Recent logs - Resistance: Retribution™

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Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
Resistance: Retribution™ v1.10.3 2020-11-03 1 Unknown GE command : 35fd020c
Resistance: Retribution™ v1.10.3 2020-11-03 1 Unknown GE command : 03012d5e
Resistance: Retribution™ v1.10.3 2020-11-03 1 Unknown GE command : 3532203a
Resistance: Retribution™ v1.4 2021-03-05 2 Unknown GE command : 597f7f7f
Resistance: Retribution™ v1.9.3 2021-10-31 2 JUMP to illegal address 02030690 - ignoring! data=010601
Resistance: Retribution™ v1.10.3 2020-10-31 1 Unknown GE command : 52545f4c
Resistance: Retribution™ v1.10.3 2020-10-29 1 Unknown GE command : 291f3851
Resistance: Retribution™ v1.7.5 2022-03-23 2 Unknown GetPointer 20171f18 PC 08ca31e0 LR 08cd6754
Resistance: Retribution™ v1.10.3 2020-10-27 1 Unknown GE command : fe100000
Resistance: Retribution™ v1.10.3 2020-10-27 1 Unknown GE command : 03161616
Resistance: Retribution™ v1.10.3 2020-10-26 26 80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header
Resistance: Retribution™ v1.12.3-985-g81fcb3cd0 2026-10-14 2,755 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 040dc000 offset: 0 (128x128 stride 128, 5551)
Resistance: Retribution™ v1.10.3 2020-10-20 1 Unknown GE command : 4e212b36
Resistance: Retribution™ v1.10.3 2020-10-20 1 Unknown GE command : fbffb03f
Resistance: Retribution™ v1.10.3 2020-10-20 1 Unknown GE command : ed100000
Resistance: Retribution™ v1.10.3 2020-10-18 1 Unknown GE command : 5af3c520
Resistance: Retribution™ v1.10.3 2020-10-12 1 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167768800
Resistance: Retribution™ v1.10.3 2020-10-06 1 CALL to illegal address 00fffffc - ignoring! data=ffffff
Resistance: Retribution™ v1.10.3 2020-10-06 1 Unknown GE command : 4fe20000
Resistance: Retribution™ v1.8.0 2022-05-20 5 Unknown GetPointer 1b1720c8 PC 08ca31e0 LR 08cd6754
Resistance: Retribution™ v1.10.3 2020-09-16 1 Unknown GE command : 29394c5e
Resistance: Retribution™ v1.10.3 2020-09-11 1 Unknown GE command : 0d0e83c4
Resistance: Retribution™ v1.10.3 2020-09-09 1 Decoding texture from VRAM mirror at 044401c0 swizzle=1
Resistance: Retribution™ v1.10.3 2020-09-09 1 VTYPE with morph used: THRU=1 TC=3 COL=0 POS=0 NRM=0 WT=0 NW=5 IDX=0 MC=2
Resistance: Retribution™ v1.10.3 2020-09-09 1 Unknown GE command : 3406000b
Resistance: Retribution™ v1.10.3 2020-09-09 1 Unknown GE command : d1253646
Resistance: Retribution™ v1.10.3 2020-09-09 1 Unknown GE command : 4ed1d4d6
Resistance: Retribution™ v1.10.3 2020-09-09 1 Unknown GE command : 3915242b
Resistance: Retribution™ v1.9.3 2020-09-08 1 Unknown GE command : 29142e4a
Resistance: Retribution™ v1.10.3 2020-09-08 1 VTYPE with morph used: THRU=1 TC=1 COL=4 POS=3 NRM=2 WT=1 NW=1 IDX=0 MC=2
Resistance: Retribution™ v1.10.3 2020-09-08 1 Unknown GE command : 0d3b6573
Resistance: Retribution™ v1.10.3 2020-09-07 1 Unknown GE command : 39fe0a00
Resistance: Retribution™ v1.15.4 2023-08-01 2 Unknown GE command : 39900002
Resistance: Retribution™ v1.10.3-597-gfcaef648e 2020-09-24 2 AttachFramebufferToEntry(COLOR): Multiple (2) candidate framebuffers. texaddr: 040dc000 offset: 0 (128x128 stride 128, 5551)
Resistance: Retribution™ v1.10.3 2020-09-03 1 CALL to illegal address 02c4b654 - ignoring! data=c76990
Resistance: Retribution™ v1.7.4 2020-11-03 2 Unknown GE command : 29fe020b
Resistance: Retribution™ v1.10.3 2020-09-02 1 Unknown GE command : 34150000
