Recent logs - RESISTANCE® ~報復の刻~

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Game title Version Latest Report Message
RESISTANCE® ~報復の刻~ v1.12.3 2022-01-22 Could not setup streams, unexpected stream count: 28718
RESISTANCE® ~報復の刻~ v1.12.3 2022-01-19 Unknown GetPointer 25f14d10 PC 0888e5d8 LR 08bfb8e4
RESISTANCE® ~報復の刻~ v1.9.0 2022-01-18 Unknown GE command : 29fe020b
RESISTANCE® ~報復の刻~ v1.9.0 2022-01-18 Bad vertex address 02c20d94!
RESISTANCE® ~報復の刻~ v1.9.0 2022-01-18 Vertices without position found: (03134275) P: s8 N: f C: 5551 T: u8 W: u8 (6x) Morph: 5 (size: 140)
RESISTANCE® ~報復の刻~ v1.9.0 2022-01-18 VTYPE with morph used: THRU=0 TC=1 COL=5 POS=0 NRM=3 WT=1 NW=6 IDX=0 MC=5
RESISTANCE® ~報復の刻~ v1.9.0 2022-01-18 Unknown GE command : 11154375
RESISTANCE® ~報復の刻~ v1.12.3 2022-01-18 Unknown GetPointer 28984298 PC 08ca31e0 LR 08cd6754
RESISTANCE® ~報復の刻~ v1.12.3 2022-01-16 Unknown GetPointer 281bd638 PC 08ca31e0 LR 08cd6754
RESISTANCE® ~報復の刻~ v1.12.3 2022-01-15 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]. 01f15551:00000b3d 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 Cull #version 100 // Mali-400 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 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; 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); lowp vec3 lightSum1 = splat3(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 * ligh
RESISTANCE® ~報復の刻~ v1.12.3 2022-01-15 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]. 01700551:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 Cull #version 100 // Mali-400 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 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 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; 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); lowp vec3 lightSum1 = splat3(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 * 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); 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 * 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); 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 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = c
RESISTANCE® ~報復の刻~ v1.12.3 2022-01-15 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]. 01710551:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull #version 100 // Mali-400 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 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 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; 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); lowp vec3 lightSum1 = splat3(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; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texco
RESISTANCE® ~報復の刻~ v1.12.3 2022-01-15 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]. 01710551:00000b35 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull #version 100 // Mali-400 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 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 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; 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); lowp vec3 lightSum1 = splat3(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 * 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); 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 * 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); 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 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1
RESISTANCE® ~報復の刻~ v1.12.3 2022-01-12 Unknown GetPointer 0c170ed8 PC 08cd674c LR 08cd6754
RESISTANCE® ~報復の刻~ v1.12.3 2022-01-12 ReadFromHardware: Invalid address 0c170ed8 near PC 08b52814 LR 08ca1a84
RESISTANCE® ~報復の刻~ v1.12.3 2022-01-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145851408
RESISTANCE® ~報復の刻~ v1.12.3 2022-01-05 Unexpected mpeg first timestamp: 100000549f / 68719498399
RESISTANCE® ~報復の刻~ v1.12.3 2022-01-05 Could not setup streams, unexpected stream count: 4133
RESISTANCE® ~報復の刻~ v1.12.3 2022-01-05 Unexpected mpeg first timestamp: 1000004422 / 68719494178
RESISTANCE® ~報復の刻~ v1.12.3 2022-01-03 Unexpected mpeg first timestamp: b1c94090000 / 12217370607616
RESISTANCE® ~報復の刻~ v1.12.3 2022-01-01 Unexpected mpeg first timestamp: c0a11090000 / 13237375008768
RESISTANCE® ~報復の刻~ v1.12.3-477-g285106588 2021-12-29 WriteToHardware: Invalid address 00000010 near PC 08cd4300 LR 08cd4038
RESISTANCE® ~報復の刻~ v1.9.0 2021-12-24 Bad vertex address 0c898915!
RESISTANCE® ~報復の刻~ v1.9.0 2021-12-24 Bad bounding box data: 3d3d3d
RESISTANCE® ~報復の刻~ v1.9.0 2021-12-24 Unknown GE command : 4e3d3d3d
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-20 Could not setup streams, unexpected stream count: 49558
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-20 Unexpected mpeg first timestamp: 100000a4ed / 68719518957
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-20 Unexpected mpeg first timestamp: 100000d465 / 68719531109
RESISTANCE® ~報復の刻~ v1.11.3 2021-12-19 Unexpected mpeg first timestamp: 1f37d3fa27f / 2145290003071
RESISTANCE® ~報復の刻~ v1.11.3 2021-12-19 Could not setup streams, unexpected stream count: 41255
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-18 sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-18 sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=1, text=1
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-18 sceKernelLoadModule: unsupported options size=00000014, flags=08cacbd0, pos=0, access=1, data=2, text=2
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-18 Could not setup streams, unexpected stream count: 2443
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-18 Unexpected mpeg first timestamp: 1000009404 / 68719514628
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-18 Unknown GE command : 4f0b1833
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-18 Unexpected mpeg first timestamp: f9ed3090000 / 17174819831808
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-18 Unexpected mpeg first timestamp: aa70f090000 / 11712628064256
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-18 Could not setup streams, unexpected stream count: 49287
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-16 80631003=sceAtracSetAA3DataAndGetID(08fff240, 0000c800, 00f6d000, 09fcc9b8[ffffffff]): invalid ea3 magic bytes
RESISTANCE® ~報復の刻~ v1.9.4 2021-12-14 Unknown GE command : 35242f3c
RESISTANCE® ~報復の刻~ v1.9.4 2021-12-14 Unknown GE command : 111c252f
RESISTANCE® ~報復の刻~ v1.9.4 2021-12-14 Unknown GE command : 34324152
RESISTANCE® ~報復の刻~ v1.9.4 2021-12-11 Unknown GE command : 34232e3a
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-11 sceDmacMemcpy(dest=04000000, src=09c85470, size=557056): overlapping read
RESISTANCE® ~報復の刻~ v1.9.4 2021-12-09 Unexpected mpeg first timestamp: 100000a436 / 68719518774
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-09 Unknown GE command : b73d3d3d
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-09 80631003=sceAtracSetAA3DataAndGetID(09c23240, 00002800, 00000000, 09fbc9b8[ffffffff]): invalid ea3 magic bytes
RESISTANCE® ~報復の刻~ v1.9.0 2021-12-08 Bad bounding box data: 2838fd
RESISTANCE® ~報復の刻~ v1.9.0 2021-12-08 BJUMP to illegal address 0e93f8a0 - ignoring! data=63aca0
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-08 Could not setup streams, unexpected stream count: 28828
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-08 Unexpected mpeg first timestamp: 1000002425 / 68719485989
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-08 Could not setup streams, unexpected stream count: 57600
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-06 Unknown GetPointer 2716f238 PC 08cd674c LR 08cd6754
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-06 Unknown GetPointer 26d60c88 PC 08cd674c LR 08cd6754
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-06 Could not setup streams, unexpected stream count: 4213
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-06 Unexpected mpeg first timestamp: 100000742a / 68719506474
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-05 Unknown GetPointer 26151288 PC 08cd674c LR 08cd6754
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-02 BlockTransfer: Bad source transfer address 00a29da0!
