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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 |
| ワンピース ROMANCE DAWN 冒険の夜明け |
v1.19.3 |
2026-01-25 |
Branch in Jump delay slot at 09b20fb0 in block starting at 09b20f00 |
| ワンピース ROMANCE DAWN 冒険の夜明け |
v1.19.3 |
2026-01-25 |
Branch in Jump delay slot at 09b20f38 in block starting at 09b20f00 |
| ワンピース ROMANCE DAWN 冒険の夜明け |
v1.19.3 |
2026-01-25 |
Branch in Jump delay slot at 09b21010 in block starting at 09b20f00 |
| ワンピース ROMANCE DAWN 冒険の夜明け |
v1.19.3 |
2026-01-25 |
Branch in Jump delay slot at 09b21004 in block starting at 09b20f00 |
| ワンピース ROMANCE DAWN 冒険の夜明け |
v1.19.3 |
2026-01-25 |
Branch in Jump delay slot at 09b20f50 in block starting at 09b20f00 |
| ワンピース ROMANCE DAWN 冒険の夜明け |
v1.19.3 |
2026-01-25 |
Branch in Jump delay slot at 09b20f4c in block starting at 09b20f00 |
| ワンピース ROMANCE DAWN 冒険の夜明け |
v1.19.3 |
2026-01-25 |
Branch in Jump delay slot at 09b20fb8 in block starting at 09b20f00 |
| ワンピース ROMANCE DAWN 冒険の夜明け |
v1.19.3 |
2026-01-25 |
Branch in Jump delay slot at 09b20f08 in block starting at 09b20f00 |
| ワンピース ROMANCE DAWN 冒険の夜明け |
v1.19.3 |
2026-01-25 |
Branch in Jump delay slot at 09b20fac in block starting at 09b20f00 |
| ワンピース ROMANCE DAWN 冒険の夜明け |
v1.19.3 |
2026-01-25 |
Branch in Jump delay slot at 09b20fb4 in block starting at 09b20f00 |
| ワンピース ROMANCE DAWN 冒険の夜明け |
v1.19.3 |
2026-01-25 |
Branch in Jump delay slot at 09b2100c in block starting at 09b20f00 |
| ワンピース ROMANCE DAWN 冒険の夜明け |
v1.19.3 |
2026-01-25 |
Branch in Jump delay slot at 09b20fa0 in block starting at 09b20f00 |
| ワンピース ROMANCE DAWN 冒険の夜明け |
v1.19.3 |
2026-01-25 |
Branch in Jump delay slot at 09b20fd0 in block starting at 09b20f00 |
| ワンピース ROMANCE DAWN 冒険の夜明け |
v1.19.3 |
2026-01-25 |
Branch in Jump delay slot at 09b20f04 in block starting at 09b20f00 |
| ワンピース ROMANCE DAWN 冒険の夜明け |
v1.19.3 |
2026-01-25 |
Branch in Jump delay slot at 09b20fbc in block starting at 09b20f00 |
| ワンピース ROMANCE DAWN 冒険の夜明け |
v1.19.3 |
2026-01-25 |
Branch in Jump delay slot at 09b21008 in block starting at 09b20f00 |
| ワンピース ROMANCE DAWN 冒険の夜明け |
v1.19.3 |
2026-01-25 |
Branch in Jump delay slot at 09b20f30 in block starting at 09b20f00 |
| ワンピース ROMANCE DAWN 冒険の夜明け |
v1.19.3 |
2026-01-25 |
Branch in Jump delay slot at 09b20f34 in block starting at 09b20f00 |
| Spectral Souls -Resurrection of the Ethereal Empires- |
v1.18.1 |
2026-01-25 |
sceDmacMemcpy(dest=09301fa0, src=08b2b250, size=16384): overlapping read |
| eFootball RB - V. |
v1.11.3 |
2026-01-25 |
Unknown GetPointer 00000000 PC 0884a8a4 LR 08849a64 |
| eFootball Lop - Play |
v1.18.1 |
2026-01-25 |
Unknown GetPointer 0000a320 PC 08815fc8 LR 08815fd4 |
| eFootball PES 2021 DraycEM "C19" |
v1.6.3 |
2026-01-25 |
sceDmacMemcpy(dest=040cc000, src=086ce840, size=1251264): overlapping read |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2026-01-25 |
Module linking debug info:
ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=0822a644, firstSym=0822a4c0, varData=00000000, extra=00000000
sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=0822a654, firstSym=0822a4e0, varData=00000000, extra=00000000
semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=0822a658, firstSym=0822a4e8, varData=00000000, extra=00000000
|
| Killzone™: Liberation |
v1.10.3 |
2026-01-25 |
sceDmacMemcpy(dest=04119700, src=099f5420, size=1088): overlapping read |
| Medal of Honor Heroes™ 2 |
v1.11.3 |
2026-01-25 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0899089c |
| EA FC 2024 BY SPARTAN JR 11 |
v1.11.3 |
2026-01-25 |
Unknown GetPointer 2985b054 PC 0881c2d8 LR 0881c2e8 |
| eFootball 2026 StaR Patch |
v1.16.6 |
2026-01-25 |
Unknown GetPointer 003a1817 PC 0884a918 LR 0884a938 |
| Def Jam® Fight For NY™: The Takeover |
v1.6.3 |
2026-01-25 |
Error in shader compilation: info: ERROR: 0:456: 'mix' : no matching overloaded function found
ERROR: 0:456: 'assign' : cannot convert from 'const float' to '3-component vector of float'
ERROR: 2 compilation errors. No code generated.
postshader
// PPSSPP: Grabbed from Processing and slightly modified.
// FXAA shader, GLSL code adapted from:
// http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA
// Whitepaper describing the technique:
// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
//======================================================================================================================================================================
//Extra options:
#define FXAA 0 //ON:1/OFF:0 /default FXAA, info above
//there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below
//================
#define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters
#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
//================
#define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress
//================
#define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/
#define samples 4 //Default: 4 /higher = more glow, worser performance
#define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality
#define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts
#define Bpower 0.5 //Default: 0.5 /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 0.3 //Default: 0.5 /amount of effect mixed
//================
#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
//================
#define SHADEBOOST 1 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
#define saturation 1.1 //Default: 1.0 //negative will look like inverted colors shader
#define brightness 2.5 //Default: 1.0
#define contrast 1.23 //Default: 1.0 //negative will be... well negative;p
#define red 0.55 //Default: 1.0
#define green 0.55 //Default: 1.0
#define blue 0.55 //Default: 1.0
//Shadeboost presets: //Shadeboost must be activated, presets override options above
int SEPIA = 0; //Moody coolors:)
int GRAYSCALE = 0; //Just for lols?
int NEGATIVE = 0; //As above
int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder)
//All presets are simple switch ON:1/OFF:0,
//================
#define GAMMA 1 //simple gamma function after reading http://filmicgames.com/archives/299
#define correction 1.2 //Default: 1.0
//================
#define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P)
#define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high
#de |
| Def Jam® Fight For NY™: The Takeover |
v1.6.3 |
2026-01-25 |
Error in shader program link: info: ERROR: 0:456: 'mix' : no matching overloaded function found
ERROR: 0:456: 'assign' : cannot convert from 'const float' to '3-component vector of float'
ERROR: 2 compilation errors. No code generated.
fs: postshader
// PPSSPP: Grabbed from Processing and slightly modified.
// FXAA shader, GLSL code adapted from:
// http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA
// Whitepaper describing the technique:
// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
//======================================================================================================================================================================
//Extra options:
#define FXAA 0 //ON:1/OFF:0 /default FXAA, info above
//there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below
//================
#define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters
#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
//================
#define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress
//================
#define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/
#define samples 4 //Default: 4 /higher = more glow, worser performance
#define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality
#define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts
#define Bpower 0.5 //Default: 0.5 /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 0.3 //Default: 0.5 /amount of effect mixed
//================
#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
//================
#define SHADEBOOST 1 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
#define saturation 1.1 //Default: 1.0 //negative will look like inverted colors shader
#define brightness 2.5 //Default: 1.0
#define contrast 1.23 //Default: 1.0 //negative will be... well negative;p
#define red 0.55 //Default: 1.0
#define green 0.55 //Default: 1.0
#define blue 0.55 //Default: 1.0
//Shadeboost presets: //Shadeboost must be activated, presets override options above
int SEPIA = 0; //Moody coolors:)
int GRAYSCALE = 0; //Just for lols?
