Recent logs - ガンダムバトルユニバース

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Game title Version Latest Report Message
ガンダムバトルユニバース v1.9.0 2022-10-04 ReadFromHardware: Invalid address 6d7c4394 near PC 089c7994 LR 08000020
ガンダムバトルユニバース v1.9.0 2022-10-04 ReadFromHardware: Invalid address 40b8e430 near PC 08954500 LR 08954500
ガンダムバトルユニバース v1.9.0 2022-09-18 ReadFromHardware: Invalid address 40cee810 near PC 0881b850 LR 0881a4d0
ガンダムバトルユニバース v1.9.0 2022-09-18 WriteToHardware: Invalid address 68a00000 near PC 0881b850 LR 0881a4d0
ガンダムバトルユニバース v1.9.0 2022-08-31 WriteToHardware: Invalid address 000000f4 near PC 08804dd8 LR 08804dd8
ガンダムバトルユニバース v1.9.0 2022-08-31 ReadFromHardware: Invalid address 40b8e430 near PC 089c7994 LR 08000020
ガンダムバトルユニバース v1.9.0 2022-08-30 WriteToHardware: Invalid address 40a00000 near PC 089b0768 LR 089b02a4
ガンダムバトルユニバース v1.12.3 2022-08-22 sceKernelLoadModuleByID: unsupported options size=00000014, flags=2f454d41, pos=0, access=1, data=2, text=2
ガンダムバトルユニバース v1.13.1 2022-09-05 sceNetAdhocMatchingInit(16384) at 089184ac
ガンダムバトルユニバース v1.9.0 2022-09-03 ReadFromHardware: Invalid address 40b8e430 near PC 089c531c LR 089c531c
ガンダムバトルユニバース v1.9.0 2022-08-02 WriteToHardware: Invalid address 00000000 near PC 089c764c LR 089c5f2c
ガンダムバトルユニバース v1.9.0 2022-09-19 ReadFromHardware: Invalid address 40b8e430 near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.9.0 2022-09-20 WriteToHardware: Invalid address 68a00000 near PC 089c7994 LR 08000020
ガンダムバトルユニバース v1.9.0 2022-09-29 ReadFromHardware: Invalid address 40cee810 near PC 089c531c LR 089c531c
ガンダムバトルユニバース v1.9.0 2022-09-29 WriteToHardware: Invalid address 68a00000 near PC 089c531c LR 089c531c
ガンダムバトルユニバース v1.9.0 2022-09-30 ReadFromHardware: Invalid address 40cee810 near PC 089c7994 LR 08000020
ガンダムバトルユニバース v1.9.0 2022-09-30 WriteToHardware: Invalid address 00000000 near PC 089c7994 LR 08000020
ガンダムバトルユニバース v1.9.0 2022-05-21 MIPSCompileOp: Invalid instruction 000acba9
ガンダムバトルユニバース v1.9.0 2022-05-21 MIPSCompileOp: Invalid instruction 000009a9
ガンダムバトルユニバース v1.9.0 2022-05-21 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
ガンダムバトルユニバース v1.9.0 2022-05-08 WriteToHardware: Invalid address 000000f4 near PC 089bd718 LR 089bd718
ガンダムバトルユニバース v1.12.3 2022-03-22 FBO created from existing depthbuffer as color, 040cc000/00000000 and 04000000/040cc000
ガンダムバトルユニバース v1.12.3 2022-03-22 FBO created from existing depthbuffer as color, 040cc000/00000000 and 04088000/040cc000
ガンダムバトルユニバース v1.9.0 2022-03-15 WriteToHardware: Invalid address 000007d8 near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.9.0 2022-03-10 WriteToHardware: Invalid address 00000000 near PC 089c69b8 LR 089c55dc
ガンダムバトルユニバース v1.9.0 2022-02-24 Jump to invalid address: 036c6a00
ガンダムバトルユニバース v1.9.0 2022-02-24 Jump to invalid address: 036c4f00
ガンダムバトルユニバース v1.9.0 2022-02-24 Jump to invalid address: 036c4300
ガンダムバトルユニバース v1.9.0 2022-02-24 Jump to invalid address: 036c3500
ガンダムバトルユニバース v1.9.0 2022-02-24 Jump to invalid address: 036c2700
ガンダムバトルユニバース v1.9.0 2022-02-24 Jump to invalid address: 036c1b00
ガンダムバトルユニバース v1.9.0 2022-02-24 Jump to invalid address: 036c0f00
ガンダムバトルユニバース v1.9.0 2022-02-24 Jump to invalid address: 036c0300
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 036bf700
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 036beb00
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 036bdf00
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 036bd300
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 036bc700
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 036baf00
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 036b9a00
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 036b6b00
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 036b3c00
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 036b1400
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 036aec00