Resistance: Retribution™ v1.8.0 2020-09-02 63 D3D error in shader compilation: info: (101): error X4004: program too complex; there are more active values than registers / code: #pragma warning( disable : 3571 ) float4x4 u_proj : register(c0); float2 u_fogcoef : register(c18); float4 u_matambientalpha : register(c20); float4x3 u_world : register(c11); float4x3 u_view : register(c8); float4 u_uvscaleoffset : register(c17); float3 u_lightpos0 : register(c24); float3 u_lightatt0 : register(c32); float3 u_lightambient0 : register(c48); float3 u_lightdiffuse0 : register(c40); float3 u_lightspecular0 : register(c44); float3 u_lightpos1 : register(c25); float3 u_lightatt1 : register(c33); float3 u_lightambient1 : register(c49); float3 u_lightdiffuse1 : register(c41); float3 u_lightspecular1 : register(c45); float3 u_lightpos2 : register(c26); float3 u_lightatt2 : register(c34); float3 u_lightambient2 : register(c50); float3 u_lightdiffuse2 : register(c42); float3 u_lightspecular2 : register(c46); float3 u_lightpos3 : register(c27); float3 u_lightatt3 : register(c35); float3 u_lightambient3 : register(c51); float3 u_lightdiffuse3 : register(c43); float3 u_lightspecular3 : register(c47); float4 u_ambient : register(c19); float3 u_matdiffuse : register(c21); float4 u_matspecular : register(c22); float3 u_matemissive : register(c23); float4 u_cullRangeMin : register(c80); float4 u_cullRangeMax : register(c81); struct VS_IN { float2 texcoord : TEXCOORD0; float4 color0 : COLOR0; float3 normal : NORMAL; float3 position : POSITION; }; struct VS_OUT { float3 v_texcoord : TEXCOORD0; float4 v_color0 : COLOR0; float3 v_color1 : COLOR1; float v_fogdepth: TEXCOORD1; float4 gl_Position : POSITION; }; VS_OUT main(VS_IN In) { VS_OUT Out; float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world); float3 worldnormal = normalize(mul(float4(In.normal, 0.0), u_world)); float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0); float4 outPos = mul(viewPos, u_proj); float4 lightSum0 = u_ambient * In.color0 + float4(u_matemissive, 0.0); float3 lightSum1 = 0; float3 toLight; float3 diffuse; float distance; float lightScale; float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, float3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + float3(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 * In.color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, float3(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 + float3(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 * In.color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, float3(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 + float3(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_light
Resistance: Retribution™ v1.6.3-432-gfd6c3145d 2025-05-13 6 VTYPE with morph used: THRU=0 TC=0 COL=1 POS=0 NRM=0 WT=0 NW=5 IDX=0 MC=2
Resistance: Retribution™ v1.6.3-432-gfd6c3145d 2021-03-29 2 Unknown GE command : 34050000
Resistance: Retribution™ v1.10.3 2020-08-31 1 Unknown GE command : 0d0a3d75
Resistance: Retribution™ v1.10.3 2020-08-25 1 Unknown GE command : ed57cfcc
Resistance: Retribution™ v1.11.3 2021-03-09 8 ReadFromHardware: Invalid address 2c170d90 near PC 08ca275c LR 08ca275c
Resistance: Retribution™ v1.11.3 2021-03-09 9 Unknown GetPointer 26170568 PC 08cd674c LR 08cd6754
Resistance: Retribution™ v1.16.1 2024-02-26 9 ReadFromHardware: Invalid address 26170568 near PC 08c891d8 LR 08ca1a84
