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Game title Version Latest Report Message
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2018-10-19 WriteToHardware: Invalid address 19ee4f24 near PC 0880dcc8 LR 0880dcc8
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2018-10-19 WriteToHardware: Invalid address 19ee4f04 near PC 0880e074 LR 0880e07c
Dragon Ball Z: Tenkaichi Tag Team v1.6.1 2018-10-19 ReadFromHardware: Invalid address 19ee4f04 near PC 0880e074 LR 0880e07c
Def Jam® Fight For NY™: The Takeover v1.6.3 2018-10-19 sceDmacMemcpy(dest=09999f80, src=08400000, size=72384): overlapping read
Crash™ Tag Team Racing v1.4-2-g648bc5d 2018-10-19 Wrong magic number 9d3dc3c0
Crash™ Tag Team Racing v1.4-2-g648bc5d 2018-10-19 Wrong magic number 9d4be560
SBK® Superbike World Championship v1.6.3 2018-10-19 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 09521150): duplicate handler
SBK® Superbike World Championship v1.6.3 2018-10-19 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 09634150): duplicate handler
初音ミク -Project DIVA- extend v1.6.3 2018-10-19 00000000=sceUtilityScreenshotInitStart(0969e6b0)
Ghost Rider v1.6.3 2018-10-19 Error in shader program link: info: fs: 00000000:0001d000 AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D testtex; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; if (v.a < 0.002) discard; fragColor0 = v; } vs: 00000000:00000008 C #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj * vec4(position.xyz, 1.0); }
Prince of Persia The Forgotten Sands™ v1.6.3 2018-10-19 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 098d0874, 4, 00000000, 0)
Prince of Persia The Forgotten Sands™ v1.6.3 2018-10-19 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 098d0874, 4, 00000000, 0)
Prince of Persia - Revelations v1.4-2-g648bc5d 2018-10-19 80630006=sceAtracSetDataAndGetID(09aa3e80, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.4-2-g648bc5d 2018-10-19 80630006=sceAtracSetDataAndGetID(09aaad80, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.4-2-g648bc5d 2018-10-19 80630006=sceAtracSetDataAndGetID(09a344c0, 00000800): invalid RIFF header
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-10-19 sceDmacMemcpy(dest=040e4000, src=091bf570, size=14416): overlapping read
GUILTYGEAR XX ΛCORE PLUS v1.6.3 2018-10-19 sceDmacMemcpy(dest=04144000, src=04088000, size=32640): overlapping read
God of War™: Ghost of Sparta v1.6.3 2018-10-19 Error in shader program link: info: L0100 A program cannot be linked unless there are any shaders attached to it fs: 00000000:01a0d822 Tex TexAlpha LM Fog 2x StenToAlpha StenUniform TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; uniform float u_stencilReplaceValue; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); } vs: 01730100:00000b1d HWX C T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:1 t:0 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 vec3 u_lightpos1; 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 lowp vec3 u_lightspecular2; 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; 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); gl_Position = 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; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2018-10-19 MIPSCompileOp: Invalid instruction b47f4d4e
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2018-10-19 MIPSCompileOp: Invalid instruction b4e846a3
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2018-10-19 MIPSCompileOp: Invalid instruction 4301e48d
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2018-10-19 MIPSCompileOp: Invalid instruction b24acb18
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2018-10-19 MIPSCompileOp: Invalid instruction 42a4edea
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2018-10-19 MIPSCompileOp: Invalid instruction 420a18fc
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2018-10-19 MIPSCompileOp: Invalid instruction b5391f2f
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2018-10-19 Jump to invalid address: 0144a1a0
