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Game title |
Version |
Latest Report |
Message |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.17.1 |
2024-09-21 |
__KernelStopThread: thread 329 does not exist (helper deleted) |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.10.3 |
2024-08-29 |
WriteToHardware: Invalid address 26914b4c near PC 08823128 LR 08823130 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.17.1 |
2024-07-29 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3328, pos=0, access=1, data=1, text=1 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.17.1 |
2024-07-13 |
sceNetAdhocMatchingInit(32768) at 0895fb24 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.17.1 |
2024-07-29 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5550, pos=0, access=1, data=2, text=2 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.14.4 |
2024-07-03 |
__KernelStopThread: thread 3844 does not exist (helper deleted) |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.17.1 |
2024-02-11 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.17 |
2024-02-08 |
__KernelStopThread: thread 385 does not exist (helper deleted) |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.16.6 |
2024-01-31 |
80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.16.6 |
2024-01-31 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.16.6 |
2024-01-19 |
__KernelStopThread: thread 275 does not exist (helper deleted) |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.16.6 |
2024-01-04 |
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 r8p0-01rel0 [Revision 96995].
01f34155:00000f29 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34155:00000f29 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 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 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 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);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.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 - 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 * 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 * lightScale;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * 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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toL |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.16.6 |
2024-01-04 |
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 r8p0-01rel0 [Revision 96995].
01f34155:00000b29 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f34155:00000b29 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 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 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 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);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.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 - 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 * 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 * lightScale;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * 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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.14.4 |
2023-12-26 |
__KernelStopThread: thread 3277 does not exist (helper deleted) |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.16.6 |
2023-12-17 |
80630011=sceAtracSetDataAndGetID(3de7b7f6, 00000000): buffer too small |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.14.4 |
2023-09-15 |
__KernelStopThread: thread 2261 does not exist (helper deleted) |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.14.4 |
2023-09-14 |
__KernelStopThread: thread 1142 does not exist (helper deleted) |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.15.4 |
2023-07-23 |
__KernelStopThread: thread 288 does not exist (helper deleted) |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.14.4 |
2023-05-04 |
__KernelStopThread: thread 1118 does not exist (helper deleted) |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.17.4-1 |
2024-10-13 |
__KernelStopThread: thread 294 does not exist (helper deleted) |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.14.4 |
2023-04-02 |
ReadFromHardware: Invalid address a095a3a3 near PC a095a3a3 LR a095a3a3 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.14.4 |
2023-04-02 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.14.4 |
2023-04-02 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=1, text=1 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.17.4-1 |
2024-10-24 |
__KernelStopThread: thread 282 does not exist (helper deleted) |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.14.1 |
2023-03-20 |
UI scissor out of bounds in GameSettingsScreen: 210,0-1146,768 / 1366,685 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.17.4-1 |
2024-10-24 |
__KernelStopThread: thread 301 does not exist (helper deleted) |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.14.4 |
2023-03-26 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.14.4 |
2023-02-08 |
__KernelStopThread: thread 887 does not exist (helper deleted) |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.14.1 |
2023-01-04 |
Attempting to texture from current render target (src=04088000 / target=04088000 / flags=1), making a copy |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.14.1 |
2023-01-03 |
WriteToHardware: Invalid address 26914b4c near PC 0882d738 LR 0882d738 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.18.1 |
2024-11-14 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.13.2 |
2022-11-23 |
80630011=sceAtracSetDataAndGetID(08b39294, 00000000): buffer too small |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.17.1 |
2024-08-05 |
sceNetAdhocMatchingInit(32768) at 08849d94 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.12.3-978-ge98e48e2e |
2022-03-06 |
Error in shader compilation: info: Vertex shader failed to compile with the following errors:
ERROR: 0:9: error(#143) Undeclared identifier: a_
ERROR: 0:9: error(#143) Undeclared identifier: undefined
ERROR: 0:9: error(#131) Syntax error: pre-mature EOF parse error
ERROR: error(#273) 3 compilation errors. No code generated
postshader
#version 430
out vec2 v_texcoord0;
in vec2 a_texcoord0;
in vec4 a_position;
void main()
{
v_texcoord0 = a_ |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.11.3 |
2022-01-06 |
WriteToHardware: Invalid address 26914b4c near PC 08823144 LR 08823130 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.12.3 |
2021-12-26 |
Unknown GE command : fb58bca0 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.12.3 |
2021-12-26 |
