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| Game title |
Version |
Latest Report |
Hits |
Message |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-10-17 |
33 |
80630007=sceAtracSetData(2, 08d4b180, 000062d0): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-10-28 |
507 |
80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2025-03-22 |
25 |
80630007=sceAtracSetData(2, 08d4b180, 0000d260): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-04-27 |
78 |
80630007=sceAtracSetData(2, 08d4b180, 00003fd0): atracID uses different codec type than data |
| EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON |
v1.9.4 |
2026-06-29 |
2,593 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16) |
| Pro Evolution Soccer 2014 |
v1.8.0 |
2023-09-04 |
4 |
sceKernelSetCompiledSdkVersion600_602 unknown SDK: 5000010 |
| EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON |
v1.9.4 |
2026-09-03 |
211 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
| EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON |
v1.9.4 |
2025-08-28 |
52 |
Unknown GetPointer 00000000 PC 08815f0c LR 08000020 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.8.0 |
2023-09-04 |
1 |
sceDmacMemcpy(dest=0414e000, src=095f29d0, size=198032): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.8.0 |
2023-09-04 |
1 |
sceDmacMemcpy(dest=0414e000, src=095e2270, size=181328): overlapping read |
| eFootball Chelito 19 |
v1.8.0 |
2023-09-04 |
1 |
Unknown GetPointer 000000c0 PC 0881120c LR 088113dc |
| (untitled homebrew) |
v1.8.0 |
2024-03-03 |
2 |
Savedata version requested: 3 |
| EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON |
v1.9.4 |
2026-11-01 |
2,340 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON |
v1.9.4 |
2026-10-31 |
30,179 |
Savedata version requested on save: 3 |
| EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON |
v1.9.4 |
2026-11-04 |
84,976 |
Savedata version requested: 3 |
| Assassin's Creed: Bloodlines™ |
v1.8.0 |
2023-09-03 |
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 r10p0-00dev0 [Revision 96995].
01f10044:00090b50 HWX T N Tex TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1
#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 mediump mat4 u_texmtx;
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 vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
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);
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 = (u_texmtx * vec4(normalize(normal), 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0);
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;
}
|
| Pirates of the Caribbean: Dead Man's Chest |
v1.8.0 |
2023-09-03 |
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].
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;
}
|
| CRISIS CORE -FINAL FANTASY VII- |
v1.8.0 |
2023-09-02 |
1 |
sceDmacMemcpy(dest=08432c80, src=09d13340, size=2048): overlapping read |
| eFootball Chelito 19 |
v1.8.0 |
2023-09-01 |
1 |
Jump to invalid address: 070ea860 |
| eFootball Chelito 19 |
v1.8.0 |
2023-09-01 |
1 |
MIPSCompileOp: Invalid instruction 71ed6a8c |
| Efootball 2024 By CRISTIANGAMERPY & EliasEgames |
v1.9.4 |
2026-08-10 |
1,854 |
Savedata version requested: 3 |
| eFootball Chelito 19 |
v1.9.4 |
2025-03-08 |
9 |
MIPSCompileOp: Invalid instruction 000001ff |
| FIFA 21.BY.DX.GAMEZ007 |
v1.8.0 |
2026-07-07 |
4 |
Unknown GetPointer 00000000 PC 08dd5cb8 LR 08000030 |
| eFootball PES 2023 "SNE" |
v1.9.4 |
2025-04-13 |
6 |
Unknown GetPointer 95f5d3f3 PC 0884d5a0 LR 0884d7c4 |
| LEGO® Indiana Jones™ 2 |
v1.8.0 |
2024-02-02 |
5 |
80630011=sceAtracSetData(0, 093f9b40, 00000000): buffer too small |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.9.4 |
2026-06-04 |
45 |
Unknown GetPointer 00000000 PC 08871374 LR 0887138c |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.8.0 |
2023-08-29 |
1 |
ReadFromHardware: Invalid address 00000040 near PC 08ad4820 LR 08ad4810 |
| DBZ BUDOKAI TENKAICHI 3 LATINO |
v1.8.0 |
2023-08-29 |
1 |
ReadFromHardware: Invalid address 00000000 near PC 08ad4820 LR 08ad4810 |
| WWE MINI 2K22 BY DON MODDER |
v1.8.0 |
2024-02-25 |
10 |
Render to area containing texture at 04000000 +480x0 |
| TEKKEN 7 |
v1.8.0 |
2024-10-15 |
3 |
80020001=sceKernelCreateEventFlag((invalid), 00000200, 00000000, 00000000): invalid name |
| TEKKEN 7 |
v1.9.4 |
2024-12-14 |
27 |
Render to texture with different formats 1 != 3 |
| DISSIDIA® FINAL FANTASY® |
v1.8.0 |
2023-08-27 |
1 |
Ignoring possible render to texture at 0418a000 +80x91 / 256x128 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.8.0 |
2023-08-27 |
1 |
sceDmacMemcpy(dest=0414e000, src=095d5220, size=113168): overlapping read |
| AMNESIA |
v1.8.0 |
2023-08-27 |
1 |
Unknown GetPointer 00000000 PC 0895bd60 LR 0895bd60 |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-07-07 |
64 |
80630007=sceAtracSetData(2, 08d4b180, 00004100): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-10-04 |
101 |
80630007=sceAtracSetData(2, 08d4b180, 000034e0): atracID uses different codec type than data |
| eFootball PES 2023 by T4G |
v1.8.0 |
2023-08-25 |
1 |
sceDmacMemcpy(dest=086ce8c0, src=040cc000, size=1251136): overlapping read |
| EFOOTBALL PSP NEW PATCH SEASON 2024 |
v1.8.0 |
2025-09-01 |
14 |
sceDmacMemcpy(dest=04154000, src=0948f230, size=557056): overlapping read |