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 07601f00
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 07601c00
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 075ff100
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 075fb600
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 075f9100
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 07626780
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 033db380
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 033db400
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 033db430
ガンダムバトルユニバース v1.9.0 2022-05-28 MIPSCompileOp: Invalid instruction 7f7fffff
ガンダムバトルユニバース v1.9.0 2022-05-28 MIPSCompileOp: Invalid instruction 00000078
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 075f8e00
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 075eae00
ガンダムバトルユニバース v1.9.0 2022-02-24 WriteToHardware: Invalid address 00000000 near PC 08804df8 LR 08804df8
ガンダムバトルユニバース v1.9.0 2022-09-24 WriteToHardware: Invalid address 00000000 near PC 089c531c LR 089c531c
ガンダムバトルユニバース v1.9.0 2022-02-21 WriteToHardware: Invalid address 00000000 near PC 0881b7b0 LR 0881a4d0
ガンダムバトルユニバース v1.9.0 2022-05-28 Jump to invalid address: 075e2e00
ガンダムバトルユニバース v1.9.0 2022-05-28 MIPSCompileOp: Invalid instruction 00000a28
ガンダムバトルユニバース v1.9.0 2022-05-28 MIPSCompileOp: Invalid instruction 000accb9
ガンダムバトルユニバース v1.9.0 2022-05-28 MIPSCompileOp: Invalid instruction 00000001
ガンダムバトルユニバース v1.9.0 2022-05-28 MIPSCompileOp: Invalid instruction 00010001
ガンダムバトルユニバース v1.9.0 2022-05-28 MIPSCompileOp: Invalid instruction 000009bb
ガンダムバトルユニバース v1.9.0 2022-01-25 WriteToHardware: Invalid address 00000000 near PC 089c5824 LR 0880b0e8
ガンダムバトルユニバース v1.9.0 2022-01-20 WriteToHardware: Invalid address 00000000 near PC 08816464 LR 08816464
ガンダムバトルユニバース v1.4-2-g648bc5d 2022-01-12 WriteToHardware: Invalid address 00000000 near PC 08804d34 LR 08804d34
ガンダムバトルユニバース v1.12.2 2021-11-20 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:144: 'outerProduct' : no matching overloaded function found ERROR: 0:144: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 80000000:00004b0c HWX C T N Fog Bezier TessRevN #version 300 es // Adreno (TM) 306 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump float v_fogdepth; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0, 0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec4 col; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (2 + point_pos.x); index_v = (0 + point_pos.y); _pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (3 + point_pos.x); index_v = (0 + point_pos.y); _pos[3] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (0 + point_pos.x); index_v = (1 + point_pos.y); _pos[4] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (1 + point_pos.x); index_v = (1 + point_pos.y); _pos[5] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (2 + point_pos.x); index_v = (1 + point_pos.y); _pos[
ガンダムバトルユニバース v1.12.2 2021-11-20 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:148: 'outerProduct' : no matching overloaded function found ERROR: 0:148: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. c0000000:00004b1c HWX C T N Fog Tex Flat Bezier TessRevN #version 300 es // Adreno (TM) 306 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0, 0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (2 + point_pos.x); index_v = (0 + point_pos.y); _pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (3 + point_pos.x); index_v = (0 + point_pos.y); _pos[3] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (0 + point_pos.x); index_v = (1 + point_pos.y); _pos[4] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (1 + point_pos.x); index_v = (1 + point_pos.y); _pos[5] = texelFetch(u_tess_points,
