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Game title Version Latest Report Message
EA-Sports FC PC-V v1.18.1 2026-04-02 MIPSCompileOp: Invalid instruction 00002095
EA-Sports FC PC-V v1.18.1 2026-04-02 MIPSCompileOp: Invalid instruction 4637a390
EA-Sports FC PC-V v1.18.1 2026-04-02 MIPSCompileOp: Invalid instruction 45c06b6c
EA-Sports FC PC-V v1.18.1 2026-04-02 MIPSCompileOp: Invalid instruction 46343310
EA-Sports FC PC-V v1.18.1 2026-04-02 MIPSCompileOp: Invalid instruction 45e2ebca
EA-Sports FC PC-V v1.18.1 2026-04-02 MIPSCompileOp: Invalid instruction 462b9098
Assassin's Creed: Bloodlines™ v1.20.1 2026-04-02 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ec5714, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.20.1 2026-04-02 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ec5714, 4, 00000000, 0)
eFootball Lop - Play v1.14.1 2026-04-02 UI scissor out of bounds in GameSettingsScreen: 497,0-1755,405 / 1280,720
eFootball Lop - Play v1.14.1 2026-04-02 UI scissor out of bounds in GameSettingsScreen: 0,85-720,1096 / 1280,720
PRIME JUNINO 20252025 v1.11.2-917-g89e70c319 2026-04-02 Unknown GetPointer 00000000 PC 0881c2c0 LR 0881c2d0
PRIME JUNINO 20252025 v1.11.2-917-g89e70c319 2026-04-02 Savedata version requested on save: 3
eFootball Lop - Play v1.14.4 2026-04-02 Unknown GetPointer 007a413c PC 0884a918 LR 0884a938
EA-Sports FC PC-V v1.10.3 2026-04-02 Jump to invalid address: 0bbb8070
EA-Sports FC PC-V v1.10.3 2026-04-02 Jump to invalid address: 0bbb7d70
EA-Sports FC PC-V v1.10.3 2026-04-02 Jump to invalid address: 0bbb7c70
EA-Sports FC PC-V v1.10.3 2026-04-02 Jump to invalid address: 070b7960
EA-Sports FC PC-V v1.10.3 2026-04-02 Jump to invalid address: 0bbb7b70
EA-Sports FC PC-V v1.10.3 2026-04-02 MIPSCompileOp: Invalid instruction 71ebb5f8
eFootball Edicion Mundial de Clubes By T. Bendezu v1.20.3 2026-04-02 An uneaten prefix at end of block: 0840001c
eFootball Edicion Mundial de Clubes By T. Bendezu v1.20.3 2026-04-02 PerformMemorySet with invalid range: 041a2980, size 1539013820
GTA: Liberty City Stories v1.11.3 2026-04-02 MIPSCompileOp: Invalid instruction 04040000
eFootball Chelito 19 v1.16.6 2026-04-02 ReadFromHardware: Invalid address ffff47c5 near PC ffff47c5 LR 08a3c194
遊☆戯☆王 アーク□ファイブ タッグフォース スペシャル v1.20.1 2026-04-02 Error in shader program link: info: Link failed because of missing fragment shader. fs: 10180000:01000006 Tex FragUber StenToAlpha StenUniform TFuncDecal vs: 00000000:00000b20 HWX T N Cull #version 320 es // Driver: Mali-G31 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000b20 HWX T N Cull 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; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 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; }
Pursuit Force™: Extreme Justice v1.18 2026-04-02 __KernelStopThread: thread 1768 does not exist (helper deleted)
eFootball Lop - Play v1.18.1 2026-04-02 Unknown GetPointer 002c0000 PC 0884a918 LR 0884a938
eFootball Chelito 19 v1.16.6 2026-04-02 Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460
Pursuit Force™: Extreme Justice v1.18 2026-04-02 __KernelStopThread: thread 1727 does not exist (helper deleted)
eFootball 2025-2026 v1.10.3 2026-04-02 Savedata version requested: 3
eFootball JOELAND v1.20.3 2026-04-02 PerformMemorySet with invalid range: 041a5600, size 164790832