| eFootball Chelito 19 |
v1.8.0 |
2023-08-25 |
1 |
Unknown GetPointer 2c65f2c2 PC 0884d5b0 LR 0884d7d4 |
| WWE SmackDown vs. RAW 2011 |
v1.8.0 |
2026-04-20 |
7 |
80630007=sceAtracSetData(2, 08d4b180, 0000c0e0): atracID uses different codec type than data |
| Def Jam® Fight For NY™: The Takeover |
v1.8.0 |
2023-08-24 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00012008): atracID uses different codec type than data |
| Def Jam® Fight For NY™: The Takeover |
v1.8.0 |
2023-08-24 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 000062d0): atracID uses different codec type than data |
| Def Jam® Fight For NY™: The Takeover |
v1.8.0 |
2023-08-24 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00006730): atracID uses different codec type than data |
| Def Jam® Fight For NY™: The Takeover |
v1.8.0 |
2023-08-24 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00011860): atracID uses different codec type than data |
| eFootball Chelito 19 |
v1.9.4 |
2024-11-24 |
2 |
MIPSCompileOp: Invalid instruction 000005c1 |
| Def Jam® Fight For NY™: The Takeover |
v1.8.0 |
2023-08-24 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00004d00): atracID uses different codec type than data |
| Def Jam® Fight For NY™: The Takeover |
v1.8.0 |
2023-08-24 |
8 |
80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.9.4 |
2026-08-05 |
66 |
Unknown syscall in known module 'ThreadManForKernel': 0x809ce29b |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-11-07 |
321 |
80630007=sceAtracSetData(2, 08d4b180, 00020000): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-11-07 |
767 |
80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data |
| SBK®09 Superbike World Championship |
v1.8.0 |
2025-06-04 |
6 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091d4a70): duplicate handler |
| eFooTBall Play Cesar Patch |
v1.9.4 |
2026-10-15 |
114 |
Unknown GetPointer 00000000 PC 08a1b7b0 LR 08000030 |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-11-07 |
163 |
80630007=sceAtracSetData(2, 08d4b180, 00001cd0): atracID uses different codec type than data |
| SBK-07 |
v1.8.0 |
2025-09-25 |
16 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08f82fd0): duplicate handler |
| SBK-07 |
v1.9.4 |
2025-09-25 |
71 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08f82ee0): duplicate handler |
| SBK-07 |
v1.9.4 |
2026-05-08 |
802 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08ff4ff0): duplicate handler |
| SBK-07 |
v1.9.4 |
2026-05-08 |
815 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08f85260): duplicate handler |
| God of War: Chains of Olympus |
v1.8.0 |
2024-08-28 |
14 |
80631003=sceAtracSetAA3DataAndGetID(08b705c0, 0001e000, 001dfc94, 09fbca6c[ffffffff]): invalid ea3 magic bytes |
| eFootball Chelito 19 |
v1.8.0 |
2025-06-01 |
2 |
Jump to invalid address: 02e2d290 |
| TEKKEN 7 |
v1.9.4 |
2025-07-24 |
107 |
Unknown GetPointer 00000000 PC 0887b940 LR 0887b940 |
| SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.8.0 |
2025-01-16 |
3 |
sceDmacMemcpy(dest=04174000, src=090eff50, size=65536): overlapping read |
| eFootball Chelito 19 |
v1.9.4 |
2026-01-18 |
7 |
ReadFromHardware: Invalid address 00000004 near PC 08863d6c LR 088a69f4 |
| eFootball Chelito 19 |
v1.9.4 |
2026-01-18 |
6 |
ReadFromHardware: Invalid address 00000002 near PC 08815fa0 LR 08815f88 |
| eFootball Chelito 19 |
v1.9.4 |
2026-01-18 |
7 |
WriteToHardware: Invalid address 00000004 near PC 08863d74 LR 088a69f4 |
| Mortal Kombat: 11 |
v1.8.0 |
2026-06-23 |
39 |
scePowerSetBusClockFrequency(111) |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-03-01 |
4,551 |
80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header |
| WWE SmackDown vs. RAW 2011 |
v1.8.0 |
2026-01-10 |
5 |
80630007=sceAtracSetData(3, 08d4b180, 0001dc28): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-11-07 |
2,714 |
80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first |
| WWE SmackDown vs. RAW 2K23 |
v1.9.4 |
2026-11-07 |
2,710 |
80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first |
| Def Jam® Fight For NY™: The Takeover |
v1.8.0 |
2023-08-24 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 00004500): atracID uses different codec type than data |
| Def Jam® Fight For NY™: The Takeover |
v1.8.0 |
2023-08-24 |
5 |
80630007=sceAtracSetData(2, 08d4b180, 00019800): 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, 00018700): atracID uses different codec type than data |
| Assassin's Creed: Bloodlines™ |
v1.8.0 |
2023-08-19 |
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 r10p0-00dev0 [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 = 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 = (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_cullRan |
| Assassin's Creed: Bloodlines™ |
v1.8.0 |
2023-08-19 |
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 r10p0-00dev0 [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 = 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 = (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;
}
|
| WWE SmackDown vs. RAW 2K23 |
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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 |
| eFootball PES 2023 "SNE" |
v1.9.4 |
2025-07-17 |
13 |
Unknown GetPointer 00000000 PC 0884d5a0 LR 0884d7c4 |
| 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 |