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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) |