Recent logs - NARUTO SHIPPUDEN: Ultimate Ninja Impact

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Game title Version Latest Report Message
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.2 2023-09-22 00000000=sceUtilityScreenshotInitStart(09cb0528)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.4 2023-09-21 00000000=sceUtilityScreenshotInitStart(09d32d28)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.1 2023-09-20 sceDmacMemcpy(dest=0414e080, src=093f2e80, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.1 2023-09-19 sceDmacMemcpy(dest=04176fc0, src=0938fc80, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-09-18 sceDmacMemcpy(dest=04152b40, src=092202e0, size=256): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.1 2023-09-16 Unusual bezier/spline vtype: 120017c1, morph: 0, bones: 1
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-09-16 sceDmacMemcpy(dest=04141440, src=0900bd20, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.16.1 2023-09-16 sceDmacMemcpy(dest=041773c0, src=092063e0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-09-13 00000000=sceUtilityScreenshotInitStart(09cab568)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-09-13 00000000=sceUtilityScreenshotInitStart(09cab548)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-09-11 00000000=sceUtilityScreenshotInitStart(09cac1a8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-09-10 ReadFromHardware: Invalid address 00000000 near PC 08825fc0 LR 08825f80
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-09-08 80630007=sceAtracSetData(2, 08d4b180, 00004500): atracID uses different codec type than data
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-09-08 80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-09-03 __KernelStopThread: thread 328 does not exist (helper deleted)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-09-03 __KernelStopThread: thread 300 does not exist (helper deleted)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-09-02 00000000=sceUtilityScreenshotInitStart(09cac308)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2023-08-31 sceDmacMemcpy(dest=0413b440, src=09168d40, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.5.4 2023-08-29 00000000=sceUtilityScreenshotInitStart(09d3ab08)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.5.4 2023-08-29 00000000=sceUtilityScreenshotInitStart(09d3aae8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.5.4 2023-08-27 sceDmacMemcpy(dest=0415cfc0, src=094fb810, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-08-27 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:66: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:67: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:68: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:77: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:80: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:126: '!=' : wrong o 01000000:80050b18 HWX C T N Tex TexProjUV UVMtx Light: LightUberShader #version 300 es // Driver: Adreno (TM) 330 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80050b18 HWX C T N Tex TexProjUV UVMtx Light: LightUberShader in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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 vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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 = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : 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; lowp float angle; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLigh
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-08-27 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:76: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:79: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:125: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:128: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:174: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:177: '==' : wron 01000000:80050b10 HWX T N Tex TexProjUV UVMtx Light: LightUberShader #version 300 es // Driver: Adreno (TM) 330 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80050b10 HWX T N Tex TexProjUV UVMtx Light: LightUberShader in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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 vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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 = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.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; lowp float angle; if ((u_lightControl & 1u) != 0u) { uint comp = (u_lightControl >> 4) & 3u; uint type = (u_lightControl >> 6) & 3u; if (type == 0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldo
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-08-26 00000000=sceUtilityScreenshotInitStart(09cadfe8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-08-25 sceDmacMemcpy(dest=04088000, src=092875c0, size=557056): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-08-25 00000000=sceUtilityScreenshotInitStart(09ca9c68)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2023-08-24 sceDmacMemcpy(dest=04177300, src=09438500, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-08-23 Jump to invalid address: 07184180
