Recent logs - SOCOM: U.S. Navy SEALs Fireteam Bravo 3

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SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-05 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 r6p0-00dev0 [Revision 96995]. 01f35551:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 lowp vec3 v_color1; varying mediump vec3 v_texcoord; 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); vec4 outPos = 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; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.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 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } 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
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-05 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 r6p0-00dev0 [Revision 96995]. 01f15551:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 #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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); vec4 outPos = 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; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } 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 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } 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_light
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-11-05 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 r6p0-00dev0 [Revision 96995]. 01f35551:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); vec4 outPos = 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; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.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 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } 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*dis
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-10-26 Video out requested, not supported: mode=0 size=0,0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.8.0 2020-10-11 sceDmacMemcpy(dest=08e549a0, src=08e63da0, size=9184): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-10-10 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]. 01f35551:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 lowp vec3 v_color1; varying mediump vec3 v_texcoord; 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); vec4 outPos = 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; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.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 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot * lightScale; } 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } 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(l
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-22 sceKernelLoadModule: unsupported options size=00000014, flags=08a87160, pos=0, access=1, data=2, text=2
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-22 sceKernelLoadModule: unsupported options size=00000014, flags=08b8c790, pos=0, access=1, data=1, text=1
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-22 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-20 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5550, pos=0, access=1, data=2, text=2
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 Unknown syscall in known module 'sceNpService': 0xa670d3a3
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 Unknown syscall in known module 'sceNpService': 0xa01443aa
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 Unknown syscall in known module 'sceNpService': 0x90e4db6a
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 Unknown syscall in known module 'sceNpService': 0x78802d5f
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 Unknown syscall in known module 'sceNpService': 0x5494274b
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 Unknown syscall in known module 'sceNpService': 0x506c318d
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 Unknown syscall in known module 'sceNpService': 0x1da3e950
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-04 Unknown syscall in known module 'sceNpService': 0x168b8de5
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-02 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8448): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-09-01 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8336): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-08-28 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=9120): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-08-24 ReadFromHardware: Invalid address 72616c61 near PC 72616c61 LR 08a778e4
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-08-24 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-10-12 Jump to invalid address: 029de3d0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-10-14 Unimplemented HLE function sceNetApctlGetState
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-10-14 Unimplemented HLE function sceNetApctlGetInfo
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-08-06 sceDmacMemcpy(dest=08f66230, src=08f60170, size=15168): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-08-05 sceDmacMemcpy(dest=040ffc30, src=08627f60, size=16384): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-07-17 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 r8p0-00dev0 [Revision 96995]. 01f35515:00000b19 HWX C T N LM Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 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 mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 lowp vec3 v_color1; varying mediump vec3 v_texcoord; 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); vec4 outPos = 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; 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } 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
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.2 2020-07-16 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8352): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2020-10-15 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8656): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.2 2020-07-13 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=9168): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-07-12 sceDmacMemcpy(dest=08e549a0, src=08e63da0, size=8208): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-06-30 sceDmacMemcpy(dest=08e549a0, src=08e63da0, size=8528): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-06-21 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=9008): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-06-14 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8560): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-10-15 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8416): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-05-24 WriteToHardware: Invalid address 000001f0 near PC 08000000 LR 08000000
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-05-21 WriteToHardware: Invalid address 00000588 near PC 08ad5834 LR 08ad5834
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-05-21 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8800): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.3-736-gb94260715 2020-05-10 Unknown syscall in known module 'ThreadManForKernel': 0xc07bb470
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.3-736-gb94260715 2020-05-10 Unknown syscall in known module 'ThreadManForKernel': 0x9fa03cd3
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.3-736-gb94260715 2020-05-10 Unknown syscall in known module 'ThreadManForKernel': 0x812346e4
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.3-736-gb94260715 2020-05-10 Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.3-736-gb94260715 2020-05-10 Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.3-736-gb94260715 2020-05-10 Unknown syscall in known module 'ThreadManForKernel': 0x623ae665