eFootball RB - V. v1.11.3 2026-04-02 Unknown GetPointer 00000000 PC 00000000 LR 00000000
eFootball RB - V. v1.11.3 2026-04-02 MIPSCompileOp: Invalid instruction 475f5053
eFootball RB - V. v1.11.3 2026-04-02 MIPSCompileOp: Invalid instruction 63736964
Army of TWO™: The 40th Day (JP) v1.17.1 2026-04-02 sceDmacMemcpy(dest=041cb800, src=09996390, size=16384): overlapping read
eFootball Chelito 19 v1.20.3 2026-04-02 PerformMemorySet with invalid range: 041dd000, size -48
Army of TWO™: The 40th Day (JP) v1.17.1 2026-04-02 sceDmacMemcpy(dest=041f7400, src=08c1dad0, size=5120): overlapping read
eFootball Lop - Play v1.10.3 2026-04-02 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146059204
eFootball Lop - Play v1.10.3 2026-04-02 Unknown syscall in known module 'ThreadManForKernel': 0x18260574
eFootball Lop - Play v1.10.3 2026-04-02 Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE.
eFootball Lop - Play v1.10.3 2026-04-02 Unknown syscall in known module 'ThreadManForKernel': 0x39810265
eFootball Lop - Play v1.10.3 2026-04-02 Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff
eFootball Lop - Play v1.10.3 2026-04-02 Unknown syscall in known module 'ThreadManForKernel': 0x89b3d48c
eFootball RB - V. v1.6.3 2026-04-02 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00004000:0001d000 Flat AlphaTest0 > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D testtex; flat in vec4 v_color0; inout vec4 fragColor0; void main() { vec4 v = v_color0 ; if (v.a < 0.002) discard; fragColor0 = v; } vs: 40000000:00000002 THR Flat #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
eFootball PES 2021 T. Bendezu "C19" v1.18.1 2026-04-02 ReadFromHardware: Invalid address 21b5bc4a near PC 21b5bc4a LR 08a3c194
eFootball PC - V. v1.20.3 2026-04-02 PerformMemorySet with invalid range: 041a8280, size -164864592
Grand Theft Auto: Liberty City Stories v1.19.3-1783-gd22f4b4741 2026-04-02 SCE_KERNEL_ERROR_SCE_SAS_ERROR_INVALID_PARAMETER=__sceSasCore(08b7fc40, 8076d240): invalid address
Grand Theft Auto: Liberty City Stories v1.19.3-1783-gd22f4b4741 2026-04-02 SCE_KERNEL_ERROR_SCE_SAS_ERROR_INVALID_PARAMETER=__sceSasCore(08b7fc40, 8076ce40): invalid address
Grand Theft Auto: Liberty City Stories v1.19.3-1783-gd22f4b4741 2026-04-02 SCE_KERNEL_ERROR_SCE_SAS_ERROR_INVALID_PARAMETER=__sceSasCore(08b7fc40, 8076da40): invalid address
EA SPORTS™ FIGHT NIGHT Round 3 v1.17.1-334-g1786a4ddb 2026-04-02 Invalid replacement op 6a78de9d at 08000038
EA SPORTS™ FIGHT NIGHT Round 3 v1.17.1-334-g1786a4ddb 2026-04-02 Jump to invalid address: 0a3b11e4
EA SPORTS™ FIGHT NIGHT Round 3 v1.17.1-334-g1786a4ddb 2026-04-02 MIPSCompileOp: Invalid instruction 7d378853
EA SPORTS™ FIGHT NIGHT Round 3 v1.17.1-334-g1786a4ddb 2026-04-02 Branch in Jump delay slot at 08020400 in block starting at 080174f8
EA SPORTS™ FIGHT NIGHT Round 3 v1.17.1-334-g1786a4ddb 2026-04-02 MIPSCompileOp: Invalid instruction b4fa7dd6
EA SPORTS™ FIGHT NIGHT Round 3 v1.17.1-334-g1786a4ddb 2026-04-02 MIPSCompileOp: Invalid instruction ee07175d
EA SPORTS™ FIGHT NIGHT Round 3 v1.17.1-334-g1786a4ddb 2026-04-02 MIPSCompileOp: Invalid instruction 4da708fa
EA SPORTS™ FIGHT NIGHT Round 3 v1.17.1-334-g1786a4ddb 2026-04-02 MIPSCompileOp: Invalid instruction 7e306b47
Def Jam® Fight For NY™: The Takeover v1.18.1 2026-04-02 sceDmacMemcpy(dest=0986a100, src=08400000, size=203968): overlapping read
