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Game title Version Latest Report Message
英雄伝説 碧の軌跡 v1.17.1 2024-04-27 sceDmacMemcpy(dest=041f8900, src=08e690d0, size=4096): overlapping read
ソードアート・オンライン -インフィニティ・モーメント- v1.9.0 2024-04-27 sceDmacMemcpy(dest=09ddc000, src=085fbc40, size=129088): overlapping read
eFootball Chelito 19 v1.17.1 2024-04-27 Unknown GetPointer 8df1c6ff PC 08811368 LR 088113dc
eFootball Chelito 19 v1.16.6 2024-04-27 Unknown GetPointer 051ed101 PC 08811368 LR 088113dc
Hot Wheels Ultimate Racing v1.17.1 2024-04-27 Unimplemented HLE function Kprintf
World Soccer Winning Eleven 9 v1.17.1 2024-04-27 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
Dragon Ball Z: Tenkaichi Tag Team v1.7.4 2024-04-27 ReadFromHardware: Invalid address ac082a50 near PC ac082a50 LR 08000018
WWE 2K24 v1.17.1 2024-04-27 80630007=sceAtracSetData(2, 08d4b180, 00020000): atracID uses different codec type than data
DISSIDIA FINAL FANTASY v1.17.1 2024-04-27 sceDmacMemcpy(dest=09d5fb40, src=09d3cb80, size=640): overlapping read
WWE 2K24 v1.17.1 2024-04-27 80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.17.1 2024-04-27 __KernelStopThread: thread 873 does not exist (ApctlThread stopped)
WWE 2K24 v1.17.1 2024-04-27 80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data
WWE 2K24 v1.17.1 2024-04-27 80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data
WWE 2K24 v1.17.1 2024-04-27 80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data
WWE 2K24 v1.17.1 2024-04-27 80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data
WWE 2K24 v1.17.1 2024-04-27 80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data
WWE 2K24 v1.17.1 2024-04-27 80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data
WWE 2K24 v1.17.1 2024-04-27 80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data
WWE 2K24 v1.17.1 2024-04-27 80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data
WWE 2K24 v1.17.1 2024-04-27 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
WWE 2K24 v1.17.1 2024-04-27 Unknown GetPointerWrite 00000000 PC 08bf4028 LR 08bf4038
WWE 2K24 v1.17.1 2024-04-27 Unknown GetPointer 00000000 PC 08bf6830 LR 08bf6840
WWE 2K24 v1.17.1 2024-04-27 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
WWE 2K24 v1.17.1 2024-04-27 sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid)
eFootball PES 2021 T. Bendezu "C19" v1.16.6 2024-04-27 Unknown GetPointer 4eb00080 PC 0884a918 LR 0884a938
俺に働けって言われても 乙 v1.17.1 2024-04-27 Can't draw: No current render step. Step count: 0
イレギュラーハンターX v1.17.1 2024-04-27 00000400=sceGeEdramSetAddrTranslation(00000400)
イレギュラーハンターX v1.17.1 2024-04-27 GE Interrupt: newState might be 6
イレギュラーハンターX v1.17.1 2024-04-27 GE Interrupt: newState might be 5
イレギュラーハンターX v1.17.1 2024-04-27 GE Interrupt: newState might be 4
イレギュラーハンターX v1.17.1 2024-04-27 GE Interrupt: newState might be 3
イレギュラーハンターX v1.17.1 2024-04-27 GE Interrupt: newState might be 1
イレギュラーハンターX v1.17.1 2024-04-27 GE Interrupt: newState might be 0
イレギュラーハンターX v1.17.1 2024-04-27 GE Interrupt: newState might be 7
三國志Ⅸ with パワーアップキット v1.17.1 2024-04-27 GE Interrupt: newState might be 6
三國志Ⅸ with パワーアップキット v1.17.1 2024-04-27 GE Interrupt: newState might be 5
三國志Ⅸ with パワーアップキット v1.17.1 2024-04-27 GE Interrupt: newState might be 4
三國志Ⅸ with パワーアップキット v1.17.1 2024-04-27 GE Interrupt: newState might be 3
三國志Ⅸ with パワーアップキット v1.17.1 2024-04-27 GE Interrupt: newState might be 1
クロヒョウ2 龍が如く 阿修羅編 v1.17.1 2024-04-27 sceDmacMemcpy(dest=08689000, src=08f80c80, size=103232): overlapping read
頭文字D STREET STAGE v1.17.1 2024-04-27 sceDmacMemcpy(dest=0416ca00, src=09ae28e0, size=16384): overlapping read
WWE SmackDown vs. RAW 2010 v1.16.5 2024-04-27 MIPSCompileOp: Invalid instruction 70b0de20
WWE SmackDown vs. RAW 2010 v1.16.5 2024-04-27 MIPSCompileOp: Invalid instruction 70957420
WWE SmackDown vs. RAW 2010 v1.16.5 2024-04-27 MIPSCompileOp: Invalid instruction 70b0da30
WWE'12 v1.16.5 2024-04-27 MIPSCompileOp: Invalid instruction 716724d0
WWE'12 v1.16.5 2024-04-27 MIPSCompileOp: Invalid instruction 70957420
WWE'12 v1.16.5 2024-04-27 MIPSCompileOp: Invalid instruction 70b0de20
eFootball 2024 By Bendezu v1.11 2024-04-27 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0886af74
頭文字D STREET STAGE v1.17.1 2024-04-27 sceDmacMemcpy(dest=041f4a00, src=094ce860, size=32768): overlapping read
Spider-Man 2 v1.17.1 2024-04-27 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=0, text=0
