Recent logs - v1.17.1-329-g7d46f5a0a

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Game title Version Latest Report Message
MONSTER HUNTER FREEDOM UNITE™ v1.17.1-329-g7d46f5a0a 2024-04-29 sceDmacMemcpy(dest=0414e000, src=096fe1c0, size=265424): overlapping read
XV3 v7 by LegendCrack Z SUSCRIBE. v1.17.1-329-g7d46f5a0a 2024-04-28 AT3 header map lacks entry for bpf: 0 channels: 0
WWE SmackDown vs. RAW 2009 v1.17.1-329-g7d46f5a0a 2024-04-26 5551 depal unsupported: shift=7 mask=f8 offset=0
MONSTER HUNTER FREEDOM UNITE™ v1.17.1-329-g7d46f5a0a 2024-04-26 sceDmacMemcpy(dest=0414e000, src=095db000, size=287808): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.17.1-329-g7d46f5a0a 2024-04-26 sceDmacMemcpy(dest=0414e000, src=095daf70, size=291472): overlapping read
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-377-g0506adb65c 2024-05-03 AT3 header map lacks entry for bpf: 0 channels: 0
Assassin's Creed: Bloodlines™ v1.17.1-329-g7d46f5a0a 2024-04-25 80630007=sceAtracSetData(2, 08bb1680, 00038000): atracID uses different codec type than data
Assassin's Creed: Bloodlines™ v1.17.1-329-g7d46f5a0a 2024-04-25 sceGeBreak(mode=0, unknown=08ba8c64): unknown ptr (valid)
無双OROCHI2 Special v1.17.1-329-g7d46f5a0a 2024-04-25 sceDmacMemcpy(dest=09342a20, src=09bed300, size=5152): overlapping read
Assassin's Creed: Bloodlines™ v1.17.1-329-g7d46f5a0a 2024-04-24 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bc2d24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1-329-g7d46f5a0a 2024-04-24 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bc2d24, 4, 00000000, 0)
Mortal Kombat: Unchained v1.17.1-329-g7d46f5a0a 2024-04-23 Jump to invalid address: 0314b9a0
Mortal Kombat: Unchained v1.17.1-329-g7d46f5a0a 2024-04-23 Branch in Jump delay slot at 08c10030 in block starting at 08c10008
Mortal Kombat: Unchained v1.17.1-329-g7d46f5a0a 2024-04-23 Jump to invalid address: 03040090
ワンピース ROMANCE DAWN 冒険の夜明け v1.17.1-334-g1786a4ddb0 2024-05-01 AT3 header map lacks entry for bpf: 0 channels: 0
MONSTER HUNTER FREEDOM UNITE™ v1.17.1-329-g7d46f5a0a 2024-04-20 sceDmacMemcpy(dest=0414e000, src=0958c030, size=158640): overlapping read
MLB 08 The Show ™ v1.17.1-329-g7d46f5a0a 2024-04-20 Can't draw: No current render step. Step count: 0
Syphon Filter®: Logan's Shadow v1.17.1-375-g51889b668 2024-05-03 WriteToHardware: Invalid address 00000078 near PC 088e29a8 LR 08b80f88
Syphon Filter®: Logan's Shadow v1.17.1-375-g51889b668 2024-05-03 ReadFromHardware: Invalid address 00000000 near PC 08869558 LR 08869574
Syphon Filter®: Logan's Shadow v1.17.1-375-g51889b668 2024-05-03 WriteToHardware: Invalid address 0000007c near PC 088e3ba4 LR 088e3c04
Syphon Filter®: Logan's Shadow v1.17.1-375-g51889b668 2024-05-03 WriteToHardware: Invalid address 00000074 near PC 088e3ba4 LR 088e3c04
Syphon Filter®: Logan's Shadow v1.17.1-375-g51889b668 2024-05-03 ReadFromHardware: Invalid address 0000001a near PC 088e9084 LR 08b7fa58
Syphon Filter®: Logan's Shadow v1.17.1-375-g51889b668 2024-05-03 ReadFromHardware: Invalid address 0000000c near PC 089341d0 LR 08934228
eFootball Saudi 2024 v1.17.1-329-g7d46f5a0a 2024-05-03 Savedata version requested: 3
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-377-g0506adb65 2024-05-03 AT3 header map lacks entry for bpf: 0 channels: 0
Assassin's Creed: Bloodlines™ v1.17.1-329-g7d46f5a0a 2024-04-21 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 r4p0-00rel0 [Revision 96995]. 01f10444:00000308 HWX C N 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 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f10444:00000308 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 attribute vec3 position; attribute mediump vec3 normal; 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_depthRange; 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; 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 = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = splat3(0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; gl_Position = outPos; }
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.17.1-329-g7d46f5a0a 2024-05-03 Unknown GetPointerWrite 00000000 PC 08bf4028 LR 08bf4038
