Recent logs - Pirates of the Caribbean: Dead Man's Chest

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Game title Version Latest Report Message
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2020-11-26 Unknown GetPointer 00000000 PC 08804000 LR 08000030
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2020-11-12 sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=2, text=2
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2020-11-12 sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=1, text=1
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2020-11-12 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=1, text=1
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2020-11-01 Unknown syscall in known module 'ThreadManForKernel': 0x278c0df5
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2020-11-01 sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2020-11-01 Unknown syscall in known module 'ThreadManForKernel': 0x4e3a1105
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2020-11-01 Unknown syscall in known module 'ThreadManForKernel': 0x3f53e640
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2020-11-01 Unknown syscall in known module 'ThreadManForKernel': 0x28b6489c
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2020-11-01 Unknown syscall in known module 'ThreadManForKernel': 0xd6da4ba1
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2020-11-01 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2020-11-01 sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2020-11-01 Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE.
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2020-11-01 Ignoring func export sceNetIfhandle/c80181a2, already implemented in HLE.
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2020-11-01 Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2020-11-01 Unknown syscall in known module 'ThreadManForKernel': 0x39810265
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2020-11-01 Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff
Pirates of the Caribbean: Dead Man's Chest v1.10.3-856-g44a93f98e 2020-10-12 An uneaten prefix at end of block: 08a20194
Pirates of the Caribbean: Dead Man's Chest v1.10.3-97-gd0e9d2c54 2020-10-02 RET: Stack empty!
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2020-09-06 80020001=sceKernelCreateSema(): invalid name
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2020-08-16 Unknown GetPointer 00000000 PC 089edcd0 LR 089edcd0
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2020-08-16 Unknown GE command : 11ffffff
Pirates of the Caribbean: Dead Man's Chest v1.9.4 2020-08-04 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 r6p2-01rel0 [Revision 96995]. 03f10444:41800b14 HWX T N Fog Tex Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec3 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; 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 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 vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 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 - 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); 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); 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z ||
Pirates of the Caribbean: Dead Man's Chest v1.9.4 2020-08-04 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 r6p2-01rel0 [Revision 96995]. 03f10444:40c00b14 HWX T N Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; 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 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 vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 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 - 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); 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); 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_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);
Pirates of the Caribbean: Dead Man's Chest v1.10.3 2020-07-22 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=5 IDX=2 MC=8
Pirates of the Caribbean: Dead Man's Chest v1.9.4 2020-07-11 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]. 03f10444:41800b14 HWX T N Fog Tex Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec3 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; 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 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 vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 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 - 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); 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); 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || pr
Pirates of the Caribbean: Dead Man's Chest v1.9.4 2020-06-26 Branch in Jump delay slot at 04354010 in block starting at 04352c28
