Recent logs - X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS

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Game title Version Latest Report Message
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3 2020-11-11 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145634952
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3 2020-11-11 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145543488
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3 2020-11-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 16
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3 2020-11-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 34520
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3 2020-11-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143963980
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3 2020-11-11 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3 2020-11-11 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3 2020-09-12 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 r7p0-00rel1 [Revision 96995]. 01f04440:00000b19 HWX C T N LM Tex Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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); 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); 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); 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); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); 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; }
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3 2020-09-12 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 r7p0-00rel1 [Revision 96995]. 01f04440:00000b11 HWX T N LM Tex Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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); 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); 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); 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); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); 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; }
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.2 2020-09-07 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r5p0-01rel0 [Revision 96995]. 01730155:00000b19 HWX C T N LM Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform 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 lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - 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_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); 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
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3 2020-08-10 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p0-00rel0 [Revision 96995]. 01f01550:00000b11 HWX T N LM Tex Light: 0: c:0 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:0 #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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; 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 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; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); 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; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * 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_lightspecular3 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 Unknown syscall in known module 'ThreadManForKernel': 0x616403ba
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 Unknown syscall in known module 'ThreadManForKernel': 0x18260574
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 Unknown syscall in known module 'ThreadManForKernel': 0x86255ada
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 Unknown syscall in known module 'ThreadManForKernel': 0x8125221d
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 Unknown syscall in known module 'ThreadManForKernel': 0x278c0df5
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE.
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 Ignoring func export sceNetIfhandle/c80181a2, already implemented in HLE.
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 Unknown syscall in known module 'ThreadManForKernel': 0x39810265
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 Unknown syscall in known module 'ThreadManForKernel': 0xaf36d708
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 Unknown syscall in known module 'ThreadManForKernel': 0x89b3d48c
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 Unknown syscall in known module 'ThreadManForKernel': 0x56c039b5
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 Unknown syscall in known module 'ThreadManForKernel': 0x1fb15a32
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 Unknown syscall in known module 'ThreadManForKernel': 0x58b1f937
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 Unknown syscall in known module 'ThreadManForKernel': 0x4e3a1105
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 Unknown syscall in known module 'ThreadManForKernel': 0x3f53e640
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 Unknown syscall in known module 'ThreadManForKernel': 0x28b6489c
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 Unknown syscall in known module 'ThreadManForKernel': 0xd6da4ba1
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.10.3-97-gd0e9d2c54 2020-12-04 Unknown syscall in known module 'SysclibForKernel': 0xb49a7697
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-12-04 sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-10-21 Unknown GetPointer 00000000 PC 08ad5c18 LR 08000030
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-06-18 Unknown GetPointer 00000000 PC 08bac63c LR 08000020
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-10-13 Unknown GetPointer 00000000 PC 08000000 LR 08000000
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.7.5 2019-01-23 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.5.4-987-g30c3fd63e 2018-06-04 sceKernelLoadModule: unsupported options size=1091d2e8, flags=1091d2ec, pos=0, access=1, data=277992176, text=277992180
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.5.4 2018-02-22 Jump to invalid address: 05198160
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.5.4 2018-02-22 MIPSCompileOp: Invalid instruction 00c00681
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.5.4 2018-02-22 MIPSCompileOp: Invalid instruction 00000001
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.5.4 2018-02-22 MIPSCompileOp: Invalid instruction 00c00285
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.5.4 2018-02-22 Jump to invalid address: 0367dbe0
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.5.4 2018-02-22 MIPSCompileOp: Invalid instruction 03000001
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.5.4 2018-02-22 Jump to invalid address: 0367d5a0
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.5.4 2018-02-22 Jump to invalid address: 0362f700
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.5.4 2018-02-22 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08ac1ea8
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.4.2 2017-07-19 Unknown GetPointer 00000000 PC 08ad2d44 LR 08ad2d4c
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-10-02 Unimplemented HLE function sceUtilityGetNetParam
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.5.2 2020-07-11 Loading module sceNetResolver_Library with version 0101, devkit 00000000
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.5.2 2020-07-11 Loading module sceNetApctl_Library with version 0102, devkit 00000000
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.5.2 2020-07-11 Loading module sceATRAC3plus_Library with version 0101, devkit 00000000
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.5.2 2020-07-11 Loading module sceNetInet_Library with version 0102, devkit 00000000
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.5.2 2020-05-16 Loading module sceNetAdhocctl_Library with version 0102, devkit 00000000
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.5.2 2020-05-16 Loading module sceNetAdhoc_Library with version 0102, devkit 00000000
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.5.2 2020-05-16 Loading module sceNet_Library with version 0101, devkit 00000000
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.5.2 2020-05-16 Loading module scePsmf_library with version 0101, devkit 00000000
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.5.2 2020-07-11 Loading module sceMpeg_library with version 0102, devkit 00000000
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-12-04 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.5.2 2020-07-11 Loading module sceVideocodec_Driver with version 0101, devkit 00000000
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.5.2 2020-07-11 Loading module sceMpegbase_Driver with version 0102, devkit 00000000
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-12-04 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.5.2 2020-07-11 Loading module sceSAScore with version 0101, devkit 00000000
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.5.2 2020-07-11 Loading module sceAudiocodec_Driver with version 0101, devkit 00000000
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-12-04 Ignoring func export scePsmf/bd8ae0d8, already implemented in HLE.
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-12-04 Ignoring func export scePsmf/c22c8327, already implemented in HLE.
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-12-04 Ignoring func export scePsmf/c7db3a5b, already implemented in HLE.
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-12-04 Ignoring func export scePsmf/28240568, already implemented in HLE.
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-12-04 Ignoring func export scePsmf/eaed89cd, already implemented in HLE.
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-12-04 Ignoring func export scePsmf/4bc9bde0, already implemented in HLE.
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-12-04 Ignoring func export scePsmf/76d3aeba, already implemented in HLE.
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-12-04 Ignoring func export scePsmf/4e624a34, already implemented in HLE.
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-12-04 Ignoring func export scePsmf/0ba514e5, already implemented in HLE.
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-12-04 Ignoring func export scePsmf/7c0e7ac3, already implemented in HLE.
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-12-04 Ignoring func export scePsmf/5f457515, already implemented in HLE.
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-12-04 Ignoring func export scePsmf/a83f7113, already implemented in HLE.
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-12-04 Ignoring func export scePsmf/1e6d9013, already implemented in HLE.
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-12-04 Ignoring func export scePsmf/971a3a90, already implemented in HLE.
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-12-04 Ignoring func export scePsmf/0c120e1d, already implemented in HLE.
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-12-04 Ignoring func export scePsmf/9553cc91, already implemented in HLE.
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-12-04 Ignoring func export scePsmf/68d42328, already implemented in HLE.
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-12-04 Ignoring func export scePsmf/7491c438, already implemented in HLE.
X-MEN LEGENDS 2: EL ASCENSO DE APOCALIPSIS v1.9.4 2020-12-04 Ignoring func export scePsmf/5b70fcc1, already implemented in HLE.