: The Takeover |
v1.8.0 |
2023-08-19 |
2 |
80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data |
| Def Jam® Fight For NY™: The Takeover |
v1.8.0 |
2023-09-09 |
7 |
80630007=sceAtracSetData(2, 08d4b180, 00005b00): atracID uses different codec type than data |
| Def Jam® Fight For NY™: The Takeover |
v1.8.0 |
2023-08-19 |
2 |
80630007=sceAtracSetData(2, 08d4b180, 0000db20): atracID uses different codec type than data |
| Def Jam® Fight For NY™: The Takeover |
v1.8.0 |
2023-08-19 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00004778): atracID uses different codec type than data |
| Def Jam® Fight For NY™: The Takeover |
v1.8.0 |
2023-09-10 |
5 |
80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data |
| Def Jam® Fight For NY™: The Takeover |
v1.8.0 |
2023-09-10 |
7 |
Rendering to framebuffer offset: 040cc000 +65x0 |
| Def Jam® Fight For NY™: The Takeover |
v1.8.0 |
2023-08-19 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 0000c428): atracID uses different codec type than data |
| Def Jam® Fight For NY™: The Takeover |
v1.8.0 |
2023-08-19 |
2 |
80630007=sceAtracSetData(2, 08d4b180, 00003fd0): atracID uses different codec type than data |
| Def Jam® Fight For NY™: The Takeover |
v1.8.0 |
2023-08-19 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00007bf8): atracID uses different codec type than data |
| Def Jam® Fight For NY™: The Takeover |
v1.8.0 |
2023-09-10 |
5 |
Render to area containing texture at 040cc000 +64x0 |
| Assassin's Creed: Bloodlines™ |
v1.8.0 |
2026-11-07 |
4 |
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 r10p0-00dev0 [Revision 96995].
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
#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 = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0);
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_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.w = u_cullRangeMax.w;
}
}
gl_Position = outPos;
}
|
| Assassin's Creed: Bloodlines™ |
v1.8.0 |
2023-08-19 |
2 |
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 r10p0-00dev0 [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 = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0);
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;
}
|
| TEKKEN 7 |
v1.9.4 |
2025-09-27 |
831 |
80020001=sceKernelCreateMutex(): invalid name |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.8.0 |
2025-01-30 |
57 |
WriteToHardware: Invalid address 00000004 near PC 08863d74 LR 08856d28 |
| EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.9.4 |
2026-09-10 |
94 |
Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a |
| EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.9.4 |
2026-09-10 |
65 |
Unknown syscall in known module 'ThreadManForKernel': 0x809ce29b |
| SplinterCell |
v1.8.0 |
2023-08-15 |
1 |
MIPSCompileOp: Invalid instruction 44ba28ec |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.8.0 |
2023-08-14 |
1 |
BJUMP to illegal address 0a2e53c0 - ignoring! data=c4bbc0 |
| PRO EVOLUTION SOCCER VANDAMME EDITION |
v1.8.0 |
2024-10-02 |
194 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| Forza Horizon 5 |
v1.9.4 |
2025-12-08 |
521 |
80000107=sceDisplaySetFrameBuf(00000000, 512, 1, 0): must change latched framebuf first |
| Mortal Kombat: 11 |
v1.9.4 |
2026-10-25 |
102 |