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-02 Unknown GE command : 35040b17
RESISTANCE® ~報復の刻~ v1.12.3 2021-12-02 Unknown GetPointer 0b9f05c8 PC 08ca31e0 LR 08cd6754
RESISTANCE® ~報復の刻~ v1.12.3 2021-11-29 __KernelStopThread: thread 658 does not exist
RESISTANCE® ~報復の刻~ v1.12.3 2021-11-29 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=2, text=2
RESISTANCE® ~報復の刻~ v1.12.3 2021-11-27 Unknown GetPointer 261705f8 PC 08b52814 LR 08cd6754
RESISTANCE® ~報復の刻~ v1.12.3 2021-11-22 Unknown GetPointer 1b171fd8 PC 08b52814 LR 08cd6754
RESISTANCE® ~報復の刻~ v1.8.0 2021-11-22 Unknown GetPointer 21171df8 PC 08b52814 LR 08cd6754
RESISTANCE® ~報復の刻~ v1.8.0 2021-11-22 Jump to invalid address: 03b74950
RESISTANCE® ~報復の刻~ v1.8.0 2021-11-22 Jump to invalid address: 03b748d0
RESISTANCE® ~報復の刻~ v1.8.0 2021-11-22 Jump to invalid address: 03b74810
RESISTANCE® ~報復の刻~ v1.8.0 2021-11-22 Jump to invalid address: 03b74890
RESISTANCE® ~報復の刻~ v1.8.0 2021-11-22 Unexpected mpeg first timestamp: 12611094b49 / 1263006206793
RESISTANCE® ~報復の刻~ v1.12.3 2021-11-21 __KernelStopThread: thread 430 does not exist
RESISTANCE® ~報復の刻~ v1.12.3 2021-11-21 Unexpected mpeg first timestamp: b0e09090000 / 12154909032448
RESISTANCE® ~報復の刻~ v1.9.0 2021-11-19 Bad vertex address 01fa7d74!
RESISTANCE® ~報復の刻~ v1.9.0 2021-11-19 Unknown GE command : 110d325b
RESISTANCE® ~報復の刻~ v1.12.3 2021-11-18 Unknown GetPointer 139b9208 PC 08b52814 LR 08cd6754
RESISTANCE® ~報復の刻~ v1.12.3 2021-11-16 Could not setup streams, unexpected stream count: 49237
RESISTANCE® ~報復の刻~ v1.12.3 2022-01-22 Unexpected mpeg first timestamp: 100000145f / 68719481951
RESISTANCE® ~報復の刻~ v1.12.3 2021-11-16 Unknown GetPointer 281091c8 PC 08ca31e0 LR 08cd6754
RESISTANCE® ~報復の刻~ v1.12.3 2021-11-16 Unknown GetPointer 27fca488 PC 08be51dc LR 08cd6754
RESISTANCE® ~報復の刻~ v1.12.3 2021-11-10 Could not setup streams, unexpected stream count: 20586
RESISTANCE® ~報復の刻~ v1.12.3 2021-11-10 Unknown GetPointer 0e7b8458 PC 08ca31e0 LR 08cd6754
RESISTANCE® ~報復の刻~ v1.12.3 2021-11-07 Bad bounding box data: 000073
RESISTANCE® ~報復の刻~ v1.12.3 2021-11-07 Unknown GE command : fa3d4552
RESISTANCE® ~報復の刻~ v1.12.3 2021-11-07 Unknown GetPointer 284124b8 PC 08cd674c LR 08cd6754
RESISTANCE® ~報復の刻~ v1.12.3 2021-11-05 Unknown GE command : 34394f63
RESISTANCE® ~報復の刻~ v1.12.3 2021-11-01 Unknown GetPointer 263f2938 PC 08be51dc LR 08cd6754
RESISTANCE® ~報復の刻~ v1.4.2-425-g7a7ccee5e 2021-11-01 Unsupported alpha/stencil mask: 9e
RESISTANCE® ~報復の刻~ v1.4.2-425-g7a7ccee5e 2021-10-31 Unknown GE command : 03022d5e
RESISTANCE® ~報復の刻~ v1.11.3 2021-10-24 Unknown GetPointer 26385138 PC 08c3899c LR 08cd6754
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)