Recent logs - Disney•Pixar Cars 2

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Disney•Pixar Cars 2 v1.10.3 2021-05-17 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 r6p1-01rel0 [Revision 96995]. 01f05555:00000305 HWX N LM Fog Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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 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 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 * u_matambientalpha + 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 * u_matambientalpha.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 * 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; toLight = u_lightpos3 - world
Disney•Pixar Cars 2 v1.10.3 2021-05-17 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 r6p1-01rel0 [Revision 96995]. 01f05955:00000b11 HWX T N LM Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:2 3: c:1 t:1 #version 100 precision highp float; 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 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 mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 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 * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; 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 * u_matambientalpha.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 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(
Disney•Pixar Cars 2 v1.10.3 2021-05-17 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 r6p1-01rel0 [Revision 96995]. 01f25955:00000b19 HWX C T N LM Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:2 3: c:1 t:1 MatUp:2 #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 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; 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 * u_matambientalpha.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 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(
Disney•Pixar Cars 2 v1.11.3 2021-05-17 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 r4p0-00rel0 [Revision 96995]. 01f25595:00000b39 HWX C T N LM Tex Light: 0: c:1 t:1 1: c:1 t:2 2: c:1 t:1 3: c:1 t:1 MatUp:2 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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; lowp float angle; 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 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } 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 * 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*
Disney•Pixar Cars 2 v1.11.3 2021-05-06 sceDmacMemcpy(dest=08400000, src=09c2a4a0, size=32768): overlapping read
Disney•Pixar Cars 2 v1.11.3 2021-05-06 WriteToHardware: Invalid address 000000b0 near PC 08000000 LR 08000000
Disney•Pixar Cars 2 v1.11.3 2021-05-03 FBO created from existing depthbuffer as color, 04088000/00000000 and 04154000/04088000
Disney•Pixar Cars 2 v1.11.3 2021-05-03 FBO created from existing depthbuffer as color, 04088000/00000000 and 041dc000/04088000
Disney•Pixar Cars 2 v1.11.3 2021-05-03 FBO created from existing depthbuffer as color, 04088000/00000000 and 040cc000/04088000
Disney•Pixar Cars 2 v1.11.3 2021-05-03 FBO created from existing depthbuffer as color, 04088000/00000000 and 041e0000/04088000
Disney•Pixar Cars 2 v1.11.3 2021-05-03 FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000
Disney•Pixar Cars 2 v1.11.2 2021-04-18 sceDmacMemcpy(dest=08400000, src=09aa2520, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.3 2021-04-07 sceDmacMemcpy(dest=08400000, src=09c45ed8, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.3 2021-04-07 sceDmacMemcpy(dest=08400000, src=09c450b8, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.3 2021-04-07 sceDmacMemcpy(dest=08400000, src=09c45fd0, size=32768): overlapping read
Disney•Pixar Cars 2 v1.11.2-341-g18525431b 2021-04-02 Failed to read valid video stream data from header
Disney•Pixar Cars 2 v1.11.3 2021-03-29 sceDmacMemcpy(dest=08400000, src=09c30f10, size=32768): overlapping read
Disney•Pixar Cars 2 v1.11.3 2021-03-23 sceKernelLoadModule: unsupported options size=00000014, flags=08cacbd0, pos=0, access=1, data=2, text=2
Disney•Pixar Cars 2 v1.11.3 2021-03-23 sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=1, text=1
