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

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SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.15.4 2025-08-20 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]. 01f05551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f05551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 Cull 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_depthRange; 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); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) {
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.4.2-425-g7a7ccee5e 2025-08-09 sceDmacMemcpy(dest=04174000, src=0902d990, size=65536): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.13.2 2025-08-03 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 r10p0-00rel0 [Revision 96995]. 01f35551:00000b39 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 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_depthRange; 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; 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 * 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)
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.13.2 2025-08-03 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 r10p0-00rel0 [Revision 96995]. 01730551:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3 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 vec4 u_matspecular; uniform lowp vec3 u_matemissive; 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; 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 * 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; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.13.2 2025-08-03 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 r10p0-00rel0 [Revision 96995]. 01f35155:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:1 t:1 MatUp:3 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 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 vec3 u_lightpos2; 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_depthRange; 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 - 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 - 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; ldot = dot(toLight, worldnormal); 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_matspec
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-07-26 ReadFromHardware: Invalid address 000000dc near PC 0897ec00 LR 0898a5ac
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.4.2-425-g7a7ccee5e 2025-07-17 Error in shader program link: info: The fragment shader uses varying v_texcoord, but previous shader does not write to it. / fs: #version 130 #define lowp #define mediump #define highp uniform sampler2D tex; uniform vec3 u_texenv; varying vec4 v_color0; varying mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a); fragColor0 = v; } / vs: #version 130 #define lowp #define mediump #define highp attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.11.3 2025-07-15 sceDmacMemcpy(dest=08e213d0, src=08e2f3d0, size=8768): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.11.3 2025-07-15 sceDmacMemcpy(dest=08e213d0, src=08e2f3d0, size=9024): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-07-09 sceDmacMemcpy(dest=08747530, src=09953a60, size=8288): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.4.2-425-g7a7ccee5e 2025-07-09 Error in shader program link: info: The fragment shader uses varying v_texcoord, but previous shader does not write to it. / fs: #version 130 #define lowp #define mediump #define highp uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(p.rgb + t.rgb, p.a); fragColor0 = v; } / vs: #version 130 #define lowp #define mediump #define highp attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.4.2-425-g7a7ccee5e 2025-07-09 Error in shader program link: info: The fragment shader uses varying v_color1, but previous shader does not write to it. / fs: #version 130 #define lowp #define mediump #define highp varying vec4 v_color0; varying vec3 v_color1; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } / vs: #version 130 #define lowp #define mediump #define highp attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.19.2 2025-07-05 Branch in Jump delay slot at 09b0fb60 in block starting at 09b0fb50
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.3 2025-06-21 sceDmacMemcpy(dest=08774250, src=09a384f0, size=8288): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-06-20 sceDmacMemcpy(dest=08e214b0, src=08e2f4b0, size=9568): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.19.1 2025-06-14 __KernelStopThread: thread 542 does not exist (ApctlThread deleted)
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.11.3 2025-06-07 80630011=sceAtracSetHalfwayBufferAndGetID(08bff040, 00000000, 00040000): buffer too small
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-06-04 Branch in Jump delay slot at 09b10944 in block starting at 09b10550
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-06-04 Branch in Jump delay slot at 09b10954 in block starting at 09b10550
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-06-04 Branch in Jump delay slot at 09b10950 in block starting at 09b10550
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-06-04 Branch in Jump delay slot at 09b10958 in block starting at 09b10550
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-06-04 Branch in Jump delay slot at 09b10948 in block starting at 09b10550
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-06-04 Branch in Jump delay slot at 09b10940 in block starting at 09b10550
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-06-04 Branch in RSRTComp delay slot at 09b109b8 in block starting at 09b10550
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-06-04 Branch in Jump delay slot at 09b1095c in block starting at 09b10550
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-06-04 Branch in Jump delay slot at 09b10964 in block starting at 09b10550
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-06-04 Branch in Jump delay slot at 09b108a0 in block starting at 09b10550
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-06-04 Branch in Jump delay slot at 09b1094c in block starting at 09b10550
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-06-04 Branch in Jump delay slot at 09b10960 in block starting at 09b10550
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.12.3 2025-06-04 80630006=sceAtracSetHalfwayBuffer(0, 08dfbfd0, 00001c20, 00010000): invalid RIFF header
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.12.3 2025-06-04 80630006=sceAtracSetHalfwayBuffer(0, 08dfbfd0, 00008000, 00010000): invalid RIFF header
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-31 sceDmacMemcpy(dest=08647790, src=0953b0b0, size=12640): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-29 sceDmacMemcpy(dest=085c77e0, src=08f26810, size=8608): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2025-05-05 sceDmacMemcpy(dest=08e214b0, src=08e304b0, size=8736): overlapping read
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Branch in Jump delay slot at 09ac7504 in block starting at 09ac6ef0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Jump to invalid address: 06b255f0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Jump to invalid address: 06b1dfc0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Branch in Jump delay slot at 09ac7510 in block starting at 09ac6ef0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Branch in Jump delay slot at 09ac750c in block starting at 09ac6ef0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Jump to invalid address: 06b1eb00
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Jump to invalid address: 06b1da80
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Branch in Jump delay slot at 09ac7514 in block starting at 09ac6ef0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 MIPSCompileOp: Invalid instruction 412402ad
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Jump to invalid address: 06b25600
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Jump to invalid address: 06b1d500
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Jump to invalid address: 06b25840
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Jump to invalid address: 06b29c80
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Jump to invalid address: 06b21bc0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Jump to invalid address: 06b21d40
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 MIPSCompileOp: Invalid instruction 40400000
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Jump to invalid address: 0326afe0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Jump to invalid address: 06b1e740
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Jump to invalid address: 06b1db00
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Jump to invalid address: 06b1eec0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Branch in Jump delay slot at 09ac744c in block starting at 09ac6ef0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Jump to invalid address: 06b29e40
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Branch in Jump delay slot at 09ac7568 in block starting at 09ac6ef0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Jump to invalid address: 032d19b0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Jump to invalid address: 06b1e480
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Jump to invalid address: 06b217c0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 MIPSCompileOp: Invalid instruction 01a64054
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Jump to invalid address: 06990140
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Jump to invalid address: 06b20840
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-05-01 Jump to invalid address: 06b1d240
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp 69fd32d7 failed
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 ReadFromHardware: Invalid address ffff93a4 near PC 09c46a28 LR 09c469d0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction 9de21e45
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction 07f476fb
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 An uneaten prefix at end of block: 09c469f0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 WriteToHardware: Invalid address ffffa727 near PC 09c469f8 LR 09c469d0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 Write mask used with vfpu matrix instruction.
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction 7eb413fd
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 Branch in RSZeroComp delay slot at 09c46a68 in block starting at 09c46a64
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction 7f03c718
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction b63390a6
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction b232b233
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction b233b632
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction b633b232
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction b233b633
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction b2338442
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction b63294c7
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction b6339908
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction b633b233
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction b213b233
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction b2338863
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction b233adf0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction b632adf0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction 9d4b94e7
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction b233b233
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction b233b232
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction b212b233
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction b212b232
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction b2328000
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction b232b632
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction b632b212
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction b632b232
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction b21290a6
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction b632b632
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 MIPSCompileOp: Invalid instruction b232b232
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.18.1 2025-04-27 Branch in branch delay slot at 09c479c8 with different target