Resistance: Retribution™ v1.16.1 2024-02-26 10 WriteToHardware: Invalid address 0000000c near PC 08c891d8 LR 08ca2aac
Resistance: Retribution™ v1.11.3 2024-06-27 10 Unknown GetPointer 00000000 PC 088041f4 LR 08000030
Resistance: Retribution™ v1.10.3 2020-08-21 1 Unknown GE command : 03990000
Resistance: Retribution™ v1.10.3 2020-08-21 1 Unknown GE command : fc6680a7
Resistance: Retribution™ v1.10.3 2020-08-21 1 Unknown GE command : 0d3b7d0a
Resistance: Retribution™ v1.10.3 2020-08-17 1 Error in shader program link: info: Vertex info ----------- (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 fs: 00000000:00a00802 Tex LM Fog 2x TFuncMod #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out 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; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01310055:00020b1d HWX C T N LM Fog Tex UVEnv Light: 0: c:1 t:1 1: c:1 t:1 MatUp:1 #version 330 #define lowp #define mediump #define highp in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; 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); 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 * 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 * lightScale; } 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 * 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; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal))) * 0.5, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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_cullRan
Resistance: Retribution™ v1.10.3 2020-08-17 1 Error in shader program link: info: Vertex info ----------- (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 fs: 00010000:0080d022 Tex TexAlpha 2x TFuncMod AlphaTest > #version 330 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; 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; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; fragColor0 = v; } vs: 00000000:00020b18 HWX C T N Tex UVEnv 0: c:0 t:0 #version 330 #define lowp #define mediump #define highp in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (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; v_color0 = color0; v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal))) * 0.5, 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 = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Resistance: Retribution™ v1.10.3 2020-08-17 1 Error in shader program link: info: Vertex info ----------- (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 fs: 00000000:00800002 Tex 2x TFuncMod #version 330 #define lowp #define mediump #define highp 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); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); fragColor0 = v; } vs: 00000000:00020b18 HWX C T N Tex UVEnv 0: c:0 t:0 #version 330 #define lowp #define mediump #define highp in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (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; v_color0 = color0; v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal))) * 0.5, 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 = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Resistance: Retribution™ v1.10.3 2020-08-17 1 Unknown GE command : 030f0f0f
Resistance: Retribution™ v1.8.0 2020-08-16 2 Branch in RSRTComp delay slot at 041adfe4 in block starting at 041adc58
Resistance: Retribution™ v1.9.3 2020-08-16 5 Jump to invalid address: 0ffffffc
Resistance: Retribution™ v1.9.3 2020-08-16 3 Jump to invalid address: 0289a4fc
Resistance: Retribution™ v1.9.3 2020-08-16 3 Jump to invalid address: 0f9827a0