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2018-10-19 MIPSCompileOp: Invalid instruction 4269b126
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2018-10-19 MIPSCompileOp: Invalid instruction 78522868
PES 2014 v1.6.3 2018-10-19 sceDmacMemcpy(dest=04154000, src=091f70f0, size=557056): overlapping read
KINGDOM HEARTS Birth by Sleep FINAL MIX v1.6.3 2018-10-19 Ignoring possible render to texture at 041378c0 +160x227 / 256x272
Pro Evolution Soccer 2014 v1.6.3 2018-10-19 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00004000:00000000 Flat #version 100 precision lowp float; varying vec4 v_color0; void main() { vec4 v = v_color0 ; gl_FragColor = v; } vs: 40000000:00000002 THR Flat #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Def Jam® Fight For NY™: The Takeover v1.5.4 2018-10-19 sceDmacMemcpy(dest=0976a200, src=08400000, size=72384): overlapping read
初音ミク -Project DIVA- 2nd お買い得版 v1.6.3 2018-10-19 00000000=sceUtilityScreenshotInitStart(092d4c70)
Resistance: Retribution™ v1.6.3-562-g0ad166d20 2018-10-19 Unknown GE command : feedbabe
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-10-19 Error in shader program link: info: fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in 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: 00000000:00000918 HWX C T Tex #version 300 es precision highp float; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-10-19 Error in shader program link: info: fs: 00000000:003ef022 Tex TexAlpha Fog TFuncMod AlphaTest >= ColorTest0 != #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; 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; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; if (v.r < 0.002 && v.g < 0.002 && v.b < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:0000091c HWX C T Fog Tex #version 300 es precision highp float; 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 vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-10-19 Error in shader program link: info: fs: 00000000:00000002 Tex TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in 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 = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 00000000:00000918 HWX C T Tex #version 300 es precision highp float; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-10-19 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:0021d002 Tex Fog TFuncMod AlphaTest0 > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01730000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3 #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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; 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 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; 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.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; }
Mana Khemia~Student Alliance~ v1.6.3 2018-10-19 WriteToHardware: Invalid address 00135714 near PC 08809f2c LR 0880da1c
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-10-19 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:00200002 Tex Fog TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 03730000:40c00b14 HWX T N Fog Tex Bones:4 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; 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 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; 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.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; }
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-10-19 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:0020f022 Tex TexAlpha Fog TFuncMod AlphaTest >= #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 03730000:40c00b14 HWX T N Fog Tex Bones:4 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:3 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; 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 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; 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.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; }