eFootball PC - V. v1.7.1 2026-04-02 ReadFromHardware: Invalid address e3087dc7 near PC e3087dc7 LR 08000018
The Fast and the Furious v1.17.1-334-g1786a4ddb 2026-04-02 Error in shader compilation: info: 0:387: L0002: No matching function for call to 'mul' 0:391: L0001: Expected literal or '(', got 'else' postshader #ifdef GL_ES precision mediump float; #endif // 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 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /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 1 //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 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //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 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //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 #define S
eFootball 2024 Beta By Tutoriales Bendezu v1.20.3 2026-04-02 PerformMemorySet with invalid range: 041a2980, size -2078024371
EDGE v1.16.6 2026-04-02 An uneaten prefix at end of block: 08c18e10
eFootball Lop - Play v1.10.3-1207-ge01d53870 2026-04-02 Error in shader compilation: info: 0:1: L0001: Unknown character '`'(96) 0:1: L0001: Unknown character '�'(132) 0:1: L0001: Unknown character '�'(170) 0:1: L0001: Unknown character '�'(172) 0:1: L0001: Unknown character '`'(96) 0:1: L0001: Unknown character '�'(132) 0:1: L0001: Unknown character '�'(170) 0:1: L0001: Unknown character '�'(172) 0:1: L0001: Unknown character '�'(170) 0:1: L0001: Unknown character '�'(172) 0:3: P0001: #endif directive found outside if-section 0:1: L0001: Typename expected, found '��' 0:1: L0001: Expected token ';', found 'precision' thin3d `�������L_ES precision mediump float; #endif #ifdef GL_ES precision lowp float; #endif #if __VERSION__ >= 130 #define varying in #define gl_FragColor fragColor0 out vec4 fragColor0; #endif varying vec4 oColor0; void main() { gl_FragColor = oColor0; }
PES 22 BY HAROUN Z v1.17.1-334-g1786a4ddb 2026-04-02 Error in shader program link: info: L0010 Uniform 'u_texelDelta' differ on precision fs: postshader #ifdef GL_ES precision mediump float; #endif //Note : Recommend to use PPSSPP v1.1.1-183-gb411fc0 or newer for full functionality, there were some bugs in earlier versions. //Note2 : Upscaling, smoothing and sharpening filters are not set to be mixed between each other since the results are pointless(they counter each other). // Only last one applies, so pick just one of them, mess around with it's settings and add other effects as needed. //====================================================================================================================================================================== //SMOOTHING FILTERS: //If you love smooth graphics ~ those are also great for downscaling - to do that, you need to use higher rendering res than your display res //================ #define FXAA 0 //ON:1/OFF:0 /default FXAA, orginal info below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ //SHARPENING FILTERS: //if you need very sharp image, add lots of aliasing //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 0 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ //UPSCALING FILTERS: //To use those, you have to set rendering res to smaller than window/display size(x1 for best results) and screen scaling filter to "nearest" //Starting from