To see your stuff show here, enable Compatibility Server Reports in PPSSPP.
		Click on a version, game, or report message to show similar entries.  Hover over version to see platform info, and hover over a game title to see region and version info.
		
			
				| Game title | Version | Latest Report | Message | 
			
				| EA-Sports FC PC-V | v1.9.4 | 2025-10-30 | MIPSCompileOp: Invalid instruction 00001e4e | 
				| Assassin's Creed: Bloodlines™ | v1.9.4 | 2025-10-30 | UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09acb734, 4, 00000000, 0) | 
				| Assassin's Creed: Bloodlines™ | v1.9.4 | 2025-10-30 | UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09acb734, 4, 00000000, 0) | 
				| Assassin's Creed: Bloodlines™ | v1.9.4 | 2025-10-30 | UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c694f4, 4, 00000000, 0) | 
				| Assassin's Creed: Bloodlines™ | v1.9.4 | 2025-10-30 | UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c694f4, 4, 00000000, 0) | 
				| eFootball PC - V. | v1.9.4 | 2025-10-30 | ReadFromHardware: Invalid address e1c7c770 near PC e1c7c770 LR 08000018 | 
				| eFootball PC - V. | v1.9.4 | 2025-10-30 | ReadFromHardware: Invalid address 800201a6 near PC 08220d54 LR 08220d4c | 
				| God of War®: Ghost of Sparta | v1.9.4 | 2025-10-30 | 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].
01f34551:00000b1d HWX C T N LM Fog 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 = dot(toLight, worldnormal);
  diffuse = (u_lightdiffuse0 * color0.rgb) * 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 * color0.rgb + diffuse);
  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 * color0.rgb) * 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  * lightScale;
  }
  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 * color0.rgb) * 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 * color0.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 | 
				| God of War®: Ghost of Sparta | v1.9.4 | 2025-10-30 | 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 = dot(toLight, worldnormal);
  diffuse = (u_lightdiffuse0 * color0.rgb) * 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 * color0.rgb + diffuse);
  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 * color0.rgb) * 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  * lightScale;
  }
  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 * color0.rgb) * 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 * color0.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);
  diffus | 
				| God of War®: Ghost of Sparta | v1.9.4 | 2025-10-30 | 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].
01f34151:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 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 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 = dot(toLight, worldnormal);
  diffuse = (u_lightdiffuse0 * color0.rgb) * 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 * color0.rgb + diffuse);
  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 * color0.rgb) * 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  * lightScale;
  }
  lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
  toLight = u_lightpos2;
  ldot = dot(toLight, worldnormal);
  diffuse = (u_lightdiffuse2 * color0.rgb) * 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 ;
  }
  lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
  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 * color0.rgb) * max(ldot, 0.0);
  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 = ve | 
				| SOCOM: U.S. Navy SEALs Fireteam Bravo 3 | v1.9.4 | 2025-10-29 | sceDmacMemcpy(dest=04122760, src=098a6720, size=608416): overlapping read | 
				| EA-Sports FC PC-V | v1.9.4 | 2025-10-29 | MIPSCompileOp: Invalid instruction 71e72604 | 
				| EA-Sports FC PC-V | v1.9.4 | 2025-10-29 | Jump to invalid address: 0bbc8970 | 