Render to area containing texture at 040cc000 +0x64 |
| Mortal Kombat: 11 |
v1.9.4 |
2026-10-25 |
279 |
80020001=sceKernelCreateSema(): invalid name |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.8.0 |
2026-09-25 |
13,366 |
ReadFCR: Unexpected reg 21 |
| Driver® '76 |
v1.8.0 |
2023-08-12 |
1 |
Unknown GE command : 03e03800 |
| eFootball Play-C |
v1.9.4 |
2026-11-08 |
42,422 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| God of War: Ragnarok |
v1.9.4 |
2026-10-21 |
116 |
Render to texture with different formats 0 != 3 |
| God of War: Ragnarok |
v1.9.4 |
2026-10-05 |
112 |
Render to texture with different strides 1024 != 512 |
| God of War: Ragnarok |
v1.9.4 |
2026-07-23 |
56 |
Render to area containing texture at 04162000 +256x0 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.8.0 |
2023-08-09 |
1 |
MIPSCompileOp: Invalid instruction 0000201e |
| eFootball PES 2021 T. Bendezu "C19" |
v1.8.0 |
2023-08-09 |
2 |
MIPSCompileOp: Invalid instruction 00001415 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.8.0 |
2024-07-18 |
4 |
MIPSCompileOp: Invalid instruction 00000005 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.8.0 |
2023-08-09 |
1 |
MIPSCompileOp: Invalid instruction 00001839 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.8.0 |
2023-08-09 |
1 |
MIPSCompileOp: Invalid instruction 48acccdc |
| eFootball PES 2021 T. Bendezu "C19" |
v1.8.0 |
2023-08-09 |
1 |
MIPSCompileOp: Invalid instruction 00000068 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.8.0 |
2023-08-09 |
1 |
MIPSCompileOp: Invalid instruction 000000e8 |
| eFootball PES By HAROUN TECH |
v1.9.4 |
2025-04-21 |
9 |
MIPSCompileOp: Invalid instruction 00000001 |
| eFootball RH12 SEASON 5 |
v1.9.4 |
2025-08-08 |
10 |
Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a |
| eFootball RH12 SEASON 5 |
v1.9.4 |
2025-08-08 |
10 |
Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f |
| eFootball RH12 SEASON 5 |
v1.9.4 |
2025-08-08 |
10 |
Unknown syscall in known module 'ThreadManForKernel': 0x809ce29b |
| MLB 10 The Show ™ |
v1.8.0 |
2023-08-08 |
1 |
scePsmfPlayerSetPsmf*: unexpected streamID 52 |
| MLB 10 The Show ™ |
v1.8.0 |
2023-08-08 |
1 |
scePsmfPlayerSetPsmf*: unexpected streamID 3c |
| MLB 10 The Show ™ |
v1.8.0 |
2023-08-08 |
1 |
scePsmfPlayerSetPsmf*: unexpected streamID 2e |
| MLB 10 The Show ™ |
v1.8.0 |
2023-08-08 |
1 |
scePsmfPlayerSetPsmf*: unexpected streamID 4c |
| MLB 10 The Show ™ |
v1.8.0 |
2023-08-08 |
1 |
scePsmfPlayerSetPsmf*: unexpected streamID e |
| MLB 10 The Show ™ |
v1.8.0 |
2023-08-08 |
14 |
scePsmfPlayerSetPsmf*: unexpected streamID 1 |
| RIDGE RACER 2 |
v1.8.0 |
2023-08-07 |
1 |
Render to texture with incompatible formats 5 != 3 at 041e9740 |
| PRO EVOLUTION SOCCER VANDAMME EDITION |
v1.8.0 |
2023-09-09 |
6 |
Savedata version requested on save: 3 |
| FIFA 10 |
v1.8.0 |
2024-06-11 |
2 |
Render to texture with incompatible formats 3 != 1 at 04000000 |
| WWE 2K23 by Gamer Modder and Finn |
v1.9.4 |
2025-03-17 |
48 |
80630007=sceAtracSetData(2, 08d4b180, 00004100): atracID uses different codec type than data |
| eFootball Play-C |
v1.9.4 |
2026-11-04 |
20,791 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16) |
| The Con™ |
v1.8.0 |
2023-08-05 |
1 |
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 r8p0-00dev0 [Revision 96995].