v1.1.1-28-g70e9979 you can also add Upscaling=True to ini file(check example) to do it automatically //================ #define xBR 1 //ON:1/OFF:0 /5xBR upscale, nice for 2D games especially those that might be buggy with higher rendering res, initially made by Hyllian - license below #define VariantB 0 //ON:1/OFF:0 /slightly less effect on fonts, dots and other small details //================ #define xHQ 0 //ON:1/OFF:0 same as 4xHQ in PPSSPP, but actually using output resolution #define scaleoffset 0.75 //Default: 0.75 /you can tweek it between 0.5 and 1.0, Note: to little = no effect, to high = ugliness //================ //OTHER FILTERS: //Most effects from here on can be fully mixed without loosing previous effects. Exceptions: Natural Colors, Advanced Cartoon //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define MIKU 0 //Hatsune<3 this is an optional bloom filter for all those pale anime faces which get white otherwise:P tested on Miku in white dress #define samples 3 //Default: 4 /higher = more glow, worse performance #define quality 0.22 //Default: 0.18 /lower = smaller glow, better quality #define Bpower 1.0 //Default: 1.0 /amount of bloom mixed //================ #define COLORED 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /strenght of the effect //================ #define NATURALC 0 //ON:1/OFF:0 /by popular demand, natular colors, note: this shader can't be fully mixed with smoothing/sharpening/upscaling effects #define ncpower 0.5 //Default:0.5 / higher = more natural color, check note line above //================ #define ACAR
EA FC 2024 BY SPARTAN JR 11 v1.20.3 2026-04-02 Branch in Jump delay slot at 0906d8f8 in block starting at 0906d8dc
EA FC 2024 BY SPARTAN JR 11 v1.20.3 2026-04-02 Branch in Jump delay slot at 0906d95c in block starting at 0906d944
eFootball 2025 v1.18.1 2026-04-02 Unknown GetPointer 00000000 PC 0881c0fc LR 0881c10c
eFootball Chelito 19 v1.18.1 2026-04-02 Vulkan error in shader compilation: info: ERROR: 0:41: 'length' : no matching overloaded function found ERROR: 0:41: '' : compilation terminated ERROR: 2 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 00000000:00000b20 HWX T N Cull layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (location = 0) in vec3 position; layout (location = 2) in vec3 normal; layout (location = 1) in vec2 texcoord; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (u_depthRange.y >= 1.0) { gl_ClipDistance[0] = outPos.z; } else if (u_depthRange.x + u_depthRange.y <= 65534.0) { gl_ClipDistance[0] = outPos.w - outPos.z; } else { gl_ClipDistance[0] = 0.0; } 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_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001; if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
PES 2014 v1.8.0 2026-04-02 ReadFromHardware: Invalid address 068fb2fc near PC 0886f234 LR 0886f220
Def Jam® Fight For NY™: The Takeover v1.18.1 2026-04-02 sceDmacMemcpy(dest=095c7d80, src=08400000, size=72384): overlapping read
Def Jam® Fight For NY™: The Takeover v1.18.1 2026-04-02 sceDmacMemcpy(dest=09911a80, src=08400000, size=72384): overlapping read
EA-Sports FC Lop-Play v1.9.4 2026-04-02 Unknown GetPointer b1d46544 PC 0884d7b4 LR 0884d7d4
Def Jam® Fight For NY™: The Takeover v1.18.1 2026-04-02 sceDmacMemcpy(dest=09b98dc0, src=08400000, size=72384): overlapping read