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.3-736-gb94260715 2020-05-10 Unknown syscall in known module 'ThreadManForKernel': 0x55c20a00
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.3-736-gb94260715 2020-05-10 Unknown syscall in known module 'ThreadManForKernel': 0x4e3a1105
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.3-736-gb94260715 2020-05-10 Unknown syscall in known module 'ThreadManForKernel': 0x402fcf22
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.3-736-gb94260715 2020-05-10 Unknown syscall in known module 'ThreadManForKernel': 0x3f53e640
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.3-736-gb94260715 2020-05-10 Unknown syscall in known module 'ThreadManForKernel': 0x383f7bcc
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.3-736-gb94260715 2020-05-10 Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.3-736-gb94260715 2020-05-10 Unknown syscall in known module 'ThreadManForKernel': 0x30fd48f0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.3-736-gb94260715 2020-05-10 Unknown syscall in known module 'ThreadManForKernel': 0x28b6489c
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.3-736-gb94260715 2020-05-10 Unknown syscall in known module 'ThreadManForKernel': 0x1fb15a32
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.3-736-gb94260715 2020-05-10 Unknown syscall in known module 'SysclibForKernel': 0x7dee14de
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.3-736-gb94260715 2020-05-10 Unknown syscall in known module 'SysclibForKernel': 0x7ab35214
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.3-736-gb94260715 2020-05-10 Unknown syscall in known module 'SysclibForKernel': 0x5e8e5f42
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.3-736-gb94260715 2020-05-10 Unimplemented HLE function Kprintf
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-05-06 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8576): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-04-30 sceDmacMemcpy(dest=08e549a0, src=08e645a0, size=8928): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.8.0 2020-04-29 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8896): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-10-15 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8736): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-04-05 sceDmacMemcpy(dest=08e549a0, src=08e645a0, size=8560): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-09-11 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8400): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-05-21 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8512): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-03-21 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8640): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-04-23 sceDmacMemcpy(dest=04174000, src=09060e80, size=65536): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-10-13 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8752): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2019-12-24 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8816): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2019-11-07 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 r6p0-01rel1 [Revision 96995]. 01f35515:00000b19 HWX C T N LM Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 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 mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 lowp vec3 v_color1; varying mediump vec3 v_texcoord; 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); vec4 outPos = 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; 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } 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
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2019-11-06 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p0-00rel0 [Revision 96995]. 01f35515:00000b19 HWX C T N LM Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 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 mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 lowp vec3 v_color1; varying mediump vec3 v_texcoord; 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); vec4 outPos = 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; 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } 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(l
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.2 2019-10-07 Unknown GetPointer 00000000 PC 0881ff90 LR 0881ff90
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.2 2019-10-06 ReadFromHardware: Invalid address 712bf92c near PC 712bf92c LR 08a77940
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-03-25 ReadFromHardware: Invalid address 27bdfff0 near PC 27bdfff0 LR 0881fea8
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.2 2019-10-05 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8384): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-04-21 sceDmacMemcpy(dest=09d81c60, src=09939a30, size=249760): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2019-11-07 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8368): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.8.0 2019-08-24 Unknown GetPointer 1616d615 PC 08bb85a0 LR 08bb85bc
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2019-11-07 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=9184): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-09-20 Unknown GetPointer 00000000 PC 08000000 LR 08000000
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.8.0 2019-08-28 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8976): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.8.0 2020-10-12 Jump to invalid address: 024aa2d0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-07-12 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8432): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-07-12 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8256): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.7.5 2019-06-07 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8880): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.8.0 2019-06-04 WriteToHardware: Invalid address 00000c10 near PC 08ad5834 LR 08ad5834
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.8.0 2019-05-23 sceDmacMemcpy(dest=09c0aa80, src=09c03760, size=19888): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-08-01 Unknown GetPointer 00000000 PC 08aeca24 LR 08aeca24
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.7.5 2020-11-11 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8608): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.6.2 2020-07-18 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8688): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.8.0 2019-04-12 Texture cache ran out of GPU memory; switching to low memory mode
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.8.0 2020-10-27 Unknown GetPointer 00000000 PC 088048a0 LR 08000030
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-11-30 Render to area containing texture at 040cc000 +0x128
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-12-01 Render to texture with incompatible formats 5 != 1 at 04044000
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.7.5 2019-03-13 sceDmacMemcpy(dest=08e549a0, src=08e62da0, size=9152): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.7.5 2019-03-01 sceDmacMemcpy(dest=08e549a0, src=08e639a0, size=8576): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.8.0 2019-08-24 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8832): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.7.2 2019-02-11 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8784): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2020-10-24 Render to texture with different formats 3 != 1