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Game title Version Latest Report Message
SBK®09 Superbike World Championship v1.11.3 2021-10-23 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0921a0e0): duplicate handler
Mega Drops (PD Roms compo 3.99) v1.12.2 2021-10-23 FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000
Mega Drops (PD Roms compo 3.99) v1.12.2 2021-10-23 MFIC instruction hit (70020024) at 089d2e50
GRADIUS COLLECTION v1.12.3 2021-10-23 FBO using existing buffer as depthbuffer, 04020000/04000000 and 04000000/00000000
GRADIUS COLLECTION v1.12.3 2021-10-23 FBO using existing buffer as depthbuffer, 04040000/04000000 and 04000000/00000000
SBK®09 Superbike World Championship v1.11.3 2021-10-23 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090ec160): duplicate handler
Grand Theft Auto: Vice City Stories v1.6.3 2021-10-23 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:00a0d802 Tex LM Fog 2x TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in highp float v_fogdepth; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; 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: 01170000:00000b15 HWX T N LM Fog Tex Light: 0: c:0 t:0 MatUp:7 #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 vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; 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 lowp vec3 v_color1; out highp vec3 v_texcoord; out highp 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); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
SBK®09 Superbike World Championship v1.12.3 2021-10-23 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09259b10): duplicate handler
Star Wars®: Battlefront II™ v1.12.3 2021-10-23 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 r4p1-01rel0 [Revision 96995]. 01f04440:00050b30 HWX T N Tex TexProjUV UVMtx Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull #version 100 // Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; 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 mediump vec3 u_lightatt3; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; 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); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); 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; }
Transformers v1.12.2 2021-10-23 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 r5p0-01rel0 [Revision 96995]. 01f74444:00000b38 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 Cull #version 100 // Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 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 mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; 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); lowp vec4 lightSum0 = u_ambient * color0 + 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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); 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; }
初音ミク -Project DIVA- extend v1.9.3 2021-10-23 00000000=sceUtilityScreenshotInitStart(093d3a00)
初音ミク -Project DIVA- extend v1.9.3 2021-10-23 UNIMPL sceRtcSetAlarmTick(9fff560, e28efe)
Breakout v1.12.3 2021-10-23 Waiting thread for 20 that was already waiting for 20
Breakout v1.12.3 2021-10-23 MFIC instruction hit (70020024) at 08901204
初音ミク -Project DIVA- extend v1.9.3 2021-10-23 00000000=sceUtilityScreenshotInitStart(091cc418)
Split/Second v1.12.3-75-ge094f5673 2021-10-23 Lots of blits needed for obscure blending: 43 per frame, blend 2/3/0
RESISTANCE® ~報復の刻~ v1.10.3 2021-10-23 Vertices without position found: (00600008) P: s8 C: ? (size: 3)
RESISTANCE® ~報復の刻~ v1.10.3 2021-10-23 Vertices without position found: (0000022d) P: s8 N: s8 C: ? T: u8 W: u8 (1x) (size: 6)
RESISTANCE® ~報復の刻~ v1.10.3 2021-10-23 Vertices without position found: (0020002a) P: s8 N: s8 C: ? T: u16 (size: 6)
RESISTANCE® ~報復の刻~ v1.10.3 2021-10-23 Vertices without position found: (0000000e) P: s8 C: ? T: u16 (size: 4)
RESISTANCE® ~報復の刻~ v1.10.3 2021-10-23 Vertices without position found: (0020001d) P: s8 C: 8888 T: u8 (size: 12)
RESISTANCE® ~報復の刻~ v1.10.3 2021-10-23 Vertices without position found: (00400044) P: s8 N: s16 C: ? (size: 10)