Unknown GE command : fb58bc88 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.11.3 |
2021-08-20 |
WriteToHardware: Invalid address ffff4af8 near PC 08823130 LR 08823130 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.11.3 |
2021-07-04 |
80630011=sceAtracSetDataAndGetID(08c53204, 00000000): buffer too small |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.11.3 |
2021-07-04 |
80630011=sceAtracSetDataAndGetID(08bb8294, 00000000): buffer too small |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.11.3 |
2021-07-04 |
80630011=sceAtracSetDataAndGetID(08bbaa94, 00000000): buffer too small |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.11.3 |
2021-04-19 |
ReadFromHardware: Invalid address 00000030 near PC 08821210 LR 08835640 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.11.3 |
2021-06-30 |
Unknown GetPointer 00000000 PC 08804e44 LR 08804e44 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.11.2 |
2021-02-21 |
Unknown GetPointer e621fec0 PC 0880deec LR 092e4fcc |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.10.3 |
2021-01-15 |
Render to area containing texture at 04000000 +0x84 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.10.3 |
2020-12-30 |
Render to area containing texture at 04000000 +0x2 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.10.3 |
2020-12-26 |
Render to area containing texture at 04000000 +0x85 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.15.2 |
2023-05-07 |
WriteToHardware: Invalid address 26914b4c near PC 0886a060 LR 0886a060 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.11.2 |
2021-11-04 |
Unknown GetPointer 00000000 PC 08860648 LR 08000030 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.10.3 |
2021-08-31 |
Render to area containing texture at 04000000 +0x3 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.10.3 |
2020-10-04 |
Render to area containing texture at 04000000 +0x5 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.10.3 |
2021-04-17 |
Render to area containing texture at 04000000 +0x1 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.10.3 |
2020-12-14 |
Render to area containing texture at 04000000 +0x83 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.10.3 |
2021-02-03 |
Render to area containing texture at 04000000 +0x4 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.10.2 |
2020-07-09 |
Render to area containing texture at 04000000 +0x86 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.9.4 |
2021-09-25 |
Unknown GetPointer 00000000 PC 08822434 LR 08822434 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.9.4 |
2019-11-28 |
80630011=sceAtracSetDataAndGetID(08c3d204, 00000000): buffer too small |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.9.4 |
2021-09-22 |
Unknown GetPointer 00000000 PC 08000000 LR 08000000 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.8.0 |
2021-07-04 |
80630011=sceAtracSetDataAndGetID(08bb1a94, 00000000): buffer too small |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.9.4 |
2023-06-12 |
Unknown GetPointer 00000000 PC 0882241c LR 0882241c |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.9.4 |
2024-10-24 |
sceDmacMemcpy(dest=04088000, src=09363e00, size=557056): overlapping read |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.4-2-g648bc5d |
2018-11-09 |
Wrong magic number 00000000 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.9.4 |
2023-04-06 |
GL ran out of GPU memory; switching to low memory mode |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.9.4 |
2024-10-06 |
WriteToHardware: Invalid address ffff4e2c near PC 08000000 LR 08000000 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.5.4 |
2021-06-03 |
sceDmacMemcpy(dest=04088000, src=097ab200, size=557056): overlapping read |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.9.4 |
2023-09-20 |
sceDmacMemcpy(dest=04088000, src=092d8f80, size=557056): overlapping read |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.9.4 |
2024-11-11 |
sceDmacMemcpy(dest=04088000, src=09723200, size=557056): overlapping read |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.5.2 |
2018-01-09 |
80630006=sceAtracSetDataAndGetID(08b4989c, 03f3002b): invalid RIFF header |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.9.4 |
2022-12-25 |
sceUtilityMsgDialogInitStart: invalid status |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.4.2 |
2017-10-08 |
sceDmacMemcpy(dest=04088000, src=09363e00, size=557056): overlapping read |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.3.0.1 |
2017-03-25 |
Unknown GE command : 52494452 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.6 |
2022-12-26 |
80000107=sceDisplaySetFrameBuf(04000000, 512, 3, 0): must change latched framebuf first |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.6 |
2022-12-26 |
80000107=sceDisplaySetFrameBuf(04088000, 512, 3, 0): must change latched framebuf first |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.8.0 |
2023-12-15 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.9.4 |
2024-10-14 |
Render to area containing texture at 04088000 +64x0 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.1.1 |
2017-10-16 |
sceDmacMemcpy(dest=04088000, src=0971b200, size=557056): overlapping read |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.1.1 |
2016-05-18 |
sceDmacMemcpy(dest=04088000, src=0935be00, size=557056): overlapping read |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.9.4 |
2024-10-15 |
Render to area containing texture at 04000000 +64x0 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.4.2 |
2019-11-10 |
sceDmacMemcpy(dest=04088000, src=09723200, size=557056): overlapping read |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.9.4 |
2024-11-04 |
WriteToHardware: Invalid address 26914b4c near PC 08000000 LR 08000000 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.7.5 |
2024-10-07 |
Render to area containing texture at 00000000 +64x0 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.7.5 |
2024-10-05 |
Render to area containing texture at 00088000 +64x0 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.5.2 |
2023-05-26 |
Loading module sceFont_Library with version 0101, devkit 03080010 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.9.4 |
2024-10-08 |
WriteToHardware: Invalid address ffff4af8 near PC 08000000 LR 08000000 |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.9.4 |
2024-10-28 |
Unimplemented HLE function sceNetFreeThreadinfo |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.9.4 |
2024-07-12 |
Unimplemented HLE function sceNetResolverTerm |
Yu-Gi-Oh! 5D's Tag Force4 |
v1.9.4 |
2024-07-12 |
Unimplemented HLE function sceUtilityHtmlViewerInitStart |