Recent logs - WWE SmackDown vs. RAW 2011

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Game title Version Latest Report Message
WWE SmackDown vs. RAW 2011 v1.7.2 2019-02-18 sceDmacMemcpy(dest=0412e050, src=0967f640, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.5 2019-02-17 MIPSCompileOp: Invalid instruction 72599f5c
WWE SmackDown vs. RAW 2011 v1.7.5 2019-02-17 MIPSCompileOp: Invalid instruction 7246daf0
WWE SmackDown vs. RAW 2011 v1.7.5 2019-02-17 MIPSCompileOp: Invalid instruction 71ecf148
WWE SmackDown vs. RAW 2011 v1.6.3 2019-02-18 80630007=sceAtracSetData(3, 08d4b1c0, 0000b190): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.5 2019-02-16 MIPSCompileOp: Invalid instruction 71db28a8
WWE SmackDown vs. RAW 2011 v1.7.5 2019-02-16 MIPSCompileOp: Invalid instruction 71db174c
WWE SmackDown vs. RAW 2011 v1.7.5 2019-02-16 MIPSCompileOp: Invalid instruction 71db1ecc
WWE SmackDown vs. RAW 2011 v1.7.5 2019-02-16 Failed decrypting the PRX (ret = -1, size = 4303256, psp_size = 4303600)!
WWE SmackDown vs. RAW 2011 v1.7.5 2019-02-15 sceDmacMemcpy(dest=04191f70, src=096796b0, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.2 2019-02-14 sceDmacMemcpy(dest=0412d340, src=093ae680, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.5 2019-02-11 __KernelReturnFromExtendStack() - no stack to restore?
WWE SmackDown vs. RAW 2011 v1.7.5 2019-02-11 Unknown GetPointer 00000000 PC 08c163a0 LR 08c163bc
WWE SmackDown vs. RAW 2011 v1.6.3 2019-02-17 ReadFromHardware: Invalid address 00000004 near PC 08a09000 LR 08a09018
WWE SmackDown vs. RAW 2011 v1.7.2 2019-02-08 sceDmacMemcpy(dest=0412ee70, src=093e5a30, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-31 sceDmacMemcpy(dest=04169850, src=0950dba0, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.4 2019-02-10 80630007=sceAtracSetData(3, 08d4b1c0, 00010168): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-28 80630007=sceAtracSetData(2, 08d13180, 00007568): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-28 80630007=sceAtracSetData(2, 08d13180, 00008fa8): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-27 sceDmacMemcpy(dest=04181ff0, src=098b4db0, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-26 sceDmacMemcpy(dest=041b2140, src=093edd70, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-24 MIPSCompileOp: Invalid instruction 000000ff
WWE SmackDown vs. RAW 2011 v1.7.2 2019-01-22 sceDmacMemcpy(dest=0413f440, src=096cdb90, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.5 2019-02-17 80630007=sceAtracSetData(3, 08d4b1c0, 00011860): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-19 sceDmacMemcpy(dest=04181dc0, src=0975eed0, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.1 2019-01-19 80630006=sceAtracSetData(2, 08d4b1c0, 00003080): invalid RIFF header
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-15 sceDmacMemcpy(dest=041660a0, src=09520650, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.6 2019-01-12 sceDmacMemcpy(dest=0412aa90, src=09637200, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.2 2019-01-12 sceDmacMemcpy(dest=041288b0, src=09652b50, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.1 2019-01-11 80630007=sceAtracSetData(3, 08d4b1c0, 0000a7b8): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-09 80630007=sceAtracSetData(3, 08d4b1c0, 00010a28): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-09 80630007=sceAtracSetData(3, 08d4b1c0, 0000c9a0): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.5-394-g4816e80b4 2019-02-10 Rendering to framebuffer offset: 040cc000 +65x0
WWE SmackDown vs. RAW 2011 v1.7.5 2019-02-17 80630007=sceAtracSetData(3, 08d4b1c0, 0000d378): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-07 80630007=sceAtracSetData(3, 08d4b1c0, 00001758): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.5.4 2019-01-07 80630007=sceAtracSetData(3, 08d4b1c0, 0000e098): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-06 80630007=sceAtracSetData(3, 08d4b1c0, 0000f8a8): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.2 2019-01-04 sceDmacMemcpy(dest=04130270, src=093a5ab0, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-03 80630007=sceAtracSetData(3, 08d4b1c0, 0000c540): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-02 sceDmacMemcpy(dest=04130f20, src=09656b10, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.5 2019-02-16 80630007=sceAtracSetData(3, 08d4b1c0, 0000a8d0): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.5 2019-02-03 80630007=sceAtracSetData(3, 08d4b1c0, 00006ed8): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.5.4 2018-12-28 Branch in JumpReg delay slot at 08f918e0 in block starting at 08f918a8
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-28 80630007=sceAtracSetData(3, 08d4b1c0, 00009a98): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-28 MIPSCompileOp: Invalid instruction 43789fea
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-28 MIPSCompileOp: Invalid instruction 00373a3e
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-28 MIPSCompileOp: Invalid instruction 43770c29
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-28 MIPSCompileOp: Invalid instruction 439079ad
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-28 MIPSCompileOp: Invalid instruction 42065bd4
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-28 MIPSCompileOp: Invalid instruction 4376f7ba
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-28 MIPSCompileOp: Invalid instruction 43765e53
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-28 MIPSCompileOp: Invalid instruction 402688a8
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-28 MIPSCompileOp: Invalid instruction 4376a2ac
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-28 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 089c405c
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-28 Unknown GetPointer 00000000 PC 08bf4080 LR 08bf4090
WWE SmackDown vs. RAW 2011 v1.7.5 2018-12-28 80630007=sceAtracSetData(3, 08d4b1c0, 00001de8): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.5 2018-12-25 80630007=sceAtracSetData(3, 08d4b1c0, 0000ae48): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-24 sceDmacMemcpy(dest=0416bc80, src=09477150, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-23 sceDmacMemcpy(dest=04146c80, src=093db2d0, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.6.3-432-gfd6c3145d 2018-12-23 Error in shader program link: info: (unknown reason) fs: 00000000:00015002 Tex TFuncMod AlphaTest0 == #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); if (v.a > 0.002) discard; fragColor0 = v; } vs: 00000000:00000010 Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj * vec4(position.xyz, 1.0); }