Disney•Pixar Cars 2 v1.11.2 2021-03-12 sceDmacMemcpy(dest=08400000, src=09356510, size=32768): overlapping read
Disney•Pixar Cars 2 v1.11.2 2021-03-04 sceDmacMemcpy(dest=08400000, src=09bd3d70, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.3 2021-03-02 sceDmacMemcpy(dest=08400000, src=09c30108, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.3 2021-02-24 sceDmacMemcpy(dest=08400000, src=09c1e040, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.3 2021-02-16 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game may have crashed
Disney•Pixar Cars 2 v1.10.3 2021-02-16 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=2, text=2
Disney•Pixar Cars 2 v1.10.3 2021-02-16 sceDmacMemcpy(dest=08e549a0, src=08e629a0, size=8416): overlapping read
Disney•Pixar Cars 2 v1.10.3 2021-02-16 Unknown syscall in known module 'sceNpService': 0x75dacb57
Disney•Pixar Cars 2 v1.10.3 2021-02-16 Unknown syscall in known module 'sceNpService': 0x72a1ce0d
Disney•Pixar Cars 2 v1.10.3 2021-02-16 Unknown syscall in known module 'sceNpService': 0x66c64821
Disney•Pixar Cars 2 v1.10.3 2021-02-16 Unknown syscall in known module 'sceNpService': 0x5f5e32af
Disney•Pixar Cars 2 v1.10.3 2021-02-16 Unknown syscall in known module 'sceNpService': 0x58251346
Disney•Pixar Cars 2 v1.10.3 2021-02-16 Unknown syscall in known module 'sceNpService': 0x4e851b10
Disney•Pixar Cars 2 v1.10.3 2021-02-16 Unknown syscall in known module 'sceNpAuth': 0xcd86a656
Disney•Pixar Cars 2 v1.10.3 2021-02-16 Unknown syscall in known module 'sceNpAuth': 0x3f1c1f70
Disney•Pixar Cars 2 v1.10.3 2021-02-16 Unknown syscall in known module 'sceNp': 0xbb069a87
Disney•Pixar Cars 2 v1.10.3 2021-02-16 Unknown syscall in known module 'sceNp': 0xa0be3c4b
Disney•Pixar Cars 2 v1.10.3 2021-02-16 Unknown syscall in known module 'sceNp': 0x7e0864df
Disney•Pixar Cars 2 v1.10.3 2021-02-16 Unknown syscall in known module 'sceNp': 0x633b5f71
Disney•Pixar Cars 2 v1.10.3 2021-02-16 Unknown syscall in known module 'sceNp': 0x1d60ae4b
Disney•Pixar Cars 2 v1.10.3 2021-02-16 Render to texture with different formats 3 != 1
Disney•Pixar Cars 2 v1.10.3 2021-02-16 Render to texture with incompatible formats 5 != 1 at 04000000
Disney•Pixar Cars 2 v1.10.3 2021-02-16 4 and 8-bit CLUT format not supported for framebuffers
Disney•Pixar Cars 2 v1.10.3 2021-02-16 Render to texture using CLUT with different strides 1024 != 512
Disney•Pixar Cars 2 v1.10.3 2021-02-16 Render to area containing texture at 040cc000 +0x128
Disney•Pixar Cars 2 v1.10.3 2021-02-16 Unknown syscall in known module 'sceNpService': 0xbe22eea3
Disney•Pixar Cars 2 v1.10.3 2021-02-16 Unknown syscall in known module 'sceNpService': 0x788f2b5e
Disney•Pixar Cars 2 v1.9.3 2021-02-09 sceDmacMemcpy(dest=08400000, src=09607640, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.3 2021-01-29 sceDmacMemcpy(dest=08400000, src=09bd6768, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.3 2020-12-21 sceDmacMemcpy(dest=08400000, src=09d0b7b0, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.3 2020-12-20 sceDmacMemcpy(dest=08400000, src=09ba6be8, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.3 2020-12-20 sceDmacMemcpy(dest=08400000, src=09885ee8, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.3 2020-12-15 sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid)
Disney•Pixar Cars 2 v1.10.3 2020-12-09 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2
Disney•Pixar Cars 2 v1.10.3 2020-12-09 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1
Disney•Pixar Cars 2 v1.10.3 2020-12-03 sceDmacMemcpy(dest=08400000, src=096784f8, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.3 2020-11-21 sceDmacMemcpy(dest=08400000, src=09c060c0, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.3 2020-11-11 sceDmacMemcpy(dest=08400000, src=09c40cc0, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.3 2020-11-10 sceDmacMemcpy(dest=08400000, src=096b9928, size=32768): overlapping read
Disney•Pixar Cars 2 v1.9.0 2020-11-07 sceDmacMemcpy(dest=08400000, src=09416538, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.3 2020-11-04 sceDmacMemcpy(dest=08400000, src=09ab8bd8, size=32768): overlapping read