Pirates of the Caribbean: Dead Man's Chest v1.9.4 2020-06-26 Branch in Jump delay slot at 04154010 in block starting at 04150180
Pirates of the Caribbean: Dead Man's Chest v1.9.4 2020-06-26 Jump to invalid address: 00282420
Pirates of the Caribbean: Dead Man's Chest v1.9.4 2020-06-26 MIPSCompileOp: Invalid instruction 07060406
Pirates of the Caribbean: Dead Man's Chest v1.9.4 2020-06-26 MIPSCompileOp: Invalid instruction 05040302
Pirates of the Caribbean: Dead Man's Chest v1.9.4 2020-06-12 Unknown GetPointer 00000000 PC 088065e4 LR 088065e4
Pirates of the Caribbean: Dead Man's Chest v1.9.4 2020-08-07 Unknown GetPointer 00000000 PC 08805fdc LR 08805fdc
Pirates of the Caribbean: Dead Man's Chest v1.9.4 2020-11-30 An uneaten prefix at end of block: 08ab5e3c
Pirates of the Caribbean: Dead Man's Chest v1.9.4 2020-04-04 Render to area containing texture at 04162000 +256x0
Pirates of the Caribbean: Dead Man's Chest v1.9.4 2020-04-04 Rendering to framebuffer offset: 04162000 +256x0
Pirates of the Caribbean: Dead Man's Chest v1.9.4 2020-04-29 Unknown GetPointer 00000000 PC 089b03e4 LR 08000020
Pirates of the Caribbean: Dead Man's Chest v1.8.0 2019-07-14 Jump to invalid address: 07121500
Pirates of the Caribbean: Dead Man's Chest v1.8.0 2019-07-14 Branch in Jump delay slot at 09c02e04 in block starting at 09c02db0
Pirates of the Caribbean: Dead Man's Chest v1.8.0 2019-07-14 Jump to invalid address: 0700b780
Pirates of the Caribbean: Dead Man's Chest v1.8.0 2019-07-14 Jump to invalid address: 05308040
Pirates of the Caribbean: Dead Man's Chest v1.8.0 2019-07-14 Jump to invalid address: 02d99800
Pirates of the Caribbean: Dead Man's Chest v1.8.0 2019-07-14 Jump to invalid address: 02c26000
Pirates of the Caribbean: Dead Man's Chest v1.8.0 2019-07-14 Jump to invalid address: 02e1a1e0
Pirates of the Caribbean: Dead Man's Chest v1.8.0 2019-07-14 Jump to invalid address: 06ca0420
Pirates of the Caribbean: Dead Man's Chest v1.8.0 2019-07-14 Jump to invalid address: 07618500
Pirates of the Caribbean: Dead Man's Chest v1.9.4 2020-11-09 Unknown GetPointer 00000000 PC 089b6a3c LR 089b6a3c
Pirates of the Caribbean: Dead Man's Chest v1.7.5 2020-10-02 An uneaten prefix at end of block for 08ab5d04
Pirates of the Caribbean: Dead Man's Chest v1.9.4 2020-12-03 An uneaten prefix at end of block: 08ab5d18
Pirates of the Caribbean: Dead Man's Chest v1.3.0.1 2017-03-23 Loading module sceMpeg_library with version 0102, devkit 00000000
Pirates of the Caribbean: Dead Man's Chest v1.3.0.1 2017-03-23 Loading module sceATRAC3plus_Library with version 0101, devkit 00000000
Pirates of the Caribbean: Dead Man's Chest v1.3.0.1 2017-03-23 Loading module sceSAScore with version 0101, devkit 00000000
Pirates of the Caribbean: Dead Man's Chest v1.3.0.1 2017-03-23 Loading module sceVideocodec_Driver with version 0101, devkit 00000000
Pirates of the Caribbean: Dead Man's Chest v1.3.0.1 2017-03-23 Loading module sceMpegbase_Driver with version 0102, devkit 00000000
Pirates of the Caribbean: Dead Man's Chest v1.3.0.1 2017-03-23 Loading module sceAudiocodec_Driver with version 0101, devkit 00000000
Pirates of the Caribbean: Dead Man's Chest v1.9.3 2020-06-11 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Pirates of the Caribbean: Dead Man's Chest v1.9.4 2020-11-26 UNIMPL sceKernelSelfStopUnloadModule(00000001, 00000000, 00000000): game may have crashed
Pirates of the Caribbean: Dead Man's Chest v1.5.2 2020-12-01 Loading module sceVideocodec_Driver with version 0103, devkit 00000000
Pirates of the Caribbean: Dead Man's Chest v1.5.2 2020-12-01 Loading module sceMpeg_library with version 0104, devkit 00000000
Pirates of the Caribbean: Dead Man's Chest v1.5.2 2020-12-01 Loading module sceFont_Library with version 0101, devkit 00000000
Pirates of the Caribbean: Dead Man's Chest v1.5.2 2020-12-01 Loading module sceAudiocodec_Driver with version 0103, devkit 00000000
Pirates of the Caribbean: Dead Man's Chest v1.5.2 2020-12-01 Loading module sceATRAC3plus_Library with version 0103, devkit 00000000
Pirates of the Caribbean: Dead Man's Chest v1.5.2 2020-12-01 Loading module sceSAScore with version 0103, devkit 00000000
Pirates of the Caribbean: Dead Man's Chest v1.5.2 2020-12-01 Loading module sceMpegbase_Driver with version 0103, devkit 00000000
Pirates of the Caribbean: Dead Man's Chest v1.9.4 2020-12-03 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2
Pirates of the Caribbean: Dead Man's Chest v1.9.4 2020-12-03 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=1, text=1
Pirates of the Caribbean: Dead Man's Chest v1.9.4 2020-12-03 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=8 IDX=2 MC=7
Pirates of the Caribbean: Dead Man's Chest v1.9.4 2020-12-01 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=8 IDX=2 MC=5
Pirates of the Caribbean: Dead Man's Chest v1.9.4 2020-12-03 sceKernelCreateThread(name=update_thread): unsupported attributes a0000000