Spider-Man 2 v1.17.1 2024-04-27 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=2, text=2
Spider-Man 2 v1.17.1 2024-04-27 Unimplemented HLE function sceNetResolverTerm
SDガンダム ジージェネレーション オーバーワールド v1.17.1 2024-04-27 sceDmacMemcpy(dest=09797c30, src=095c7610, size=557056): overlapping read
無雙OROCHI 蛇魔再臨 增值版 v1.17.1 2024-04-27 sceMpegRingbufferPut(): invalid mpeg data
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1 2024-04-27 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08aa1d7c
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-04-27 Branch in branch delay slot at 0880da7c with different target
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-04-27 MIPSCompileOp: Invalid instruction d0ab2468
Juiced 2: Hot Import Nights v1.17.1 2024-04-27 __KernelStopThread: thread 992 does not exist (helper deleted)
CRISIS CORE -FINAL FANTASY VII- v1.17.1 2024-04-27 sceDmacMemcpy(dest=087bf880, src=094987c0, size=176128): overlapping read
FIFA STREET 2 v1.17.1-334-g1786a4ddb 2024-04-27 Error in shader compilation: info: Compile failed. WARNING: 0:63: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:87: 'function_call_constructor@vec3_vec3@99' : used without being initialised WARNING: 0:103: 'function_call_constructor@float_float@141' : used without being initialised WARNING: 3 compilation warnings. 01000000:80000b28 HWX C T N Light: LightUberShader Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b28 HWX C T N Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0; } dif
eFootball PES 2020 C19 & Nibeck Tv v1.17.1 2024-04-27 MIPSCompileOp: Invalid instruction 43348000
eFootball PES 2020 C19 & Nibeck Tv v1.17.1 2024-04-27 MIPSCompileOp: Invalid instruction 43148000
eFootball PES 2020 C19 & Nibeck Tv v1.17.1 2024-04-27 MIPSCompileOp: Invalid instruction 43b06666
eFootball PES 2020 C19 & Nibeck Tv v1.17.1 2024-04-27 MIPSCompileOp: Invalid instruction 42ff0000
โทคิเด็น คิวามิ - แพทช์อังกฤษ v3.0 โดย HoaiTrung 97 FT v1.8.0 2024-04-27 sceDmacMemcpy(dest=09ab8570, src=09ba1980, size=29188): overlapping read
PES FL 2022 v1.15.4-69-gca75e2015 2024-04-27 Unknown GetPointerWrite 00000000 PC 08a029d8 LR 08808448
PES 2020 BY Golden Game v1.9.4 2024-04-27 Unknown GetPointer 00000000 PC 08a1b77c LR 08000030
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2024-04-27 sceDmacMemcpy(dest=0414e000, src=095dd6c0, size=306400): overlapping read
WWE'12 v1.17.1 2024-04-27 Unknown GetPointer 0e82d4d7 PC 08bfbde0 LR 08bfbe04
WWE'12 v1.17.1 2024-04-27 Unknown GetPointerWrite 0e831133 PC 08bfbde0 LR 08bfbe04
NUSANTARA v1.17.1 2024-04-27 Unknown GetPointer 2985ac6c PC 0881c430 LR 0881c440
Pro Evolution Soccer 2013 v1.17.1 2024-04-27 Unknown GetPointer 00310502 PC 0884a900 LR 0884a920
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-04-27 sceIoChstat: change attr to 0000 requested
NARUTO: Ultimate Ninja Heroes v1.17.1 2024-04-27 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULES01407DATA/DATA.DNS, 09f919b0, 00000002)
WWE SmackDown vs. RAW 2007 v1.17.1 2024-04-27 sceDmacMemcpy(dest=0412e250, src=092ad480, size=65552): overlapping read
三國志Ⅸ with パワーアップキット v1.17.1 2024-04-27 sceMpegRingbufferPut(): invalid mpeg data
MLB 11 The Show™ v1.17.1 2024-04-27 scePsmfPlayerSetPsmf*: incorrect PSMF magic (0970c48c), bad data
DRAGON BALL Z SHIN BUDOKAI 2 v1.14.1 2024-04-27 UI scissor out of bounds in GamePauseScreen: 1051,20-300,675 / 960,544
DRAGON BALL Z SHIN BUDOKAI 2 v1.14.1 2024-04-27 UI scissor out of bounds in GamePauseScreen: 0,20-1041,675 / 960,544
eFootball PES 2020 C19 & Nibeck Tv v1.15.3 2024-04-27 MIPSCompileOp: Invalid instruction 00000045
WWE'12 v1.17.1 2024-04-27 80630007=sceAtracSetData(2, 08bd5600, 00008760): atracID uses different codec type than data
WWE'12 v1.17.1 2024-04-27 80630007=sceAtracSetData(2, 08bd5600, 00001c20): atracID uses different codec type than data
WWE'12 v1.17.1 2024-04-27 80630007=sceAtracSetData(2, 08bd5600, 00004620): atracID uses different codec type than data
Grand Theft Auto: Liberty City Stories v1.17.1 2024-04-27 MIPSCompileOp: Invalid instruction 0000000e
SWAT®: Target Liberty™ v1.16.6 2024-04-27 sceDmacMemcpy(dest=04154000, src=08f0b180, size=557056): overlapping read
Grand Theft Auto: Liberty City Stories v1.17.1 2024-04-27 MIPSCompileOp: Invalid instruction 00000015