eFootball SM - V. v1.10.3 2026-04-02 Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f
Def Jam® Fight For NY™: The Takeover v1.18.1 2026-04-02 sceDmacMemcpy(dest=099b1000, src=08400000, size=177600): overlapping read
SPACE INVADERS Galaxy beat v1.12.3 2026-04-02 sceDmacMemcpy(dest=04110000, src=09bb03c0, size=557056): overlapping read
EA Sports FC 25 T. Bendezu v1.20.2 2026-04-02 PerformMemorySet with invalid range: 041a2980, size -2078024374
FIFA STREET 2 v1.19.3 2026-04-02 sceKernelCreateThread(name=sceATRAC3plus_Library): unsupported attributes 00000006, ignoring
eFootball Chelito 19 v1.16.6 2026-04-02 Can't draw: No current render step. Step count: 0
EA FC 2024 BY SPARTAN JR 11 v1.19.3 2026-04-02 An uneaten prefix at end of block: 0810d43c
PES26 v1.16.6 2026-04-02 Savedata version requested: 3
BEN 10: Protector of Earth v1.10.2 2026-04-02 Unexpected mpeg first timestamp: 6731e2ff20b / 7091497464331
eFootball JOELAND v1.20.3-70-gca0871a7c1 2026-04-02 PerformMemorySet with invalid range: 041d1e00, size -48
Need For Speed™ ProStreet v1.19.3 2026-04-02 __KernelStopThread: thread 395 does not exist (ApctlThread deleted)
Need For Speed™ ProStreet v1.19.3 2026-04-02 __KernelStopThread: thread 395 does not exist (ApctlThread stopped)
FIFA 11 v1.20.3 2026-04-01 Branch in JumpReg delay slot at 098cf314 in block starting at 098cf310
eFootball Lop - Play v1.10.3-1286-gf9e720644 2026-04-01 Error in shader compilation: info: 0:1: L0001: Unknown character '�'(170) 0:1: L0001: Unknown character '�'(174) 0:3: P0001: #endif directive found outside if-section 0:1: L0001: Typename expected, found '�W�' 0:1: L0001: Expected token ';', found 'identifier' thin3d �W� �W�L_ES precision mediump float; #endif #ifdef GL_ES precision lowp float; #endif #if __VERSION__ >= 130 #define varying in #define gl_FragColor fragColor0 out vec4 fragColor0; #endif varying vec4 oColor0; void main() { gl_FragColor = oColor0; }
WWE SmackDown vs. RAW 2011 v1.18.1 2026-04-01 sceDmacMemcpy(dest=041317b0, src=093e8880, size=65552): overlapping read
Dragon Ball Z: Tenkaichi Tag Team v1.19.3 2026-04-01 Branch in Jump delay slot at 09e3a0ac in block starting at 09e30000
eFootball PC - V. v1.7.4 2026-04-01 Unknown GetPointer 2985a9c9 PC 0881c2d8 LR 0881c2e8
Transformers v1.20.3 2026-04-01 __KernelStopThread: thread 849 does not exist (helper deleted)
Transformers v1.20.3 2026-04-01 __KernelStopThread: thread 583 does not exist (helper deleted)
eFootball Chelito 19 v1.20.3 2026-04-01 PerformMemorySet with invalid range: 041a2980, size 164909200
Dragon Ball Z Shin Budokai v1.11.3 2026-04-01 sceDmacMemcpy(dest=04154000, src=08ba4ba0, size=557056): overlapping read
DBZ BUDOKAI TENKAICHI 3 LATINO v1.19.3 2026-04-02 Unexpected module entry size 0
eFootball Chelito 19 v1.20.3 2026-04-01 PerformMemorySet with invalid range: 041d4a80, size -48
eFootball JOELAND v1.11 2026-04-01 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball Lop - Play v1.16.6 2026-04-01 Bad SAS Mix output address: 08b26980, grain=164573936
eFootball Lop - Play v1.11.2 2026-04-01 807f00fd=sceMp3Init(00000000): invalid bitrate v0 l2 rate 0000
eFootball RB - V. v1.9.4 2026-04-01 ReadFromHardware: Invalid address 13981858 near PC 08863d90 LR 08849a58
EFOOTBALL 26 PPSSPP BY SPARTAN v1.20.3 2026-04-01 PerformMemorySet with invalid range: 041a2980, size 1016087030