Recent logs - v1.9.4

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Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
eFootball Chelito 19 v1.9.4 2026-09-12 208 Unknown syscall in known module 'ThreadManForKernel': 0x809ce29b
eFootball Chelito 19 v1.9.4 2026-10-12 295 Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f
eFootball Chelito 19 v1.9.4 2026-10-12 275 Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a
EFOOTBALL 2024 BY OFFICIAL GAMEPLAY PATCH v1.9.4 2025-10-18 3,086 Savedata version requested on save: 3
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-05-14 59 80630007=sceAtracSetData(2, 08d4b180, 00005150): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-07-31 42 80630007=sceAtracSetData(2, 08d4b180, 0000b190): atracID uses different codec type than data
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-09-18 1 MIPSCompileOp: Invalid instruction ce62bed0
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-09-18 1 MIPSCompileOp: Invalid instruction cd7d5590
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-09-18 1 WriteToHardware: Invalid address deadbef7 near PC 08859f08 LR 08859f08
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-11-07 95 80630007=sceAtracSetData(2, 08d4b180, 00003080): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-05-25 15 80630007=sceAtracSetData(2, 08d4b180, 00006ed8): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-10-04 82 80630007=sceAtracSetData(2, 08d4b180, 00001f00): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.8.0 2024-04-04 3 80630007=sceAtracSetData(2, 08d4b180, 0000fad8): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-05-21 57 80630007=sceAtracSetData(2, 08d4b180, 000032b0): atracID uses different codec type than data
eFootball Chelito 19 v1.9.4 2026-10-03 65 Branch in RSZeroComp delay slot at 08000100 in block starting at 08000020
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-09-17 1 Unknown GE command : 5a8977ca
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-04-27 21 80630007=sceAtracSetData(2, 08d4b180, 00004e08): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2025-12-04 53 80630007=sceAtracSetData(2, 08d4b180, 00002f00): atracID uses different codec type than data
eFootball By TM ARTS v1.9.4 2026-01-04 6,407 Savedata version requested on save: 3
God of War: Ragnarok v1.9.4 2026-10-05 31 Rendering to framebuffer offset: 04161800 +64x0
eFootball 2024 Beta By Tutoriales Bendezu v1.8.0 2026-06-16 16 WriteToHardware: Invalid address 00000020 near PC 08869e04 LR 08869e10
WWE SmackDown vs. RAW 2K23 v1.9.4 2025-07-09 16 80630007=sceAtracSetData(2, 08d4b180, 0000a8d0): atracID uses different codec type than data
NEED FOR SPEED™ Carbon OTC Remastered v1.9.4 2025-04-30 37 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142957872
WWE 2K22 v1.9.4 2026-10-25 24 Rendering to framebuffer offset: 040cc000 +65x0
WWE SmackDown vs. RAW 2011 v1.8.0 2025-09-08 5 80630007=sceAtracSetData(2, 08d4b180, 00005268): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.8.0 2024-01-27 3 80630007=sceAtracSetData(2, 08d4b180, 00007108): atracID uses different codec type than data
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2024-01-22 2 MIPSCompileOp: Invalid instruction b6a3de4d
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2024-01-22 2 MIPSCompileOp: Invalid instruction b6d0dce6
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2024-01-22 2 MIPSCompileOp: Invalid instruction b6fac9a1
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-05-14 13 80630007=sceAtracSetData(2, 08d4b180, 0000d378): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2025-12-10 12 80630007=sceAtracSetData(2, 08d4b180, 00005e70): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-05-21 23 80630007=sceAtracSetData(2, 08d4b180, 0000e1b0): atracID uses different codec type than data
eFootball Chelito 19 v1.9.4 2026-11-08 333,258 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball Chelito 19 v1.9.4 2026-11-08 562,610 Savedata version requested on save: 3
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-08-01 57 80630007=sceAtracSetData(2, 08d4b180, 00007bf8): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-01-18 27 80630007=sceAtracSetData(2, 08d4b180, 00003a58): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-07-08 74 80630007=sceAtracSetData(2, 08d4b180, 00004000): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-10-17 66 80630007=sceAtracSetData(2, 08d4b180, 00002d38): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-11-07 4 80630007=sceAtracSetData(2, 08d4b180, 0000f678): atracID uses different codec type than data
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-09-06 1 BJUMP to illegal address 0a464ba0 - ignoring! data=d6a460
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-09-06 1 BJUMP to illegal address 0a337b20 - ignoring! data=c9e120
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-05-14 43 80630007=sceAtracSetData(2, 08d4b180, 0000ba50): atracID uses different codec type than data
Def Jam® Fight For NY™: The Takeover v1.8.0 2023-09-06 1 80630007=sceAtracSetData(2, 08d4b180, 0000a7b8): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-04-27 46 80630007=sceAtracSetData(2, 08d4b180, 00010200): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-05-21 27 80630007=sceAtracSetData(2, 08d4b180, 00010000): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-10-28 311 80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2024-08-28 12 80630007=sceAtracSetData(2, 08d4b180, 000086e8): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-11-07 514 80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-11-07 119 80630007=sceAtracSetData(2, 08d4b180, 00004d00): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-10-28 254 80630007=sceAtracSetData(2, 08d4b180, 00004500): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-11-07 123 80630007=sceAtracSetData(2, 08d4b180, 00005b00): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-10-04 88 80630007=sceAtracSetData(2, 08d4b180, 00004890): atracID uses different codec type than data
Resistance: Retribution™ v1.8.0 2023-09-06 1 Unknown GE command : 113f3f3f
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 2026-11-01 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
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; }
eFootball Chelito 19 v1.8.0 2023-09-01 1 MIPSCompileOp: Invalid instruction 71ed6a8c
eFootball Chelito 19 v1.9.4 2025-03-08 9 MIPSCompileOp: Invalid instruction 000001ff
LEGO® Indiana Jones™ 2 v1.8.0 2024-02-02 5 80630011=sceAtracSetData(0, 093f9b40, 00000000): buffer too small
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
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
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
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 v1.9.4 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; }

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