int NEGATIVE = 0; //As above
int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder)
//All presets are simple switch ON:1/OFF:0,
//================
#define GAMMA 1 //simple gamma function after reading http://filmicgames.com/archives/299
#define correction 1.2 //Default: 1.0
//================
#define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P)
#define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_hig |
| デジモンワールド リ:デジタイズ |
v1.17.1 |
2026-01-25 |
sceDmacMemcpy(dest=090dc8a8, src=090dad00, size=7080): overlapping read |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2026-01-25 |
sceDmacMemcpy(dest=098c6b00, src=08400000, size=72384): overlapping read |
| Mortal Kombat: Unchained |
v1.19.3 |
2026-01-25 |
__KernelStopThread: thread 1123 does not exist (helper deleted) |
| MLB 07 The Show |
v1.19.3 |
2026-01-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000e31, pos=1, access=-80, data=0, text=0 |
| MLB 07 The Show |
v1.19.3 |
2026-01-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000dc1, pos=1, access=-80, data=0, text=0 |
| MLB 07 The Show |
v1.19.3 |
2026-01-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000d6f, pos=1, access=64, data=0, text=0 |
| MLB 07 The Show |
v1.19.3 |
2026-01-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000d53, pos=1, access=-80, data=0, text=0 |
| MLB 07 The Show |
v1.19.3 |
2026-01-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000ccb, pos=1, access=64, data=0, text=0 |
| eFootball CESAR - PATCH |
v1.11.3 |
2026-01-24 |
Unknown GetPointer 00001b36 PC 08872bb4 LR 08872c1c |
| eFootball CESAR - PATCH |
v1.11.3 |
2026-01-24 |
Unknown GetPointer 00000036 PC 08872bb4 LR 08872c1c |
| MLB 07 The Show |
v1.19.3 |
2026-01-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000caf, pos=1, access=-80, data=0, text=0 |
| WWE 2K25 BY LETSKIMODZ |
v1.9.4 |
2026-01-24 |
Unknown GetPointer 00000000 PC 08000000 LR 08000000 |
| MLB 07 The Show |
v1.19.3 |
2026-01-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000c0a, pos=1, access=-80, data=0, text=0 |
| eFootball 2026 DEMOU |
v1.11.3 |
2026-01-24 |
Game install with no files / data |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1-334-g1786a4ddb |
2026-01-24 |
sceDmacMemcpy(dest=09adc880, src=08400000, size=641344): overlapping read |
| MLB 07 The Show |
v1.19.3 |
2026-01-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000b6f, pos=1, access=-80, data=0, text=0 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.19.3 |
2026-01-24 |
MIPSCompileOp 69727563 failed |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.19.3 |
2026-01-24 |
MIPSCompileOp 6962a1c3 failed |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.19.3 |
2026-01-24 |
MIPSCompileOp 69726373 failed |
| MLB 07 The Show |
v1.19.3 |
2026-01-24 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000ad9, pos=1, access=-80, data=0, text=0 |
| FIFA 08 |
v1.19.3 |
2026-01-24 |
__KernelStopThread: thread 503 does not exist (ApctlThread stopped) |
| FIFA 08 |
v1.19.3 |
2026-01-24 |
__KernelStopThread: thread 503 does not exist (ApctlThread deleted) |
| DYNASTY WARRIORS |
v1.12.3-232-gb6e7fe1aa |
2026-01-24 |
__KernelStopThread: thread 322 does not exist |
| eFootball Chelito 19 |
v1.9.4 |
2026-01-24 |
Branch in RSRTComp delay slot at 08024650 in block starting at 08024650 |
