Recent logs - Assassin's Creed: Bloodlines™

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
Assassin's Creed: Bloodlines™ v1.12.2 2022-08-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c59a24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.2 2022-08-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c59a24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c183a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-18 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b86264, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-18 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b86264, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-17 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b6fa94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-17 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b6fa94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-08-16 __KernelStopThread: thread 703 does not exist
Assassin's Creed: Bloodlines™ v1.12.3 2022-08-16 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 12845132
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-16 80630007=sceAtracSetData(2, 08d4b1c0, 00019800): atracID uses different codec type than data
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-16 80630007=sceAtracSetData(2, 08d4b1c0, 00018700): atracID uses different codec type than data
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-16 80630007=sceAtracSetData(2, 08d4b1c0, 0000bc60): atracID uses different codec type than data
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-16 80630007=sceAtracSetData(2, 08d4b1c0, 00003a58): atracID uses different codec type than data
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-14 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]. 01f10444:00090b34 HWX T N Fog Tex TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 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; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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_depthRange; 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; 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 * 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 = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 1.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; }
Assassin's Creed: Bloodlines™ v1.12.3 2022-08-14 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b50124, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-08-14 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b50124, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-14 80630007=sceAtracSetData(2, 08d4b1c0, 00004e08): atracID uses different codec type than data
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-16 80630007=sceAtracSetData(2, 08d4b1c0, 00018000): atracID uses different codec type than data
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-14 80630007=sceAtracSetData(2, 08d4b1c0, 00005000): atracID uses different codec type than data
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-14 80630007=sceAtracSetData(2, 08d4b1c0, 00012e00): atracID uses different codec type than data
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-16 80630007=sceAtracSetData(2, 08d4b1c0, 00015700): atracID uses different codec type than data
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-14 80630007=sceAtracSetData(2, 08d4b1c0, 0000d800): atracID uses different codec type than data
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-14 80630007=sceAtracSetData(2, 08d4b1c0, 0000fe00): atracID uses different codec type than data
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-14 Rendering to framebuffer offset: 040cc000 +65x0
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-16 80630007=sceAtracSetData(2, 08d13180, 00038000): atracID uses different codec type than data
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-14 sceGeBreak(mode=0, unknown=08d09918): unknown ptr (valid)
Assassin's Creed: Bloodlines™ v1.7.1 2022-08-11 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb1224, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.7.1 2022-08-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb1224, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-08-09 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b03ef4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-08-09 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b03ef4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-09 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 r6p0-01rel0 [Revision 96995]. 01f10444:00090b34 HWX T N Fog Tex TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull #version 100 // Mali-450 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; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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_depthRange; 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; 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 * 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 = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 1.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; }
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-08 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09e2cfb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e2cfb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-07 __KernelStopThread: thread 337 does not exist
Assassin's Creed: Bloodlines™ v1.12.3 2022-08-07 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b010c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-08-07 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b010c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-06 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d1cb54, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d1cb54, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-06 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d1ccb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-06 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d1ccb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-05 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bbc874, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bbc874, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2022-08-05 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b03804, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2022-08-05 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b03804, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-08-05 __KernelStopThread: thread 297 does not exist
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-05 Waiting thread for 20 that was already waiting for 20
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-02 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]. 01f10444:00090b34 HWX T N Fog Tex TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 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; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; 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_depthRange; 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; 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 * 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 = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 1.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y) { outPos.xyzw = u_cullRangeMax.wwww; } }
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-01 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b073a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-01 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b073a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-01 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b77284, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2022-08-01 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b77284, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2022-07-31 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b78914, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.13.1 2022-07-31 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b78914, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.6.3 2022-07-31 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ba7db4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.6.3 2022-07-31 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ba7db4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.6.3 2022-07-31 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09ba7f34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.6.3 2022-07-31 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ba7f34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.6.3 2022-07-31 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c6e7c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.6.3 2022-07-31 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c6e7c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2022-07-30 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d94964, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2022-07-30 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d94964, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-07-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b70704, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-07-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b70704, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-07-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bd2224, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-07-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bd2224, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-07-26 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bef624, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-07-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bef624, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2022-07-26 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b90334, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2022-07-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b90334, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2022-07-26 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b6cb24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2022-07-26 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b6cb24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.10.2 2022-07-24 Unknown GE command : 11ffffff
Assassin's Creed: Bloodlines™ v1.10.2 2022-07-24 Ignoring func export sceCcc/fb7846e2, already implemented in HLE.
Assassin's Creed: Bloodlines™ v1.10.2 2022-07-24 Ignoring func export sceCcc/f1b73d12, already implemented in HLE.
Assassin's Creed: Bloodlines™ v1.11.3 2022-07-22 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d28d84, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2022-07-22 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d28d84, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2022-07-22 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b6e5a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2022-07-22 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b6e5a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-07-22 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09cde764, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-07-22 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09cde764, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-07-20 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bbae94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-07-20 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bbae94, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2022-07-19 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c60bb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2022-07-19 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c60bb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2022-07-19 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c60124, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2022-07-19 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c60124, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.11.3 2022-07-19 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c78b04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-07-16 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c27ef4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-07-16 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c27ef4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-07-15 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b56c24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-07-15 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b56c24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-07-13 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c42ff4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-07-13 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c42ff4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.6.2 2022-07-11 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09adbb64, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.6.2 2022-07-11 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09adbb64, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.12.3 2022-07-10 Jump to invalid address: 051e0570
Assassin's Creed: Bloodlines™ v1.12.3 2022-07-10 Branch in Jump delay slot at 0946a258 in block starting at 0946a22c
Assassin's Creed: Bloodlines™ v1.12.3 2022-07-10 Jump to invalid address: 051a8cc0
Assassin's Creed: Bloodlines™ v1.12.3 2022-07-10 Branch in Jump delay slot at 0946a254 in block starting at 0946a22c
Assassin's Creed: Bloodlines™ v1.12.3 2022-07-10 Jump to invalid address: 051a8a00