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-24 Error in shader compilation: info: 0:384: L0002: No matching function for call to 'mul' 0:388: L0001: else statement not preceded by if postshader // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ #define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 4 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ #define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SLcolor 2.8 //Default: 2.8 /brightens screen
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-24 Error in shader program link: info: Link failed because of invalid fragment shader. fs: postshader (failed) // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242 //================ #define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define samples 4 //Default: 4 /higher = more glow, worser performance #define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality #define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts #define Bpower 0.5 //Default: 0.5 /amount of bloom mixed //================ #define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //Default: 0.5 /amount of effect mixed //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 7.5 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate #define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect //================ #define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //Default: 1.0 //Shadeboost presets: //Shadeboost must be activated, presets override options above int SEPIA = 0; //Moody coolors:) int GRAYSCALE = 0; //Just for lols? int NEGATIVE = 0; //As above int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder) //All presets are simple switch ON:1/OFF:0, //================ #define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //Default: 1.0 //================ #define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P) #define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high #define SLcolor 2.8 //Default: 2.8 /brightens screen to compensate for dark lines #define
WWE SmackDown vs. RAW 2011 v1.7.5 2018-12-21 80630007=sceAtracSetData(3, 08d4b1c0, 00005f88): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-07 80630007=sceAtracSetData(3, 08d4b1c0, 00007450): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-03 80630007=sceAtracSetData(3, 08d4b1c0, 0000e3e0): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-29 80630007=sceAtracSetData(3, 08d4b1c0, 00009868): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.5.4 2018-12-20 80630007=sceAtracSetData(3, 08d4b1c0, 00007ae0): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-01 80630007=sceAtracSetData(3, 08d4b1c0, 000079c8): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.5 2018-12-20 sceDmacMemcpy(dest=0415d5f0, src=09804340, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-15 80630007=sceAtracSetData(3, 08d4b1c0, 00010e88): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-19 sceDmacMemcpy(dest=0419b570, src=09459c70, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-09 80630007=sceAtracSetData(3, 08d4b1c0, 0000bfc8): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.2 2019-02-12 80630007=sceAtracSetData(3, 08d4b1c0, 0000eb88): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.5 2018-12-17 80630007=sceAtracSetData(3, 08d4b1c0, 0000f218): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-28 80630007=sceAtracSetData(3, 08d4b1c0, 00015e60): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-22 80630007=sceAtracSetData(3, 08d4b1c0, 00005380): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-16 80630007=sceAtracSetData(2, 08d13180, 0001a9d8): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.5 2019-02-09 80630007=sceAtracSetData(3, 08d4b1c0, 00007680): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-19 80630007=sceAtracSetData(3, 08d4b1c0, 0001bb58): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-22 80630007=sceAtracSetData(3, 08d4b1c0, 0000a9e8): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-28 80630007=sceAtracSetData(3, 08d4b1c0, 00007d10): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-17 80630007=sceAtracSetData(3, 08d4b1c0, 0000af60): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-14 80630007=sceAtracSetData(2, 08d13180, 0001f320): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-14 sceDmacMemcpy(dest=041a0cb0, src=093f9d70, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-09 80630007=sceAtracSetData(3, 08d4b1c0, 000084b8): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.5 2018-12-13 sceDmacMemcpy(dest=0412e470, src=0963b000, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.5 2019-01-28 80630007=sceAtracSetData(3, 08d4b1c0, 00008288): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-12 sceDmacMemcpy(dest=041723a0, src=0956eb40, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.5 2019-02-10 80630007=sceAtracSetData(3, 08d4b1c0, 0000b3c0): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.5 2018-12-11 80630007=sceAtracSetData(3, 08d4b1c0, 00002b08): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.5 2019-02-17 80630007=sceAtracSetData(3, 08d4b1c0, 000092f0): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.7.4 2018-12-09 sceDmacMemcpy(dest=0417ee20, src=096ed730, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.4 2018-12-08 sceDmacMemcpy(dest=0415df10, src=09728830, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.4 2018-12-07 ReadFromHardware: Invalid address 00000004 near PC 089c6368 LR 08a09800
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-07 sceDmacMemcpy(dest=041875b0, src=095d8d80, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-05 sceDmacMemcpy(dest=04133e30, src=093e9b70, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-02 sceDmacMemcpy(dest=04175ed0, src=097c9a00, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.2 2018-12-01 sceDmacMemcpy(dest=041309c0, src=0958e930, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.7.2 2018-11-30 sceDmacMemcpy(dest=04130380, src=09614790, size=65552): overlapping read
WWE SmackDown vs. RAW 2011 v1.4.2 2018-11-29 80630007=sceAtracSetData(3, 08d4b1c0, 00010398): atracID uses different codec type than data