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2024-05-03 Unknown GetPointer 00000000 PC 08bf6830 LR 08bf6840
PES FL 2022 v1.9.4 2024-05-03 Savedata version requested: 3
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2024-05-03 80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data
WWE SmackDown vs. RAW 2007 The Remastered Mod v1.17.1-329-g7d46f5a0a 2024-05-02 Rendering to framebuffer offset at 04000000 +480x0 (stride 512)
WWE SmackDown vs. RAW 2007 The Remastered Mod v1.6.3 2024-05-02 sceGeBreak(mode=0, unknown=08b9cc8c): unknown ptr (valid)
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2024-05-03 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
WWE SmackDown! vs. RAW 2006. v1.17.1-329-g7d46f5a0a 2024-05-02 5551 depal unsupported: shift=7 mask=f8 offset=0
eFootball Chelito 19 v1.17.1-334-g1786a4ddb 2024-05-03 sceNetAdhocMatchingInit(32768) at 08a719b8
eFootball Chelito 19 v1.9.4 2024-05-03 Savedata version requested: 3
EFOOTBALL 2023 BY TEGA GAMING v1.9.4 2024-05-03 Savedata version requested: 3
Assassin's Creed: Bloodlines™ v1.17.1-329-g7d46f5a0a 2024-04-20 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 r4p0-00rel0 [Revision 96995]. 01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; 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 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; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying 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 = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = splat3(0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
eFootball 2024 Beta By Tutoriales Bendezu v1.9.4 2024-05-03 Savedata version requested: 3
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.17.1-329-g7d46f5a0a 2024-05-03 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2024-05-03 80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.9.4 2024-05-03 sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid)
LEGO® Batman™: The Videogame v1.17.1-334-g1786a4ddb 2024-05-03 Unaligned icache invalidation of 086c6e38 (086c6e38 + 0) at PC=089741fc
Tony Hawk's Project 8™ v1.17.1-334-g1786a4ddb 2024-05-03 Unaligned icache invalidation of 0889d2f0 (0889d2f0 + 0) at PC=0889ae6c
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.17.1-329-g7d46f5a0a 2024-04-22 80630007=sceAtracSetData(2, 08d4b180, 00007334): atracID uses different codec type than data
無双OROCHI2 Special v1.17.1-329-g7d46f5a0a 2024-04-25 Unknown GetPointerWrite 00000000 PC 08c10f14 LR 08c10f14
MTX Mototrax v1.17.1-74-g39fdba4f6 2024-05-03 Unaligned icache invalidation of 0886dd07 (0886dd08 + -1) at PC=08876644
eFootball Asia 2023 v1.9.4 2024-05-03 Savedata version requested: 3
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.17.1-329-g7d46f5a0a 2024-05-03 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
MLB 08 The Show ™ v1.17.1-6-g25689c36d 2024-05-02 00000400=sceGeEdramSetAddrTranslation(00000400)
WWE SmackDown vs. RAW 2008 v1.17.1-65-g14b78e58a 2024-05-03 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
XV3 v7 by LegendCrack Z SUSCRIBE. v1.17.1-329-g7d46f5a0a 2024-05-03 00000400=sceGeEdramSetAddrTranslation(00000800)
God of War®:降誕の刻印 v1.17.1-74-g39fdba4f6 2024-05-03 00000400=sceGeEdramSetAddrTranslation(00000800)
WWE SmackDown vs. RAW 2009 v1.17.1-329-g7d46f5a0a 2024-05-02 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
Call of Duty : Roads to Victory™ v1.17.1-60-g7cddd09e3 2024-05-03 00000400=sceGeEdramSetAddrTranslation(00000400)
Assassin's Creed: Bloodlines™ v1.17.1-74-g39fdba4f6 2024-05-03 00000400=sceGeEdramSetAddrTranslation(00000400)
God of War: Chains of Olympus v1.17.1-74-g39fdba4f6 2024-05-03 00000400=sceGeEdramSetAddrTranslation(00000800)
Def Jam® Fight For NY™: The Takeover v1.17.1-76-g33dca6b24 2024-05-03 00000400=sceGeEdramSetAddrTranslation(00001000)
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-60-g7cddd09e3 2024-05-03 00000400=sceGeEdramSetAddrTranslation(00000800)
God of War: Chains of Olympus v1.17.1-35-g0159102a1 2024-05-03 00000400=sceGeEdramSetAddrTranslation(00000800)