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-08-21 Jump to invalid address: 07299c80 PC 09ca5d28 LR 09ca5d04
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-08-20 Error in shader program link: info: L0001 The fragment floating-point variable u_texelDelta does not match the vertex variable u_texelDelta. The precision does not match. fs: postshader #version 320 es precision mediump float; precision highp int; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec4 u_time; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; in vec2 v_texcoord0; out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; vec3 processSHADEBOOST(inout vec3 color) { float sat = 1.2999999523162841796875; float brt = 0.800000011920928955078125; float con = 1.0; float AvgLumR = 1.2000000476837158203125; float AvgLumG = 1.2999999523162841796875; float AvgLumB = 1.10000002384185791015625; if (SEPIA == 1) { sat = 0.00999999977648258209228515625; brt = 1.75; con = 1.0; AvgLumR = 0.439999997615814208984375; AvgLumG = 0.2599999904632568359375; AvgLumB = 0.07999999821186065673828125; } if (GRAYSCALE == 1) { sat = 0.0; brt = 1.0; con = 1.0; AvgLumR = 1.0; AvgLumG = 1.0; AvgLumB = 1.0; } if (NEGATIVE == 1) { sat = 1.0; brt = 1.0; con = -1.0; AvgLumR = 1.0; AvgLumG = 1.0; AvgLumB = 1.0; } if (PSPCOLORS == 1) { sat = 1.0; brt = 1.0; con = 1.0; AvgLumR = 0.959299981594085693359375; AvgLumG = 1.0738999843597412109375; AvgLumB = 1.46039998531341552734375; } vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 conRGB = vec3(0.5); vec3 brtColor = color * brt; vec3 intensity = vec3(((brtColor.x * 0.2125000059604644775390625) + (brtColor.y * 0.7153999805450439453125)) + (brtColor.z * 0.07209999859333038330078125)); vec3 satColor = mix(intensity, brtColor, vec3(sat)); vec3 conColor = mix(conRGB, satColor, vec3(con)); vec3 mixColor = AvgLumin * conColor; color = mixColor; return color; } void main() { SEPIA = 0; GRAYSCALE = 0; NEGATIVE = 0; PSPCOLORS = 0; vec3 color = texture(sampler0, v_texcoord0).xyz; vec3 param = color; vec3 _127 = processSHADEBOOST(param); color = _127; _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.x = color.x; _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.y = color.y; _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.z = color.z; _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.w = 1.0; } vs: postshader #version 320 es uniform vec2 u_texelDelta; out vec2 v_texcoord0; in vec2 a_texcoord0; in vec4 a_position; out vec4 v_texcoordNC0; out vec4 v_texcoordNC1; out vec4 v_texcoordNC2; out vec4 v_texcoordNC3; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; v_texcoordNC0 = a_texcoord0.xyxy + (vec4(-0.5, -0.5, -1.5, -1.5) * u_texelDelta.xyxy); v_texcoordNC1 = a_texcoord0.xyxy + (vec4(0.5, -0.5, 1.5, -1.5) * u_texelDelta.xyxy); v_texcoordNC2 = a_texcoord0.xyxy + (vec4(-0.5, 0.5, -1.5, 1.5) * u_texelDelta.xyxy); v_texcoordNC3 = a_texcoord0.xyxy + (vec4(0.5, 0.5, 1.5, 1.5) * u_texelDelta.xyxy); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-08-13 00000000=sceUtilityScreenshotInitStart(09cac488)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-08-12 00000400=sceGeEdramSetAddrTranslation(00000400)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-08-11 Jump to invalid address: 07179880
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-08-11 Jump to invalid address: 07179ac0
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-08-09 00000000=sceUtilityScreenshotInitStart(09caa188)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-08-09 00000000=sceUtilityScreenshotInitStart(09caa148)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-08-07 00000000=sceUtilityScreenshotInitStart(09caca88)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.3 2023-08-06 Unknown GetPointer 00000020 PC 08815fcc LR 08815fd4
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.3 2023-08-06 Unknown GetPointerWrite 00000000 PC 088287f8 LR 08828800
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-08-03 00000000=sceUtilityScreenshotInitStart(09cab328)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-07-30 00000000=sceUtilityScreenshotInitStart(09caf188)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-07-30 00000000=sceUtilityScreenshotInitStart(09caf148)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-07-30 00000000=sceUtilityScreenshotInitStart(09caf108)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.3 2023-07-29 00000000=sceUtilityScreenshotInitStart(09ca9508)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.3 2023-07-29 00000000=sceUtilityScreenshotInitStart(09ca94c8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.4 2023-07-26 sceDmacMemcpy(dest=04175500, src=092dac20, size=256): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.1 2023-07-22 sceDmacMemcpy(dest=04167340, src=091b8260, size=256): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14 2023-07-19 UI scissor out of bounds in GameSettingsScreen: 339,0-1168,720 / 1424,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.1 2023-07-18 UI scissor out of bounds in CwCheatScreen: 528,0-1072,721 / 1600,720