Resistance: Retribution™ v1.5.4 2020-08-15 1 VTYPE with morph used: THRU=0 TC=2 COL=4 POS=0 NRM=0 WT=0 NW=1 IDX=0 MC=5
Resistance: Retribution™ v1.10.3 2020-08-07 1 Unknown GE command : 11113357
Resistance: Retribution™ v1.5.4 2020-08-04 1 Unknown GE command : 0303438b
Resistance: Retribution™ v1.10.3 2020-08-03 1 Unknown GE command : 4ffa3000
Resistance: Retribution™ v1.10.3 2020-08-03 1 Unknown GE command : 0303448e
Resistance: Retribution™ v1.12.3-599-geee62849f 2022-10-08 9 Unknown GetPointer 26171f18 PC 08ca31e0 LR 08cd6754
Resistance: Retribution™ v1.9.4 2021-03-09 2 Jump to invalid address: 03b740d0
Resistance: Retribution™ v1.7.5 2020-08-01 2 Jump to invalid address: 03b745d0
Resistance: Retribution™ v1.9.4 2021-03-09 2 Jump to invalid address: 033a1610
Resistance: Retribution™ v1.9.4 2021-03-09 2 Jump to invalid address: 03b264a0
Resistance: Retribution™ v1.9.4 2021-03-09 4 Jump to invalid address: 033a1470
Resistance: Retribution™ v1.9.4 2021-03-09 2 Jump to invalid address: 033a1340
Resistance: Retribution™ v1.9.4 2021-03-09 3 Jump to invalid address: 03b74210
Resistance: Retribution™ v1.7.5 2020-08-01 2 Jump to invalid address: 03b74510
Resistance: Retribution™ v1.9.4 2021-03-09 3 Jump to invalid address: 03b744d0
Resistance: Retribution™ v1.7.5 2020-08-01 2 Jump to invalid address: 03b74110
Resistance: Retribution™ v1.7.5 2020-08-01 2 Jump to invalid address: 03b74650
Resistance: Retribution™ v1.9.4 2021-03-09 4 Jump to invalid address: 03b74450
Resistance: Retribution™ v1.9.4 2021-03-09 2 Jump to invalid address: 033a0e40
Resistance: Retribution™ v1.9.4 2021-03-09 3 Jump to invalid address: 03b741d0
Resistance: Retribution™ v1.7.5 2020-08-01 1 Jump to invalid address: 03b74790
Resistance: Retribution™ v1.7.5 2020-08-01 1 Jump to invalid address: 03b74750
Resistance: Retribution™ v1.9.4 2023-05-13 3 Jump to invalid address: 033a0d10
Resistance: Retribution™ v1.9.4 2021-03-09 4 Jump to invalid address: 03b74350
Resistance: Retribution™ v1.7.5 2020-08-01 2 Jump to invalid address: 03b74490
Resistance: Retribution™ v1.9.4 2021-03-09 4 Jump to invalid address: 03b74310
Resistance: Retribution™ v1.7.5 2020-08-01 1 Jump to invalid address: 03b74690
Resistance: Retribution™ v1.7.5 2020-08-01 2 Jump to invalid address: 03b74390
Resistance: Retribution™ v1.7.5 2020-08-01 2 Jump to invalid address: 03b74610
Resistance: Retribution™ v1.9.4 2021-03-09 4 Jump to invalid address: 03b74190
Resistance: Retribution™ v1.7.5 2020-08-01 2 Jump to invalid address: 03b74590
Resistance: Retribution™ v1.7.5 2020-08-01 2 Jump to invalid address: 03b74250
Resistance: Retribution™ v1.7.5 2020-08-01 2 Jump to invalid address: 03b742d0
Resistance: Retribution™ v1.9.4 2021-03-09 2 Jump to invalid address: 03775be0
Resistance: Retribution™ v1.7.5 2020-08-01 2 Jump to invalid address: 03b74410
Resistance: Retribution™ v1.7.5 2020-08-01 2 Jump to invalid address: 03b74550
Resistance: Retribution™ v1.9.4 2023-05-13 3 Jump to invalid address: 033a0a20
Resistance: Retribution™ v1.7.5 2020-08-01 1 Jump to invalid address: 03b748d0
Resistance: Retribution™ v1.9.4 2021-03-09 4 Jump to invalid address: 03b743d0
Resistance: Retribution™ v1.9.4 2021-03-09 3 Jump to invalid address: 03b74150
Resistance: Retribution™ v1.7.5 2020-08-01 2 Jump to invalid address: 03b74910
Resistance: Retribution™ v1.7.5 2020-08-01 1 Jump to invalid address: 03b74890

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