				| EA-Sports FC PC-V | v1.9.4 | 2025-10-29 | Jump to invalid address: 0bbc8870 | 
				| EA-Sports FC PC-V | v1.9.4 | 2025-10-29 | Jump to invalid address: 070c8560 | 
				| Assassin's Creed: Bloodlines™ | v1.9.4 | 2025-10-29 | UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c694d4, 4, 00000000, 0) | 
				| Assassin's Creed: Bloodlines™ | v1.9.4 | 2025-10-29 | UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c694d4, 4, 00000000, 0) | 
				| Prince of Persia - Revelations | v1.9.4 | 2025-10-29 | 80630006=sceAtracSetDataAndGetID(09adf380, 00000800): invalid RIFF header | 
				| Prince of Persia - Revelations | v1.9.4 | 2025-10-29 | 80630006=sceAtracSetDataAndGetID(097a8e00, 00000800): invalid RIFF header | 
				| Prince of Persia - Revelations | v1.9.4 | 2025-10-29 | 80630006=sceAtracSetDataAndGetID(097a6ec0, 00000800): invalid RIFF header | 
				| BETEGAMING12 | v1.9.4 | 2025-10-28 | Jump to invalid address: 01110194 | 
				| BETEGAMING12 | v1.9.4 | 2025-10-28 | MIPSCompileOp: Invalid instruction 78143e11 | 
				| Prince of Persia - Revelations | v1.9.4 | 2025-10-28 | 80630006=sceAtracSetDataAndGetID(08fad540, 00000800): invalid RIFF header | 
				| Prince of Persia - Revelations | v1.9.4 | 2025-10-28 | 80630006=sceAtracSetDataAndGetID(08fb4600, 00000800): invalid RIFF header | 
				| Prince of Persia - Revelations | v1.9.4 | 2025-10-28 | 80630006=sceAtracSetDataAndGetID(08fbdf80, 00000800): invalid RIFF header | 
				| Prince of Persia - Revelations | v1.9.4 | 2025-10-28 | 80630006=sceAtracSetDataAndGetID(09a47400, 00000800): invalid RIFF header | 
				| Prince of Persia - Revelations | v1.9.4 | 2025-10-28 | 80630006=sceAtracSetDataAndGetID(09919840, 00000800): invalid RIFF header | 
				| Prince of Persia - Revelations | v1.9.4 | 2025-10-28 | 80630006=sceAtracSetDataAndGetID(09925740, 00000800): invalid RIFF header | 
				| Prince of Persia - Revelations | v1.9.4 | 2025-10-28 | 80630006=sceAtracSetDataAndGetID(08f70280, 00000800): invalid RIFF header | 
				| Prince of Persia - Revelations | v1.9.4 | 2025-10-28 | 80630006=sceAtracSetDataAndGetID(09a4cf80, 00000800): invalid RIFF header | 
				| Prince of Persia - Revelations | v1.9.4 | 2025-10-28 | 80630006=sceAtracSetDataAndGetID(090a2440, 00000800): invalid RIFF header | 
				| Prince of Persia - Revelations | v1.9.4 | 2025-10-28 | 80630006=sceAtracSetDataAndGetID(0953acc0, 00000800): invalid RIFF header | 
				| Prince of Persia - Revelations | v1.9.4 | 2025-10-28 | 80630006=sceAtracSetDataAndGetID(099f6500, 00000800): invalid RIFF header | 
				| Prince of Persia - Revelations | v1.9.4 | 2025-10-28 | 80630006=sceAtracSetDataAndGetID(09548e00, 00000800): invalid RIFF header | 
				| Prince of Persia - Revelations | v1.9.4 | 2025-10-28 | 80630006=sceAtracSetDataAndGetID(09709000, 00000800): invalid RIFF header | 
				| Prince of Persia - Revelations | v1.9.4 | 2025-10-28 | 80630006=sceAtracSetDataAndGetID(09583f40, 00000800): invalid RIFF header | 
				| Prince of Persia - Revelations | v1.9.4 | 2025-10-28 | 80630006=sceAtracSetDataAndGetID(098a1140, 00000800): invalid RIFF header | 
				| Prince of Persia - Revelations | v1.9.4 | 2025-10-28 | 80630006=sceAtracSetDataAndGetID(098f4800, 00000800): invalid RIFF header | 
				| Prince of Persia - Revelations | v1.9.4 | 2025-10-28 | 80630006=sceAtracSetDataAndGetID(09a5ef40, 00000800): invalid RIFF header | 
				| eFootball PC - V. | v1.9.4 | 2025-10-28 | Unknown GetPointer 10bee177 PC 0884d5b0 LR 0884d7d4 | 
				| NARUTO SHIPPUDEN: Ultimate Ninja Impact | v1.9.4 | 2025-10-28 | sceDmacMemcpy(dest=04159cc0, src=091d93a0, size=256): overlapping read | 
				| EA-Sports FC PC-V | v1.9.4 | 2025-10-28 | Unknown GetPointer 29858494 PC 0881c2d8 LR 0881c2e8 | 
				| eFootball PC - V. | v1.9.4 | 2025-10-27 | MIPSCompileOp: Invalid instruction 0000e145 | 