RESISTANCE® ~報復の刻~ v1.10.3 2021-10-23 Vertices without position found: (00c00016) P: s8 C: 5551 T: u16 (through) (size: 10)
RESISTANCE® ~報復の刻~ v1.10.3 2021-10-23 Vertices without position found: (0020002b) P: s8 N: s8 C: ? T: f (size: 8)
RESISTANCE® ~報復の刻~ v1.10.3 2021-10-23 Vertices without position found: (00000018) P: s8 C: 4444 (size: 6)
RESISTANCE® ~報復の刻~ v1.10.3 2021-10-23 Vertices without position found: (00000015) P: s8 C: 5551 T: u8 (size: 8)
RESISTANCE® ~報復の刻~ v1.10.3 2021-10-23 Vertices without position found: (00400032) P: s8 N: s8 C: 565 T: u16 (size: 12)
RESISTANCE® ~報復の刻~ v1.10.3 2021-10-23 Vertices without position found: (00000006) P: s8 C: ? T: u16 (size: 4)
RESISTANCE® ~報復の刻~ v1.10.3 2021-10-23 Vertices without position found: (0000000a) P: s8 C: ? T: u16 (size: 4)
RESISTANCE® ~報復の刻~ v1.10.3 2021-10-23 Vertices without position found: (00210075) P: s8 N: f C: 5551 T: u8 (size: 20)
RESISTANCE® ~報復の刻~ v1.10.3 2021-10-23 Vertices without position found: (00600010) P: s8 C: 565 (size: 6)
RESISTANCE® ~報復の刻~ v1.10.3 2021-10-23 Vertices without position found: (00800011) P: s8 C: 565 T: u8 (through) (size: 8)
RESISTANCE® ~報復の刻~ v1.10.3 2021-10-23 Vertices without position found: (00f10004) P: s8 C: ? Morph: 5 (through) (size: 15)
RESISTANCE® ~報復の刻~ v1.10.3 2021-10-23 Vertices without position found: (0040000a) P: s8 C: ? T: u16 (size: 4)
RESISTANCE® ~報復の刻~ v1.10.3 2021-10-23 Vertices without position found: (00e40004) P: s8 C: ? Morph: 2 (through) (size: 6)
RESISTANCE® ~報復の刻~ v1.10.3 2021-10-23 VTYPE with morph used: THRU=1 TC=0 COL=1 POS=0 NRM=0 WT=0 NW=1 IDX=0 MC=2
RESISTANCE® ~報復の刻~ v1.10.3 2021-10-23 Vertices without position found: (00400005) P: s8 C: ? T: u8 (size: 3)
RESISTANCE® ~報復の刻~ v1.10.3 2021-10-23 Vertices without position found: (00400016) P: s8 C: 5551 T: u16 (size: 10)
RESISTANCE® ~報復の刻~ v1.10.3 2021-10-23 Vertices without position found: (00a00002) P: s8 T: u16 (through) (size: 8)
RESISTANCE® ~報復の刻~ v1.10.3 2021-10-23 Unknown GE command : 3508cccd
RESISTANCE® ~報復の刻~ v1.10.3 2021-10-23 Unknown texture format 11
Dragon Ball Z: Tenkaichi Tag Team v1.11.3 2021-10-23 WriteToHardware: Invalid address 01a77000 near PC 0883c798 LR 0883c798
Battlegrounds3 v1.12.3 2021-10-23 MFIC instruction hit (70020024) at 08832bd0
Battlegrounds3 v1.12.3 2021-10-23 Trying to relocate non-loaded section (null)
Yu-Gi-Oh! GX Tag Force 2 v1.12.3 2021-10-23 __KernelStopThread: thread 3029 does not exist
Dragon Ball Z: Tenkaichi Tag Team v1.11.3 2021-10-23 MIPSCompileOp: Invalid instruction 41f49640
Dragon Ball Z: Tenkaichi Tag Team v1.11.3 2021-10-23 MIPSCompileOp: Invalid instruction 6cc93f40
Dragon Ball Z: Tenkaichi Tag Team v1.11.3 2021-10-23 Branch in JumpReg delay slot at 08aef768 in block starting at 08aef754
Dragon Ball Z: Tenkaichi Tag Team v1.11.3 2021-10-23 Branch in JumpReg delay slot at 08aef764 in block starting at 08aef754
SBK®09 Superbike World Championship v1.11.3 2021-10-23 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096ef750): duplicate handler
Carnivores: Dinosaur Hunter v1.10.3 2021-10-23 Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8
Carnivores: Dinosaur Hunter v1.10.3 2021-10-23 Unknown syscall in known module 'ThreadManForKernel': 0x616403ba
Carnivores: Dinosaur Hunter v1.10.3 2021-10-23 Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999
Carnivores: Dinosaur Hunter v1.10.3 2021-10-23 Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca
Carnivores: Dinosaur Hunter v1.10.3 2021-10-23 Unknown syscall in known module 'ThreadManForKernel': 0x18260574
Carnivores: Dinosaur Hunter v1.10.3 2021-10-23 Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e
Carnivores: Dinosaur Hunter v1.10.3 2021-10-23 Unknown syscall in known module 'ThreadManForKernel': 0x86255ada
Carnivores: Dinosaur Hunter v1.10.3 2021-10-23 Unknown syscall in known module 'ThreadManForKernel': 0x8125221d
Carnivores: Dinosaur Hunter v1.10.3 2021-10-23 Unknown syscall in known module 'ThreadManForKernel': 0x278c0df5
Carnivores: Dinosaur Hunter v1.10.3 2021-10-23 Unknown syscall in known module 'ThreadManForKernel': 0xd6da4ba1
Carnivores: Dinosaur Hunter v1.10.3 2021-10-23 Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d