DISSIDIA® FINAL FANTASY® v1.6.3 2018-10-18 sceDmacMemcpy(dest=09d4cbc0, src=09d3cb80, size=8832): overlapping read
Def Jam® Fight For NY™: The Takeover v1.6.3 2018-10-18 sceDmacMemcpy(dest=099de000, src=08400000, size=72384): overlapping read
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2018-10-18 MIPSCompileOp: Invalid instruction 4591ea00
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2018-10-18 MIPSCompileOp: Invalid instruction d1c86900
Pro Evolution Soccer 2012 v1.6.3 2018-10-18 sceDmacMemcpy(dest=090b2040, src=086cd8c0, size=1255232): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-10-18 sceDmacMemcpy(dest=0414e000, src=095feb00, size=298912): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2018-10-18 sceDmacMemcpy(dest=0414d440, src=090d2b00, size=128): overlapping read
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2018-10-18 WriteToHardware: Invalid address 0d7ac354 near PC 0880e074 LR 0880e07c
Dragon Ball Z: Tenkaichi Tag Team v1.6.3 2018-10-18 ReadFromHardware: Invalid address 0d7ac354 near PC 0880e074 LR 0880e07c
The Warriors v1.6.3 2018-10-18 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; 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; if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:00000b14 HWX T N Fog Tex #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Disney•Pixar UP v1.6.3 2018-10-18 GL ran out of GPU memory; switching to low memory mode
Tomb Raider: Anniversary™ v1.6.3 2018-10-18 sceDmacMemcpy(dest=041ac800, src=0915a4d0, size=17408): overlapping read
初音ミク -Project DIVA- v1.6.3 2018-10-18 00000000=sceUtilityScreenshotInitStart(0946c790)
Def Jam® Fight For NY™: The Takeover v1.6.3 2018-10-18 sceDmacMemcpy(dest=097988c0, src=08400000, size=72384): overlapping read
FIFA STREET 2 v1.6.3 2018-10-18 Error in shader compilation: info: draw2d #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
(homebrew) v1.6.3 2018-10-18 MIPSCompileOp: Invalid instruction 62102424
(homebrew) v1.6.3 2018-10-18 Branch in RSZeroComp delay slot at 0880401b in block starting at 08803fff
(homebrew) v1.6.3 2018-10-18 MIPSCompileOp: Invalid instruction 4200018f
(homebrew) v1.6.3 2018-10-18 Jump to invalid address: 0c220230 PC 08804013 LR 08000030
(homebrew) v1.6.3 2018-10-18 Trying to compile instruction 40001030 that can't be interpreted
(homebrew) v1.6.3 2018-10-18 Branch in RSZeroComp delay slot at 088040b7 in block starting at 088040b3
(homebrew) v1.6.3 2018-10-18 MIPSCompileOp: Invalid instruction ef40a03c
(homebrew) v1.6.3 2018-10-18 MIPSCompileOp: Invalid instruction 4028218f
(homebrew) v1.6.3 2018-10-18 MIPSCompileOp: Invalid instruction 4028210e
(homebrew) v1.6.3 2018-10-18 MIPSCompileOp: Invalid instruction ce171b3c
(homebrew) v1.6.3 2018-10-18 Trying to compile instruction 4000258f that can't be interpreted
喧哗番长兄弟 东京之战 PLAY汉化版 v1.6.3 2018-10-18 00000000=sceUtilityScreenshotInitStart(097df810)
喧哗番长兄弟 东京之战 PLAY汉化版 v1.6.3 2018-10-18 00000000=sceUtilityScreenshotInitStart(097da020)
喧哗番长兄弟 东京之战 PLAY汉化版 v1.6.3 2018-10-18 00000000=sceUtilityScreenshotInitStart(097d9b30)
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-10-18 sceDmacMemcpy(dest=0414e000, src=095d09c0, size=256144): overlapping read
SplinterCell v1.6.3 2018-10-18 MIPSCompileOp: Invalid instruction 0000a93d
God of War: Chains of Olympus v1.6.3 2018-10-18 Error in shader program link: info: ERROR:CUSTOM-8 (line -1) Too many texture accesses fs: postshader /* AA shader 4.o / AA shader 4.o - filtro Copyright (C) 2014 guest(r) - [email protected] This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // Modified as video aware smoothing effect for PPSSPP. // Some variable definitions had to be moved inside functions(and so repeated) due to glsl->hlsl auto translation failing. // Also auto translation fails with bool uniform, which is why u_video is defined as float. #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; uniform float u_video; //=========== varying vec2 v_texcoord0; const vec3 dt = vec3(1.0,1.0,1.0); vec3 texture2d (vec2 texcoord) { float scale = 