01f75511:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:7
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform 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 vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
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 * u_matambientalpha + 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 = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a == 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldno |
| God of War: Ragnarok |
v1.9.4 |
2026-10-21 |
100 |
Rendering to framebuffer offset: 04162000 +256x0 |
| Daxter |
v1.8.0 |
2023-08-02 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ea3620, 4, 00000000, 0) |
| eFootball PES 2021 T. Bendezu "C19" |
v1.8.0 |
2023-08-02 |
1 |
MIPSCompileOp: Invalid instruction 00004601 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.8.0 |
2023-08-02 |
1 |
Branch in RSRTComp delay slot at 09091de8 in block starting at 09091d90 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.8.0 |
2023-08-02 |
1 |
MIPSCompileOp: Invalid instruction 000d4614 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.8.0 |
2023-08-02 |
2 |
MIPSCompileOp: Invalid instruction 4f003c03 |
| eFootball PES 2021 T. Bendezu "C19" |
v1.8.0 |
2023-08-02 |
2 |
MIPSCompileOp: Invalid instruction 42c84680 |
| SBK-07 |
v1.8.0 |
2023-08-01 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08f892f0): duplicate handler |
| SBK-07 |
v1.8.0 |
2023-08-01 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08f89250): duplicate handler |
| NBA2K13 |
v1.8.0 |
2023-07-31 |
1 |
MIPSCompileOp: Invalid instruction b0302368 |
| NBA2K13 |
v1.8.0 |
2023-07-31 |
1 |
MIPSCompileOp: Invalid instruction 62002024 |
| NBA2K13 |
v1.8.0 |
2023-07-31 |
1 |
MIPSCompileOp: Invalid instruction b40020af |
| NBA2K13 |
v1.8.0 |
2023-07-31 |
1 |
MIPSCompileOp: Invalid instruction 71a9d8af |
| NBA2K13 |
v1.8.0 |
2023-07-31 |
1 |
MIPSCompileOp: Invalid instruction b1302100 |
| NBA2K13 |
v1.8.0 |
2023-07-31 |
1 |
MIPSCompileOp: Invalid instruction 00000068 |
| NBA2K13 |
v1.8.0 |
2023-07-31 |
1 |
MIPSCompileOp: Invalid instruction 0018218e |
| NBA2K13 |
v1.8.0 |
2023-07-31 |
1 |
MIPSCompileOp: Invalid instruction b000108f |
| NBA2K13 |
v1.8.0 |
2023-07-31 |
1 |
MIPSCompileOp: Invalid instruction b0000026 |
| NBA2K13 |
v1.8.0 |
2023-07-31 |
1 |
MIPSCompileOp: Invalid instruction b3000c00 |
| NBA2K13 |
v1.8.0 |
2023-07-31 |
1 |
MIPSCompileOp: Invalid instruction b1000400 |
| NBA2K13 |
v1.8.0 |
2023-07-31 |
1 |
MIPSCompileOp: Invalid instruction b4001068 |
| NBA2K13 |
v1.8.0 |
2023-07-31 |
1 |
MIPSCompileOp: Invalid instruction b100148f |
| NBA2K13 |
v1.8.0 |
2023-07-31 |
1 |
MIPSCompileOp: Invalid instruction 0020210e |
| NBA2K13 |
v1.8.0 |
2023-07-31 |
1 |
MIPSCompileOp: Invalid instruction b200083c |
| Crash™ Tag Team Racing |
v1.8.0 |
2023-07-31 |
1 |
80630006=sceAtracSetDataAndGetID(096edd40, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.8.0 |
2023-07-31 |
8 |
80630006=sceAtracSetDataAndGetID(09702280, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.8.0 |
2023-11-17 |
5 |
80630006=sceAtracSetDataAndGetID(0970a2c0, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.8.0 |
2023-07-31 |
1 |
80630006=sceAtracSetDataAndGetID(09b3bf40, 00014000): invalid RIFF header |
| PRO EVOLUTION SOCCER VANDAMME EDITION |
v1.9.4 |
2024-06-14 |
733 |
Savedata version requested on save: 3 |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.9.4 |
2026-09-26 |
151 |
Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a |
| SBK-07 |
v1.8.0 |
2023-07-29 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 092e2190): duplicate handler |
| eFootball Libertadores 2K23 by lasso y total G |
v1.9.4 |
2026-09-11 |
11,291 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| eFottball Hend Asean |
v1.9.4 |
2025-01-20 |
29 |
Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a |
| eFottball Hend Asean |
v1.9.4 |
2025-01-20 |
33 |
Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f |