Carnivores: Dinosaur Hunter v1.10.3 2021-10-23 Unknown syscall in known module 'ThreadManForKernel': 0x39810265
Carnivores: Dinosaur Hunter v1.10.3 2021-10-23 Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff
Carnivores: Dinosaur Hunter v1.10.3 2021-10-23 Unknown syscall in known module 'ThreadManForKernel': 0xaf36d708
Carnivores: Dinosaur Hunter v1.10.3 2021-10-23 Unknown syscall in known module 'ThreadManForKernel': 0x89b3d48c
Carnivores: Dinosaur Hunter v1.10.3 2021-10-23 Unknown syscall in known module 'ThreadManForKernel': 0x56c039b5
Carnivores: Dinosaur Hunter v1.10.3 2021-10-23 Unknown syscall in known module 'ThreadManForKernel': 0x1fb15a32
Carnivores: Dinosaur Hunter v1.10.3 2021-10-23 Unknown syscall in known module 'ThreadManForKernel': 0x58b1f937
Carnivores: Dinosaur Hunter v1.10.3 2021-10-23 Unknown syscall in known module 'ThreadManForKernel': 0x4e3a1105
Carnivores: Dinosaur Hunter v1.10.3 2021-10-23 Unknown syscall in known module 'ThreadManForKernel': 0x3f53e640
Carnivores: Dinosaur Hunter v1.10.3 2021-10-23 Unknown syscall in known module 'ThreadManForKernel': 0x28b6489c
MineCraft v1.12.3 2021-10-23 UNIMPL sceKernelSelfStopUnloadModule(00000001, 00000000, 00000000): game has likely crashed
Cave Story v1.12.3 2021-10-23 FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000
Cave Story v1.12.3 2021-10-23 MFIC instruction hit (70020024) at 089941c4
クロヒョウ 龍が如く新章 v1.11.3 2021-10-23 ReadFromHardware: Invalid address 00000120 near PC 08b9c808 LR 08b9c808
クロヒョウ 龍が如く新章 v1.11.3 2021-10-23 WriteToHardware: Invalid address 00001ca9 near PC 08b9c808 LR 08b9c808
sm64-port d698e233-dirty v1.12.3 2021-10-23 FBO created from existing depthbuffer as color, 04000000/04128000 and 04178000/04000000
PES VANDAMME EDITION v1.12.3 2021-10-23 Unknown GetPointer 00000000 PC 08816150 LR 08816164
無双OROCHI2 Special v1.12.2 2021-10-23 sceDmacMemcpy(dest=095b9de0, src=09bed300, size=5185): overlapping read
PES VANDAMME EDITION v1.12.3 2021-10-23 Savedata version requested on save: 3
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.12.3 2021-10-23 sceDmacMemcpy(dest=04157f40, src=0912a0a0, size=64): overlapping read
GTA: Liberty City Stories v1.11.3 2021-10-23 Decoding texture from VRAM mirror at 04688000 swizzle=0
GTA: Liberty City Stories v1.11.3 2021-10-23 FBO created from existing depthbuffer as color, 04088000/00000000 and 04154000/04088000
GTA: Liberty City Stories v1.11.3 2021-10-23 FBO created from existing depthbuffer as color, 04088000/00000000 and 041dc000/04088000
Resistance: Retribution™ v1.12.3 2021-10-23 Unknown GetPointer 25f9cce8 PC 08aa2ca0 LR 08cd6754
Resistance: Retribution™ v1.12.3 2021-10-23 __KernelStopThread: thread 503 does not exist
Resistance: Retribution™ v1.12.3 2021-10-23 __KernelStopThread: thread 440 does not exist
MONSTER HUNTER FREEDOM UNITE™ v1.12.2 2021-10-23 sceDmacMemcpy(dest=0414e000, src=09607a40, size=257872): overlapping read
eFootball PES 2021 By TM ARTS v1.10.2 2021-10-23 Unknown GetPointer 931673b2 PC 0884d5a0 LR 0884d7c4
eFootball PES 2021 By TM ARTS v1.10.2 2021-10-23 Unknown GetPointer 93165572 PC 0884d5a0 LR 0884d7c4
eFootball 2022 mxc�� v1.11.3 2021-10-23 Unexpected mpeg first timestamp: fffffffffff / 17592186044415
eFootball 2022 mxc�� v1.11.3 2021-10-23 sceKernelLoadModule: unsupported options size=00000014, flags=02000200, pos=0, access=1, data=2, text=2
eFootball 2022 mxc�� v1.11.3 2021-10-23 sceKernelLoadModule: unsupported options size=00000014, flags=08ad0000, pos=0, access=1, data=1, text=1
eFootball 2022 mxc�� v1.11.3 2021-10-23 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
eFootball 2022 mxc�� v1.11.3 2021-10-23 sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006
PSP-Quake1_HW-UM v1.12.3 2021-10-23 MFIC instruction hit (70020024) at 0897dcd8
Crash® Mind Over Mutant v1.10.3 2021-10-23 Ignoring func export sceCcc/fb7846e2, already implemented in HLE.
Crash® Mind Over Mutant v1.10.3 2021-10-23 Ignoring func export sceCcc/f1b73d12, already implemented in HLE.
Crash® Mind Over Mutant v1.10.3 2021-10-23 Ignoring func export sceCcc/e0cf8091, already implemented in HLE.
Crash® Mind Over Mutant v1.10.3 2021-10-23 Ignoring func export sceCcc/d9392ccb, already implemented in HLE.