1.0; if (u_video==1.0){ scale = 2.0; } else { scale = 7.0; } vec4 yx = vec4(1.0/480.0,1.0/272.0,-1.0/480.0,-1.0/272.0)/scale; vec4 xy = vec4(2.0/480.0,2.0/272.0,-2.0/480.0,-2.0/272.0)/scale; vec3 s00 = texture2D(sampler0, texcoord + yx.zw).xyz; vec3 s20 = texture2D(sampler0, texcoord + yx.xw).xyz; vec3 s22 = texture2D(sampler0, texcoord + yx.xy).xyz; vec3 s02 = texture2D(sampler0, texcoord + yx.zy).xyz; float m1=dot(abs(s00-s22),dt)+0.001; float m2=dot(abs(s02-s20),dt)+0.001; return 0.5*(m2*(s00+s22)+m1*(s02+s20))/(m1+m2); } vec3 texture2dd (vec2 texcoord) { float scale = 1.0; if (u_video==1.0){ scale = 2.0; } else { scale = 7.0; } vec4 yx = vec4(1.0/480.0,1.0/272.0,-1.0/480.0,-1.0/272.0)/scale; vec4 xy = vec4(2.0/480.0,2.0/272.0,-2.0/480.0,-2.0/272.0)/scale; vec3 c11 = texture2D(sampler0, texcoord ).xyz; vec3 c00 = texture2D(sampler0, texcoord + xy.zw).xyz; vec3 c20 = texture2D(sampler0, texcoord + xy.xw).xyz; vec3 c22 = texture2D(sampler0, texcoord + xy.xy).xyz; vec3 c02 = texture2D(sampler0, texcoord + xy.zy).xyz; vec3 s00 = texture2D(sampler0, texcoord + yx.zw).xyz; vec3 s20 = texture2D(sampler0, texcoord + yx.xw).xyz; vec3 s22 = texture2D(sampler0, texcoord + yx.xy).xyz; vec3 s02 = texture2D(sampler0, texcoord + yx.zy).xyz; float d1=dot(abs(c00-c22),dt)+0.001; float d2=dot(abs(c20-c02),dt)+0.001; float m1=dot(abs(s00-s22),dt)+0.001; float m2=dot(abs(s02-s20),dt)+0.001; vec3 t2=(d1*(c20+c02)+d2*(c00+c22))/(2.0*(d1+d2)); return 0.25*(c11+t2+(m2*(s00+s22)+m1*(s02+s20))/(m1+m2)); } void main() { float scale = 7.0; bool filtro = false; if (u_video==1.0){ scale = 2.0; filtro = true; } else { scale = 7.0; filtro = false; } // Calculating texel coordinates vec2 size = vec2(480.0,272.0)*scale; vec2 inv_size = vec2(1.0/480.0,1.0/272.0)/scale; vec2 OGL2Pos = v_texcoord0 * size; vec2 fp = fract(OGL2Pos); vec2 dx = vec2(inv_size.x,0.0); vec2 dy = vec2(0.0, inv_size.y); vec2 g1 = vec2(inv_size.x,inv_size.y); vec2 g2 = vec2(-inv_size.x,inv_size.y); vec2 pC4 = floor(OGL2Pos) * inv_size + 0.5*inv_size; // Reading the texels vec3 C0 = texture2d(pC4 - g1); vec3 C1 = texture2d(pC4 - dy); vec3 C2 = texture2d(pC4 - g2); vec3 C3 = texture2d(pC4 - dx); vec3 C4 = texture2d(pC4 ); vec3 C5 = texture2d(pC4 + dx); vec3 C6 = texture2d(pC4 + g2); vec3 C7 = texture2d(pC4 + dy); vec3 C8 = texture2d(pC4 + g1); vec3 ul, ur, dl, dr; float m1, m2; m1 = dot(abs(C0-C4),dt)+0.001; m2 = do
DISSIDIA® 012[duodecim]™ FINAL FANTASY® v1.6.3 2018-10-18 Error in shader program link: info: L0100 A program cannot be linked unless there are any shaders attached to it fs: 00002982:00800822 Tex TexAlpha LM 2x ReplaceBlend_2A:6_B:10_Eq:0 TFuncMod #version 100 precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixB; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = v.rgb * 2.0; v.rgb = v.rgb * vec3(v.a * 2.0); gl_FragColor = v; } vs: 00000000:00000019 C LM Tex #version 100 precision highp float; attribute vec4 position; attribute vec2 texcoord; attribute lowp vec4 color0; attribute lowp vec3 color1; uniform mat4 u_proj; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_color1 = color1; gl_Position = u_proj * vec4(position.xyz, 1.0); }
DISSIDIA® 012[duodecim]™ FINAL FANTASY® v1.6.3 2018-10-18 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00002992:00800822 Tex TexAlpha LM 2x ReplaceBlend_2A:6_B:10_Eq:2 TFuncMod #version 100 precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixB; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = v.rgb * 2.0; v.rgb = v.rgb * vec3(v.a * 2.0); gl_FragColor = v; } vs: 00000000:00000019 C LM Tex #version 100 precision highp float; attribute vec4 position; attribute vec2 texcoord; attribute lowp vec4 color0; attribute lowp vec3 color1; uniform mat4 u_proj; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_color1 = color1; gl_Position = u_proj * vec4(position.xyz, 1.0); }