				| eFootball PC - V. | v1.9.4 | 2025-10-27 | MIPSCompileOp: Invalid instruction 00008cbb | 
				| eFootball PC - V. | v1.9.4 | 2025-10-27 | MIPSCompileOp: Invalid instruction 0000e0f9 | 
				| eFootball PC - V. | v1.9.4 | 2025-10-27 | MIPSCompileOp: Invalid instruction 0000e0d4 | 
				| eFootball PC - V. | v1.9.4 | 2025-10-27 | MIPSCompileOp: Invalid instruction 0000e0e9 | 
				| eFootball PC - V. | v1.9.4 | 2025-10-27 | MIPSCompileOp: Invalid instruction 0000e0d5 | 
				| eFootball PC - V. | v1.9.4 | 2025-10-27 | MIPSCompileOp: Invalid instruction 00008be8 | 
				| eFootball PC - V. | v1.9.4 | 2025-10-27 | MIPSCompileOp: Invalid instruction 000090b5 | 
				| eFootball PC - V. | v1.9.4 | 2025-10-27 | MIPSCompileOp: Invalid instruction 0000e0fb | 
				| eFootball PC - V. | v1.9.4 | 2025-10-27 | MIPSCompileOp: Invalid instruction 0000e0df | 
				| eFootball PC - V. | v1.9.4 | 2025-10-27 | MIPSCompileOp: Invalid instruction 0000e0f7 | 
				| eFootball PC - V. | v1.9.4 | 2025-10-27 | MIPSCompileOp: Invalid instruction 0000e0f5 | 
				| eFootball PC - V. | v1.9.4 | 2025-10-27 | MIPSCompileOp: Invalid instruction 0000e0bc | 
				| eFootball PC - V. | v1.9.4 | 2025-10-27 | MIPSCompileOp: Invalid instruction 0000e0ba | 
				| eFootball PC - V. | v1.9.4 | 2025-10-27 | MIPSCompileOp: Invalid instruction 00009469 | 
				| eFootball PC - V. | v1.9.4 | 2025-10-27 | MIPSCompileOp: Invalid instruction 0000e0bf | 
				| eFootball PC - V. | v1.9.4 | 2025-10-27 | MIPSCompileOp: Invalid instruction 0000e0bd | 
				| eFootball PC - V. | v1.9.4 | 2025-10-27 | MIPSCompileOp: Invalid instruction 0000e0b5 | 
				| eFootball PC - V. | v1.9.4 | 2025-10-27 | MIPSCompileOp: Invalid instruction 0000e0be | 
				| eFootball PC - V. | v1.9.4 | 2025-10-27 | MIPSCompileOp: Invalid instruction 00008cba | 
				| eFootball PC - V. | v1.9.4 | 2025-10-27 | 80420014=__sceSasCore(08bb3ac0, 2fea7580): invalid address | 
				| eFootball PC - V. | v1.9.4 | 2025-10-27 | MIPSCompileOp: Invalid instruction 0000e0b7 | 
				| eFootball PC - V. | v1.9.4 | 2025-10-27 | MIPSCompileOp: Invalid instruction 000094c5 | 
				| eFootball Lop - Play | v1.9.4 | 2025-10-27 | MIPSCompileOp: Invalid instruction 000002be | 
				| eFootball PC - V. | v1.9.4 | 2025-10-29 | __KernelStopThread: thread 368 does not exist | 
				| Efootball 2022 Komo Valeri... | v1.9.4 | 2025-10-27 | ReadFromHardware: Invalid address dfe5e808 near PC dfe5e808 LR 08000018 | 
				| eFootball 26 BY DIWAX GAMING | v1.9.4 | 2025-10-27 | Unknown GetPointer 00000000 PC 08a02a0c LR 0881615c | 
				| CRISIS CORE -FINAL FANTASY VII- | v1.9.4 | 2025-10-26 | sceDmacMemcpy(dest=09390f00, src=0873d8a0, size=276480): overlapping read | 
				| Avatar: The Last Airbender | v1.9.4 | 2025-10-26 | sceDmacMemcpy(dest=041d0a00, src=08f6a810, size=4096): overlapping read | 
				| eFootball Lop - Play | v1.9.4 | 2025-10-26 | ReadFromHardware: Invalid address 00000000 near PC 08815f0c LR 08000020 | 
				| SBK-07 | v1.9.4 | 2025-10-26 | sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09457fe0): duplicate handler | 
				| SBK-07 | v1.9.4 | 2025-10-26 | sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 093c9aa0): duplicate handler | 
				| eFootball RB - V. | v1.9.4 | 2025-10-26 | Bad vertex address 0497fd60! | 
				| eFootball SM - V. | v1.9.4 | 2025-10-26 | UNIMPL sceKernelFindModuleByName(sceModuleManager) | 
				| eFootball PC - V. | v1.9.4 | 2025-10-26 | Unknown GetPointer 2985739a PC 0881c2d8 LR 0881c2e8 | 
				| eFootball RB - V. | v1.9.4 | 2025-10-26 | sceDmacMemcpy(dest=04154000, src=0927e1c0, size=557056): overlapping read | 
				| eFootball RB - V. | v1.9.4 | 2025-10-26 | Unknown GetPointer 00000000 PC 0881c428 LR 0881c438 | 
				| God of War®: Ghost of Sparta | v1.9.4 | 2025-10-25 | 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].