ガンダムバトルユニバース v1.12.2 2021-12-08 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:148: 'outerProduct' : no matching overloaded function found ERROR: 0:148: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 80000000:00004b1c HWX C T N Fog Tex Bezier TessRevN #version 300 es // Adreno (TM) 306 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; 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; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0, 0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (2 + point_pos.x); index_v = (0 + point_pos.y); _pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (3 + point_pos.x); index_v = (0 + point_pos.y); _pos[3] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (0 + point_pos.x); index_v = (1 + point_pos.y); _pos[4] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (1 + point_pos.x); index_v = (1 + point_pos.y); _pos[5] = texelFetch(u_tess_points, ivec2(ind
ガンダムバトルユニバース v1.11.3 2021-07-31 Unknown GetPointer 00000010 PC 089dbfb4 LR 089e01f4
ガンダムバトルユニバース v1.6.3-312-g31646d6c8 2021-07-11 Error in shader program link: info: (unknown reason) fs: 00000000:0001d022 Tex TexAlpha 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 = p * t; if (v.a < 0.002) discard; fragColor0 = v; } vs: 00000000:00000012 THR Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; 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_through * vec4(position.xyz, 1.0); }
ガンダムバトルユニバース v1.10.3 2021-07-11 Unknown GetPointer 00000000 PC 089c4a60 LR 089c4a60
ガンダムバトルユニバース v1.11.3 2021-07-10 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=1, text=1
ガンダムバトルユニバース v1.11.3 2021-07-10 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=2, text=2
ガンダムバトルユニバース v1.11.3 2021-05-06 WriteToHardware: Invalid address 00000dc8 near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.11.3 2021-09-12 Unknown GetPointer 00000000 PC 08804108 LR 08000030
ガンダムバトルユニバース v1.10.3-1375-g52c6169a5 2020-12-23 An uneaten prefix at end of block: 0881f1b8
ガンダムバトルユニバース v1.13.2 2022-10-05 FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000
ガンダムバトルユニバース v1.13.2 2022-10-05 FBO created from existing depthbuffer as color, 04088000/00000000 and 04044000/04088000
ガンダムバトルユニバース v1.9.4 2021-07-16 BREAK instruction hit
ガンダムバトルユニバース v1.9.4 2020-03-11 Branch in RSRTComp delay slot at 0810c1a0 in block starting at 0810c0b8
ガンダムバトルユニバース v1.9.4 2020-03-11 Jump to invalid address: 03fc4000
ガンダムバトルユニバース v1.9.4 2022-03-27 WriteToHardware: Invalid address 000005c0 near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.8.0 2021-05-06 WriteToHardware: Invalid address 00000f1c near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.9.0 2022-07-12 WriteToHardware: Invalid address 00000500 near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.9.4 2022-09-27 Unknown GetPointer 00000000 PC 0880633c LR 0880633c
ガンダムバトルユニバース v1.9.0 2022-07-12 WriteToHardware: Invalid address 00000cfc near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.9.0 2022-08-06 WriteToHardware: Invalid address 0000109c near PC 08000000 LR 08000000
ガンダムバトルユニバース v1.6.3 2018-08-01 80630006=sceAtracSetDataAndGetID(09da90d4, 000677ec): invalid RIFF header
ガンダムバトルユニバース v1.6.3 2018-08-01 Unexpected mpeg first timestamp: 22024002600 / 2337066198528
ガンダムバトルユニバース v1.6.3-312-g31646d6c8 2021-05-28 GL ran out of GPU memory; switching to low memory mode
ガンダムバトルユニバース v1.7.5 2022-03-30 Attempting to texture from target (src=00000000 / target=00000000 / flags=7)
ガンダムバトルユニバース v1.7.5 2022-03-30 Attempting to texture from target (src=00044000 / target=00044000 / flags=7)
ガンダムバトルユニバース v1.4-167-g41136d5 2017-05-07 Unsupported texture lod slope: 0.002222 + 0.000000
ガンダムバトルユニバース v1.4-200-gf9b2272 2021-09-09 Unsupported texture lod slope: 0.001333 + 0.000000
ガンダムバトルユニバース v1.9.0 2021-03-23 Unknown GetPointer 00000000 PC 08000000 LR 08000000
ガンダムバトルユニバース v0.9.8-1385-gcc26948 2015-09-27 FBO created from existing depthbuffer as color, 00088000/00088000 and 00000000/00088000