DISSIDIA® 012[duodecim]™ FINAL FANTASY® v1.6.3 2018-10-18 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00002992:00800822 Tex TexAlpha LM 2x ReplaceBlend_2A:6_B:10_Eq:2 TFuncMod #version 100 precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixB; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = v.rgb * 2.0; v.rgb = v.rgb * vec3(v.a * 2.0); gl_FragColor = v; } vs: 00000000:00000011 LM Tex #version 100 precision highp float; attribute vec4 position; attribute vec2 texcoord; attribute lowp vec4 color0; attribute lowp vec3 color1; uniform mat4 u_proj; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_color1 = color1; gl_Position = u_proj * vec4(position.xyz, 1.0); }
DISSIDIA® 012[duodecim]™ FINAL FANTASY® v1.6.3 2018-10-18 Error in shader program link: info: L0100 A program cannot be linked unless there are any shaders attached to it fs: 00000000:00000002 Tex TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); gl_FragColor = v; } vs: 00000000:0000001a THR C Tex #version 100 precision highp float; attribute vec4 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.5.4 2018-10-18 ReadFromHardware: Invalid address 00000010 near PC 08807f9c LR 08807f9c
LEGO® Harry Potter™: Years 5-7 v1.6.3 2018-10-18 Error in shader program link: info: fs: 00000000:01000022 Tex TexAlpha StenToAlpha StenUniform TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; in 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 = vec4(v.rgb, u_stencilReplaceValue); } vs: 00000000:00000918 HWX C T Tex #version 300 es precision highp float; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
(homebrew) v1.6.3 2018-10-18 MFIC instruction hit (70020024) at 08959904
Star Wars®: The Force Unleashed™ v1.6.3 2018-10-19 Failed decrypting the PRX (ret = -1, size = 5657493, psp_size = 5657840)!
WWE 2K18 by GamerNafZ v1.5.4 2018-10-18 80630007=sceAtracSetData(2, 08d4b180, 0000ee94): atracID uses different codec type than data
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.6.3 2018-10-18 sceDmacMemcpy(dest=0971aad0, src=09718ad0, size=8192): overlapping read
Kenka Bancho: Badass Rumble v1.5.4 2018-10-18 00000000=sceUtilityScreenshotInitStart(09390470)
Assassin's Creed: Bloodlines™ v1.6.3 2018-10-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b86cf4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.6.3 2018-10-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b86cf4, 4, 00000000, 0)
MONSTER HUNTER FREEDOM UNITE™ v1.6.3 2018-10-18 Error in shader program link: info: L0100 A program cannot be linked unless there are any shaders attached to it fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; gl_FragColor = v; } vs: 00000000:00000918 HWX C T Tex #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Assassin's Creed: Bloodlines™ v1.6.3 2018-10-18 Error in shader program link: info: fs: 00000000:00a0d002 Tex Fog 2x TFuncMod AlphaTest > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01010000:00000914 HWX T Fog Tex Light: MatUp:1 #version 300 es precision highp float; in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; 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; }
Persona3 PORTABLE v1.6.3-358-g17de6ad 2018-10-18 MIPSCompileOp: Invalid instruction 00263214
Persona3 PORTABLE v1.6.3-358-g17de6ad 2018-10-18 MIPSCompileOp: Invalid instruction 00233a14
Persona3 PORTABLE v1.6.3-358-g17de6ad 2018-10-18 MIPSCompileOp: Invalid instruction 00314d15
Persona3 PORTABLE v1.6.3-358-g17de6ad 2018-10-18 MIPSCompileOp: Invalid instruction 00273215
Persona3 PORTABLE v1.6.3-358-g17de6ad 2018-10-18 MIPSCompileOp: Invalid instruction 00203a0e
Persona3 PORTABLE v1.6.3-358-g17de6ad 2018-10-18 MIPSCompileOp: Invalid instruction 00223514
Persona3 PORTABLE v1.6.3-358-g17de6ad 2018-10-18 MIPSCompileOp: Invalid instruction 001c320e
Persona3 PORTABLE v1.6.3-358-g17de6ad 2018-10-18 MIPSCompileOp: Invalid instruction 00233c14
Persona3 PORTABLE v1.6.3-358-g17de6ad 2018-10-18 MIPSCompileOp: Invalid instruction 00273314
Persona3 PORTABLE v1.6.3-358-g17de6ad 2018-10-18 MIPSCompileOp: Invalid instruction 00243515
Persona3 PORTABLE v1.6.3-358-g17de6ad 2018-10-18 MIPSCompileOp: Invalid instruction 00283e15
Persona3 PORTABLE v1.6.3-358-g17de6ad 2018-10-18 MIPSCompileOp: Invalid instruction 00253114