01f34151:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 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 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 = dot(toLight, worldnormal);
  diffuse = (u_lightdiffuse0 * color0.rgb) * 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 * color0.rgb + diffuse);
  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 * color0.rgb) * 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  * lightScale;
  }
  lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
  toLight = u_lightpos2;
  ldot = dot(toLight, worldnormal);
  diffuse = (u_lightdiffuse2 * color0.rgb) * 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 ;
  }
  lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
  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 * color0.rgb) * max(ldot, 0.0);
  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_texcoor | 
				| NEED FOR SPEED™ MOST WANTED 5-1-0 | v1.9.4 | 2025-10-25 | RET: Stack empty!
--NATIVE-DATA-BOUNDARY-29e11287?922ab07-25
Content-Disposition: form-data; name="verify"
Content-Length: 34
Content-Transfer-Encoding: binary
RET: Stack empty!RET: Stack empty! | 
				| ロコロコデモ | v1.9.4 | 2025-10-25 | sceAudiocodecInit(09294f10, 4098): replacing existing context | 
				| EA-Sports FC PC-V | v1.9.4 | 2025-10-25 | MIPSCompileOp: Invalid instruction 00000035 | 
				| EA-Sports FC PC-V | v1.9.4 | 2025-10-25 | Branch in Jump delay slot at 08b8afa8 in block starting at 08b8ad0c | 
				| EA-Sports FC PC-V | v1.9.4 | 2025-10-25 | Jump to invalid address: 0038b388 | 
				| EA-Sports FC PC-V | v1.9.4 | 2025-10-25 | MIPSCompileOp: Invalid instruction b094cbc3 | 
				| EA-Sports FC PC-V | v1.9.4 | 2025-10-25 | Jump to invalid address: 0264e5d0 | 
				| EA-Sports FC PC-V | v1.9.4 | 2025-10-25 | Jump to invalid address: 07539e80 | 
				| EA-Sports FC PC-V | v1.9.4 | 2025-10-25 | ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 80000000 | 
				| EA-Sports FC PC-V | v1.9.4 | 2025-10-25 | MIPSCompileOp: Invalid instruction 00275137 | 
				| EA-Sports FC PC-V | v1.9.4 | 2025-10-25 | MIPSCompileOp: Invalid instruction 405a86a3 | 
				| EA-Sports FC PC-V | v1.9.4 | 2025-10-25 | Jump to invalid address: 07473f00 | 
				| EA-Sports FC PC-V | v1.9.4 | 2025-10-25 | MIPSCompileOp: Invalid instruction b6e2f0cd | 
				| EA-Sports FC PC-V | v1.9.4 | 2025-10-25 | MIPSCompileOp: Invalid instruction 708466cd | 
				| EA-Sports FC PC-V | v1.9.4 | 2025-10-25 | MIPSCompileOp: Invalid instruction 63000000 | 
				| EA-Sports FC PC-V | v1.9.4 | 2025-10-25 | MIPSCompileOp: Invalid instruction 00000045 | 
				| EA-Sports FC PC-V | v1.9.4 | 2025-10-25 | MIPSCompileOp: Invalid instruction 00005a05 | 
				| EA-Sports FC PC-V | v1.9.4 | 2025-10-25 | Jump to invalid address: 0264e5f0 | 
				| EA-Sports FC PC-V | v1.9.4 | 2025-10-25 | Jump to invalid address: 0264ee70 | 
				| EA-Sports FC PC-V | v1.9.4 | 2025-10-25 | Jump to invalid address: 02e2de10 |