| PES eFOOTBALL 2026 JRplay |
v1.17.1 |
2026-01-24 |
Unknown GetPointer 00000140 PC 08824a48 LR 088113c4 |
| PES eFOOTBALL 2026 JRplay |
v1.17.1 |
2026-01-24 |
Unknown GetPointerWrite 00000000 PC 08808430 LR 08808448 |
| SBK-07 |
v1.17.1-334-g1786a4ddb |
2026-01-24 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 093aacb0): duplicate handler |
| SBK-07 |
v1.17.1-334-g1786a4ddb |
2026-01-24 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 093bef00): duplicate handler |
| SBK-07 |
v1.17.1-334-g1786a4ddb |
2026-01-24 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08ee6420): duplicate handler |
| eFootball Lop - Play |
v1.9.4 |
2026-01-24 |
ReadFromHardware: Invalid address bf023b04 near PC bf023b04 LR 0887ac48 |
| eFootball JOELAND |
v1.19.3-1331-g3c3de9ce6b |
2026-01-24 |
PerformMemorySet with invalid range: 041a2980, size 1016087030 |
| 英雄伝説 碧の軌跡 |
v1.13.2-1630-g6a6ccb4c6 |
2026-01-24 |
sceDmacMemcpy(dest=041fd100, src=08e7f470, size=4096): overlapping read |
| 第2次スーパーロボット大戦Z 破界篇 |
v1.15.4 |
2026-01-24 |
ReadFromHardware: Invalid address 0a85197b near PC 08823948 LR 088e9838 |
| eFootball Chelito 19 |
v1.8.0 |
2026-01-24 |
ReadFromHardware: Invalid address e7bd2180 near PC e7bd2180 LR 08000018 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.11.3-1679-g195662497 |
2026-01-24 |
WriteToHardware: Invalid address 43550221 near PC 088a48e0 LR 088a48e0 |
| eFootball 2025 By T. Bendezu |
v1.17.1 |
2026-01-24 |
ReadFromHardware: Invalid address 00000000 near PC 08a063b4 LR 08a3fbe4 |
| eFootball Chelito 19 |
v1.11.3 |
2026-01-24 |
Unknown GetPointer 00000000 PC 0880de28 LR 088258ec |
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.11.3-834-gbb38cf842 |
2026-01-24 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (429353dc), bad data |
| 初音ミク -Project DIVA- extend |
v1.18.1 |
2026-01-24 |
00000000=sceUtilityScreenshotInitStart(0925b7b0) |
| 初音ミク -Project DIVA- extend |
v1.18.1 |
2026-01-24 |
00000000=sceUtilityScreenshotInitStart(092f01c0) |
| EA FC 2024 BY FARIS X RAPHAEL |
v1.18.1 |
2026-01-25 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
| EA FC 2024 BY FARIS X RAPHAEL |
v1.18.1 |
2026-01-25 |
Unknown GetPointer 00000020 PC 08815fc8 LR 08815fd4 |
| X-Men Origins: Wolverine |
v1.18 |
2026-01-24 |
WriteToHardware: Invalid address 00000158 near PC 08aee0e4 LR 08aee0e4 |
| Patapon 3 - DxD Edition v1.0 |
v1.18.1 |
2026-01-24 |
Unexpected mpeg first timestamp: 8000260080 / 549758304384 |
| EA-Sports FC PC-V |
v1.11.3 |
2026-01-24 |
Error in shader program link: info: (unknown reason)
fs: 00000000:00000022 Tex TexAlpha TFuncMod
#version 320 es
#extension GL_ARM_shader_framebuffer_fetch : require
// Mali-G57 MC2 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
in lowp vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
fragColor0 = v;
}
vs: 00000000:00000938 HWX C T Tex Cull
#version 320 es
// Mali-G57 MC2 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec3 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform lowp vec4 u_matambientalpha;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
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.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
| MONSTER HUNTER PORTABLE 2nd G |
v1.18.1 |
2026-01-24 |