Disney•Pixar Cars 2 v1.9.4 2020-11-04 sceDmacMemcpy(dest=08400000, src=09522628, size=32768): overlapping read
Disney•Pixar Cars 2 v1.9.4 2020-11-04 sceDmacMemcpy(dest=08400000, src=095222e0, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.3 2020-10-21 sceDmacMemcpy(dest=08400000, src=09bd1af0, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.3 2020-10-20 sceDmacMemcpy(dest=08400000, src=099f6220, size=32768): overlapping read
Disney•Pixar Cars 2 v1.9.3 2020-09-14 sceDmacMemcpy(dest=08400000, src=09bf7dc0, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.3 2020-09-12 Unknown syscall in known module 'sceAudio': 0x46ebb729
Disney•Pixar Cars 2 v1.10.3 2020-09-10 sceDmacMemcpy(dest=08400000, src=09997218, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.3 2020-12-09 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2
Disney•Pixar Cars 2 v1.10.3 2020-12-09 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1
Disney•Pixar Cars 2 v1.10.3 2020-09-03 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=2, text=2
Disney•Pixar Cars 2 v1.10.3 2020-09-03 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=1, text=1
Disney•Pixar Cars 2 v1.8.0 2020-08-25 sceDmacMemcpy(dest=08400000, src=09969f60, size=32768): overlapping read
Disney•Pixar Cars 2 v1.8.0 2020-08-25 sceDmacMemcpy(dest=08400000, src=09bd3078, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.3 2020-08-05 sceDmacMemcpy(dest=08400000, src=09a33778, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.3 2020-08-05 sceDmacMemcpy(dest=08400000, src=09bcf9c8, size=32768): overlapping read
Disney•Pixar Cars 2 v1.9.3 2020-07-29 sceDmacMemcpy(dest=08400000, src=09be4348, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.2 2020-07-29 sceDmacMemcpy(dest=08400000, src=095daca0, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.2 2020-07-28 sceDmacMemcpy(dest=08400000, src=099a0528, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.2 2020-07-26 sceDmacMemcpy(dest=08400000, src=09ca8820, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.3 2020-07-25 sceDmacMemcpy(dest=08400000, src=09bb93b8, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.3 2020-07-21 sceDmacMemcpy(dest=08400000, src=09821a68, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10 2020-07-18 sceDmacMemcpy(dest=08400000, src=09c1c148, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.2 2020-07-16 FBO created from existing depthbuffer as color, 04088000/04110000 and 04000000/04088000
Disney•Pixar Cars 2 v1.11.3 2021-05-03 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
Disney•Pixar Cars 2 v1.10.3 2020-12-14 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
Disney•Pixar Cars 2 v1.10.2 2020-07-12 sceDmacMemcpy(dest=08400000, src=09c29938, size=32768): overlapping read
Disney•Pixar Cars 2 v1.10.1 2020-07-08 Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8
Disney•Pixar Cars 2 v1.10.1 2020-07-08 Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca
Disney•Pixar Cars 2 v1.10.1 2020-07-08 Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e
Disney•Pixar Cars 2 v1.10.1 2020-07-08 Unknown syscall in known module 'ThreadManForKernel': 0x8125221d
Disney•Pixar Cars 2 v1.10.1 2020-07-08 sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006
Disney•Pixar Cars 2 v1.10.1 2020-07-08 Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE.
Disney•Pixar Cars 2 v1.10.1 2020-07-08 Ignoring func export sceNetIfhandle/c80181a2, already implemented in HLE.
Disney•Pixar Cars 2 v1.10.1 2020-07-08 Unknown syscall in known module 'ThreadManForKernel': 0x39810265
Disney•Pixar Cars 2 v1.10.1 2020-07-08 Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff
Disney•Pixar Cars 2 v1.10.1 2020-07-08 Unknown syscall in known module 'ThreadManForKernel': 0x89b3d48c
Disney•Pixar Cars 2 v1.10.1 2020-07-08 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Disney•Pixar Cars 2 v1.10.3 2020-12-09 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
Disney•Pixar Cars 2 v1.10.1 2020-07-08 sceKernelCreateSema(SEEDMUTEX) unsupported options parameter, size = 148078936
Disney•Pixar Cars 2 v1.10.1 2020-07-08 sceKernelLoadModule: unsupported options size=00000014, flags=00001234, pos=0, access=1, data=2, text=2