MLB 07 The Show v1.17.1 2024-04-27 sceKernelLoadModule: unsupported options size=00000014, flags=00000453, pos=1, access=-80, data=0, text=0
Twisted Metal: Head-On v1.17.1-181-gc6d2fba2f 2024-04-27 __KernelStopThread: thread 466 does not exist (helper deleted)
LEGO® Batman™: The Videogame v1.16.1 2024-04-27 Unaligned icache invalidation of 0860cd38 (0860cd38 + 0) at PC=089741fc
WWE'12 v1.17.1 2024-04-27 80630007=sceAtracSetData(3, 08bd5600, 00012e00): atracID uses different codec type than data
Mortal Kombat: Unchained v1.17.1 2024-04-27 Error in shader program link: info: L0010 Uniform 'u_texelDelta' differ on precision fs: postshader #ifdef GL_ES precision mediump float; #endif //Note : Recommend to use PPSSPP v1.1.1-183-gb411fc0 or newer for full functionality, there were some bugs in earlier versions. //Note2 : Upscaling, smoothing and sharpening filters are not set to be mixed between each other since the results are pointless(they counter each other). // Only last one applies, so pick just one of them, mess around with it's settings and add other effects as needed. //====================================================================================================================================================================== //SMOOTHING FILTERS: //If you love smooth graphics ~ those are also great for downscaling - to do that, you need to use higher rendering res than your display res //================ #define FXAA 0 //ON:1/OFF:0 /default FXAA, orginal info below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ //SHARPENING FILTERS: //if you need very sharp image, add lots of aliasing //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 0 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ //UPSCALING FILTERS: //To use those, you have to set rendering res to smaller than window/display size(x1 for best results) and screen scaling filter to "nearest" //Starting from v1.1.1-28-g70e9979 you can also add Upscaling=True to ini file(check example) to do it automatically //================ #define xBR 1 //ON:1/OFF:0 /5xBR upscale, nice for 2D games especially those that might be buggy with higher rendering res, initially made by Hyllian - license below #define VariantB 0 //ON:1/OFF:0 /slightly less effect on fonts, dots and other small details //================ #define xHQ 0 //ON:1/OFF:0 same as 4xHQ in PPSSPP, but actually using output resolution #define scaleoffset 0.75 //Default: 0.75 /you can tweek it between 0.5 and 1.0, Note: to little = no effect, to high = ugliness //================ //OTHER FILTERS: //Most effects from here on can be fully mixed without loosing previous effects. Exceptions: Natural Colors, Advanced Cartoon //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define MIKU 0 //Hatsune<3 this is an optional bloom filter for all those pale anime faces which get white otherwise:P tested on Miku in white dress #define samples 3 //Default: 4 /higher = more glow, worse performance #define quality 0.22 //Default: 0.18 /lower = smaller glow, better quality #define Bpower 1.0 //Default: 1.0 /amount of bloom mixed //================ #define COLORED 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /strenght of the effect //================ #define NATURALC 0 //ON:1/OFF:0 /by popular demand, natular colors, note: this shader can't be fully mixed with smoothing/sharpening/upscaling effects #define ncpower 0.5 //Default:0.5 / higher = more natural color, check note line above //================ #define ACART
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-04-27 WriteToHardware: Invalid address 305e5c10 near PC 0880dcc8 LR 0880dcc8
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2024-04-27 Jump to invalid address: 03040000
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2024-04-27 Branch in Jump delay slot at 08c10008 in block starting at 08c10000
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2024-04-27 Jump to invalid address: 02eca130
Resistance: Retribution™ v1.17.1 2024-04-27 Unknown GetPointerWrite 261705f8 PC 08d09d20 LR 08cd6754
WILDARMS XF v1.17.1-334-g1786a4ddb0 2024-04-27 sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
WILDARMS XF v1.17.1-334-g1786a4ddb0 2024-04-27 sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=1, text=1
MediEvil Resurrection v1.17.1 2024-04-27 Branch in Jump delay slot at 08c10004 in block starting at 08c10000
MediEvil Resurrection v1.17.1 2024-04-27 Jump to invalid address: 0314b720