Trying to compile instruction 00108030 that can't be interpreted |
| God of War: Ghost of Sparta Demo |
v1.19.3 |
2026-01-24 |
Branch in Jump delay slot at 08be2bf8 in block starting at 08bdac6c |
| God of War: Ghost of Sparta Demo |
v1.19.3 |
2026-01-24 |
Branch in Jump delay slot at 08be2b50 in block starting at 08bdac6c |
| God of War: Ghost of Sparta Demo |
v1.19.3 |
2026-01-24 |
Branch in Jump delay slot at 08be2be8 in block starting at 08bdac6c |
| God of War: Ghost of Sparta Demo |
v1.19.3 |
2026-01-24 |
Branch in Jump delay slot at 08be2bf0 in block starting at 08bdac6c |
| God of War: Ghost of Sparta Demo |
v1.19.3 |
2026-01-24 |
Branch in Jump delay slot at 08be2be4 in block starting at 08bdac6c |
| God of War: Ghost of Sparta Demo |
v1.19.3 |
2026-01-24 |
Branch in Jump delay slot at 08be2bec in block starting at 08bdac6c |
| God of War: Ghost of Sparta Demo |
v1.19.3 |
2026-01-24 |
Branch in Jump delay slot at 08be2b30 in block starting at 08bdac6c |
| God of War: Ghost of Sparta Demo |
v1.19.3 |
2026-01-24 |
Branch in Jump delay slot at 08be2b2c in block starting at 08bdac6c |
| God of War: Ghost of Sparta Demo |
v1.19.3 |
2026-01-24 |
Branch in Jump delay slot at 08be2b34 in block starting at 08bdac6c |
| God of War: Ghost of Sparta Demo |
v1.19.3 |
2026-01-24 |
Branch in Jump delay slot at 08be2af8 in block starting at 08bdac6c |
| God of War: Ghost of Sparta Demo |
v1.19.3 |
2026-01-24 |
Branch in Jump delay slot at 08be2b38 in block starting at 08bdac6c |
| God of War: Ghost of Sparta Demo |
v1.19.3 |
2026-01-24 |
Branch in Jump delay slot at 08be2b24 in block starting at 08bdac6c |
| God of War: Ghost of Sparta Demo |
v1.19.3 |
2026-01-24 |
Branch in Jump delay slot at 08be2b80 in block starting at 08bdac6c |
| God of War: Ghost of Sparta Demo |
v1.19.3 |
2026-01-24 |
Branch in Jump delay slot at 08be2b1c in block starting at 08bdac6c |
| God of War: Ghost of Sparta Demo |
v1.19.3 |
2026-01-24 |
Branch in Jump delay slot at 08be2b18 in block starting at 08bdac6c |
| God of War: Ghost of Sparta Demo |
v1.19.3 |
2026-01-24 |
Branch in Jump delay slot at 08be2b60 in block starting at 08bdac6c |
| God of War: Ghost of Sparta Demo |
v1.19.3 |
2026-01-24 |
Branch in Jump delay slot at 08be2b14 in block starting at 08bdac6c |
| God of War: Ghost of Sparta Demo |
v1.19.3 |
2026-01-24 |
Branch in Jump delay slot at 08be2b08 in block starting at 08bdac6c |
| God of War: Ghost of Sparta Demo |
v1.19.3 |
2026-01-24 |
Branch in Jump delay slot at 08be2b0c in block starting at 08bdac6c |
| God of War: Ghost of Sparta Demo |
v1.19.3 |
2026-01-24 |
Branch in Jump delay slot at 08be2ad8 in block starting at 08bdac6c |
| God of War: Ghost of Sparta Demo |
v1.19.3 |
2026-01-24 |
Branch in Jump delay slot at 08be2ac0 in block starting at 08bdac6c |
| God of War: Ghost of Sparta Demo |
v1.19.3 |
2026-01-24 |
Branch in Jump delay slot at 08be2ad0 in block starting at 08bdac6c |
| God of War: Ghost of Sparta Demo |
v1.19.3 |
2026-01-24 |
Branch in Jump delay slot at 08be2af0 in block starting at 08bdac6c |
| God of War: Ghost of Sparta Demo |
v1.19.3 |
2026-01-24 |
Branch in Jump delay slot at 08be2ac8 in block starting at 08bdac6c |
| God of War: Ghost of Sparta Demo |
v1.19.3 |
2026-01-24 |
Branch in Jump delay slot at 08be2ad4 in block starting at 08bdac6c |