MONSTER HUNTER PORTABLE 2nd G v1.17.1-74-g39fdba4f6 2024-05-03 00000400=sceGeEdramSetAddrTranslation(00000400)
God of War®: Ghost of Sparta v1.17.1-8-g834739600 2024-05-03 00000400=sceGeEdramSetAddrTranslation(00000800)
God of War®: Ghost of Sparta v1.17.1-83-g744678b5b 2024-05-03 00000400=sceGeEdramSetAddrTranslation(00000800)
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-8-g834739600 2024-05-03 00000400=sceGeEdramSetAddrTranslation(00000800)
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.17.1-8-g834739600 2024-05-03 00000400=sceGeEdramSetAddrTranslation(00000400)
God of War®: Ghost of Sparta v1.17.1-60-g7cddd09e3 2024-05-03 00000400=sceGeEdramSetAddrTranslation(00000800)
MONSTER HUNTER FREEDOM UNITE™ v1.17.1-76-g33dca6b24 2024-05-03 00000400=sceGeEdramSetAddrTranslation(00000400)
God of War™: Ghost of Sparta v1.17.1-76-g33dca6b24 2024-05-03 00000400=sceGeEdramSetAddrTranslation(00000800)
Assassin's Creed: Bloodlines™ v1.17.1-74-g39fdba4f6 2024-05-03 00000400=sceGeEdramSetAddrTranslation(00000400)
God of War: Chains of Olympus v1.17.1-74-g39fdba4f6 2024-05-03 00000400=sceGeEdramSetAddrTranslation(00000800)
God of War: Chains of Olympus v1.17.1-74-g39fdba4f6 2024-05-03 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
God of War®: Ghost of Sparta v1.17.1-8-g834739600 2024-05-03 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
God of War®: Ghost of Sparta v1.17.1-83-g744678b5b 2024-05-03 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
God of War®:降誕の刻印 v1.17.1-74-g39fdba4f6 2024-05-03 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
God of War®: Ghost of Sparta v1.17.1-60-g7cddd09e3 2024-05-03 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
God of War™: Ghost of Sparta v1.17.1-76-g33dca6b24 2024-05-03 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
God of War: Chains of Olympus v1.17.1-74-g39fdba4f6 2024-05-03 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
God of War: Chains of Olympus v1.17.1-329-g7d46f5a0a 2024-05-03 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
eFootball By TM ARTS v1.17.1-35-g0159102a1 2024-05-03 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
eFootball Chelito 19 v1.17.1-329-g7d46f5a0a 2024-05-03 sceNetAdhocMatchingInit(32768) at 08a719b8
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.9.4 2024-04-26 80630007=sceAtracSetData(2, 08d4b180, 00003fd0): atracID uses different codec type than data
eFootball By TM ARTS v1.9.4 2024-05-01 Game install with no files / data
eFootball By TM ARTS v1.9.4 2024-05-03 Savedata version requested: 3
とある魔術の禁書目録 v1.17.1-329-g7d46f5a0a 2024-05-03 sceNetAdhocMatchingInit(12288) at 0892bd40
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.9.4 2024-04-26 80630007=sceAtracSetData(3, 08d4b180, 00004890): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.9.4 2024-04-26 80630007=sceAtracSetData(3, 08d4b180, 00001cd0): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.9.4 2024-05-03 80630007=sceAtracSetData(3, 08d4b180, 00018000): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.9.4 2024-05-03 80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.9.4 2024-05-03 80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.9.4 2024-05-03 80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.9.4 2024-05-03 80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.9.4 2024-05-03 80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.9.4 2024-05-03 80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.9.4 2024-04-29 80630007=sceAtracSetData(2, 08d4b180, 00001cd0): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.9.4 2024-04-29 80630007=sceAtracSetData(2, 08d4b180, 00004890): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.9.4 2024-05-03 80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.9.4 2024-05-03 80630007=sceAtracSetData(2, 08d4b180, 00020000): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.9.4 2024-05-03 80630007=sceAtracSetData(2, 08d4b180, 00004434): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.9.4 2024-05-03 80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.9.4 2024-05-03 80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data