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-07-16 00000000=sceUtilityScreenshotInitStart(09ca9fe8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.2 2023-07-13 sceDmacMemcpy(dest=04182900, src=0932a480, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-07-12 00000000=sceUtilityScreenshotInitStart(09caf7a8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-07-10 00000000=sceUtilityScreenshotInitStart(09cae268)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-07-10 00000000=sceUtilityScreenshotInitStart(09cae2c8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-07-10 00000000=sceUtilityScreenshotInitStart(09cae2a8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-07-10 00000000=sceUtilityScreenshotInitStart(09cae288)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2023-07-09 sceDmacMemcpy(dest=041893c0, src=09265720, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-07-09 00000000=sceUtilityScreenshotInitStart(09cac0c8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-07-05 sceDmacMemcpy(dest=04153b80, src=09359b00, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-07-04 00000000=sceUtilityScreenshotInitStart(09caada8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2023-07-03 00000000=sceUtilityScreenshotInitStart(09caeba8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2023-07-03 00000000=sceUtilityScreenshotInitStart(09caeb08)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4.2 2023-07-01 Wrong magic number 65746e6f
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4.2 2023-07-01 Wrong magic number 65727574
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4.2 2023-07-01 Wrong magic number 20534520
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4.2 2023-07-01 Wrong magic number 6e6f6974
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4.2 2023-07-01 Wrong magic number 74697277
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4.2 2023-07-01 Wrong magic number 452d7265
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4.2 2023-07-01 Wrong magic number 706d4920
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4.2 2023-07-01 Wrong magic number 414e2d2d
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4.2 2023-07-01 Wrong magic number 4c472065
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4.2 2023-07-01 Wrong magic number 29207972
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4.2 2023-07-01 Wrong magic number 0d226874
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.3 2023-07-01 sceDmacMemcpy(dest=0418ee00, src=09406c60, size=192): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-06-30 sceDmacMemcpy(dest=04180500, src=092632c0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-06-28 sceDmacMemcpy(dest=04170400, src=09203260, size=256): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-06-21 sceDmacMemcpy(dest=041773c0, src=093ab480, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-06-20 Jump to invalid address: 0717e740
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-06-20 __KernelStopThread: thread 337 does not exist (helper deleted)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-06-20 00000000=sceUtilityScreenshotInitStart(09cb1128)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-06-20 00000000=sceUtilityScreenshotInitStart(09cb10e8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-06-19 00000000=sceUtilityScreenshotInitStart(09cb03c8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-06-19 00000000=sceUtilityScreenshotInitStart(09cacaa8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.13.2 2023-06-19 00000000=sceUtilityScreenshotInitStart(09ca8d68)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-06-19 sceDmacMemcpy(dest=0413d440, src=0900bd20, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-06-19 00000000=sceUtilityScreenshotInitStart(09ca9248)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-06-18 00000000=sceUtilityScreenshotInitStart(09ca9da8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-06-15 sceDmacMemcpy(dest=041adf40, src=093f3600, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-06-14 00000000=sceUtilityScreenshotInitStart(09caab88)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-06-14 00000000=sceUtilityScreenshotInitStart(09d37388)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.13.2 2023-06-12 Branch in Jump delay slot at 09cfe370 in block starting at 09cfe364
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.13.2 2023-06-12 MIPSCompileOp: Invalid instruction 00ffffff
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-06-12 00000000=sceUtilityScreenshotInitStart(09cac988)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-06-12 00000000=sceUtilityScreenshotInitStart(09cac948)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-06-12 Replacement rowPitch=512, but w=744 (level=0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.2 2023-06-10 Jump to invalid address: 072a2340
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.2 2023-06-10 Jump to invalid address: 07184980
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.15.4 2023-06-09 sceDmacMemcpy(dest=04170ec0, src=092369a0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.4 2023-06-09 sceDmacMemcpy(dest=0418ff80, src=092e0820, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-06-09 00000000=sceUtilityScreenshotInitStart(09d347a8)