Recent logs - Mortal Kombat: Unchained

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Game title Version Latest Report Message
Mortal Kombat: Unchained v1.17.1 2025-10-26 __KernelStopThread: thread 954 does not exist (helper deleted)
Mortal Kombat: Unchained v1.19.3 2025-10-29 __KernelStopThread: thread 1341 does not exist (helper deleted)
Mortal Kombat: Unchained v1.11.3 2025-10-20 80630006=sceAtracSetData(2, 08b9d5c0, 00038000): invalid RIFF header
Mortal Kombat: Unchained v1.18.1 2025-10-16 __KernelStopThread: thread 775 does not exist (helper deleted)
Mortal Kombat: Unchained v1.17.1 2025-10-13 MIPSCompileOp: Invalid instruction 46800499
Mortal Kombat: Unchained v1.19.3 2025-09-03 __KernelStopThread: thread 1104 does not exist (helper deleted)
Mortal Kombat: Unchained v1.19.3 2025-09-03 __KernelStopThread: thread 1097 does not exist (helper deleted)
Mortal Kombat: Unchained v1.19.3 2025-09-03 __KernelStopThread: thread 1085 does not exist (helper deleted)
Mortal Kombat: Unchained v1.19.3 2025-09-03 __KernelStopThread: thread 792 does not exist (helper deleted)
Mortal Kombat: Unchained v1.19.1 2025-08-24 __KernelStopThread: thread 595 does not exist (helper deleted)
Mortal Kombat: Unchained v1.17.1-1148-g1935bba789 2025-08-18 __KernelStopThread: thread 573 does not exist (helper deleted)
Mortal Kombat: Unchained v1.19.3 2025-08-14 __KernelStopThread: thread 1670 does not exist (helper deleted)
Mortal Kombat: Unchained v1.16.4 2025-08-14 ReadFromHardware: Invalid address c34421c8 near PC c34421c8 LR 08a2b85c
Mortal Kombat: Unchained v1.15.4 2025-08-03 __KernelStopThread: thread 2430 does not exist (helper deleted)
Mortal Kombat: Unchained v1.15.4 2025-08-03 __KernelStopThread: thread 2293 does not exist (helper deleted)
Mortal Kombat: Unchained v1.15.4 2025-08-03 __KernelStopThread: thread 2113 does not exist (helper deleted)
Mortal Kombat: Unchained v1.15.4 2025-08-02 __KernelStopThread: thread 1777 does not exist (helper deleted)
Mortal Kombat: Unchained v1.15.4 2025-08-02 __KernelStopThread: thread 848 does not exist (helper deleted)
Mortal Kombat: Unchained v1.6.3 2025-07-21 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:0501d000 StenToAlpha Sten0 AlphaTest0 > #version 100 precision lowp float; uniform sampler2D testtex; varying vec4 v_color0; void main() { vec4 v = v_color0 ; if (v.a < 0.002) discard; gl_FragColor = vec4(v.rgb, 0.0); } vs: 00000000:0000000a THR C #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Mortal Kombat: Unchained v1.6.3 2025-07-21 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:0001d000 AlphaTest0 > #version 100 precision lowp float; uniform sampler2D testtex; varying vec4 v_color0; void main() { vec4 v = v_color0 ; if (v.a < 0.002) discard; gl_FragColor = v; } vs: 00000000:00000100 HWX #version 100 precision highp float; attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; }
Mortal Kombat: Unchained v1.19.3 2025-09-12 sceAudiocodecInit(09edec00, 4097): replacing existing context
Mortal Kombat: Unchained v1.17.1-1250-g049dd8bb79 2025-07-12 MIPSCompileOp: Invalid instruction 7d36f34b
Mortal Kombat: Unchained v1.17.1-1250-g049dd8bb79 2025-07-12 MIPSCompileOp: Invalid instruction 46d69b94
Mortal Kombat: Unchained v1.17.1-1250-g049dd8bb79 2025-07-12 MIPSCompileOp: Invalid instruction 7eb7b5f3
Mortal Kombat: Unchained v1.17.1-1250-g049dd8bb79 2025-07-12 MIPSCompileOp: Invalid instruction 6194e4ee
Mortal Kombat: Unchained v1.17.1-1250-g049dd8bb79 2025-07-12 MIPSCompileOp: Invalid instruction 477866d7
Mortal Kombat: Unchained v1.19.2 2025-07-14 sceKernelCreateThread(name=sceATRAC3plus_Library): unsupported attributes 00000006, ignoring
Mortal Kombat: Unchained v1.14.1 2025-07-06 UI scissor out of bounds in MainScreen: 0,0-734,481 / 960,480
Mortal Kombat: Unchained v1.11.3-1679-g195662497 2025-07-06 Failed decrypting the PRX (ret = -1, size = 5604780, psp_size = 5605120)!
Mortal Kombat: Unchained v1.7.4 2025-07-04 WriteToHardware: Invalid address 00000001 near PC 08000000 LR 08000000
Mortal Kombat: Unchained v1.18.1 2025-07-04 __KernelStopThread: thread 1081 does not exist (helper deleted)
Mortal Kombat: Unchained v1.14.1 2025-07-14 UI scissor out of bounds in GameSettingsScreen: 148,0-805,481 / 960,480
Mortal Kombat: Unchained v1.18.1 2025-06-29 __KernelStopThread: thread 1277 does not exist (helper deleted)
Mortal Kombat: Unchained v1.18.1 2025-06-29 __KernelStopThread: thread 1234 does not exist (helper deleted)
Mortal Kombat: Unchained v1.18.1 2025-06-29 __KernelStopThread: thread 746 does not exist (helper deleted)
Mortal Kombat: Unchained v1.18.1 2025-06-29 __KernelStopThread: thread 757 does not exist (helper deleted)
Mortal Kombat: Unchained v1.18.1 2025-06-28 __KernelStopThread: thread 1168 does not exist (helper deleted)
Mortal Kombat: Unchained v1.18.1 2025-06-28 __KernelStopThread: thread 973 does not exist (helper deleted)
Mortal Kombat: Unchained v1.18.1 2025-06-28 __KernelStopThread: thread 703 does not exist (helper deleted)
Mortal Kombat: Unchained v1.18.1 2025-06-28 __KernelStopThread: thread 1325 does not exist (helper deleted)
Mortal Kombat: Unchained v1.18.1 2025-07-04 __KernelStopThread: thread 623 does not exist (helper deleted)
Mortal Kombat: Unchained v1.19.2 2025-06-22 __KernelStopThread: thread 2776 does not exist (helper deleted)
Mortal Kombat: Unchained v1.19.2 2025-06-22 __KernelStopThread: thread 2911 does not exist (helper deleted)
Mortal Kombat: Unchained v1.19.2 2025-06-22 __KernelStopThread: thread 2828 does not exist (helper deleted)
Mortal Kombat: Unchained v1.19.2 2025-06-22 __KernelStopThread: thread 2771 does not exist (helper deleted)
Mortal Kombat: Unchained v1.11.3-1679-g195662497 2025-06-20 __KernelStopThread: thread 1235 does not exist
Mortal Kombat: Unchained v1.11.3-1679-g195662497 2025-06-20 __KernelStopThread: thread 815 does not exist
Mortal Kombat: Unchained v1.19.1 2025-06-14 sceMpegGetAtracAu: invalid audio stream 3f722b00
Mortal Kombat: Unchained v1.18.1 2025-06-06 Unknown GetPointerWrite ffffffff PC 08a00114 LR 08000020
Mortal Kombat: Unchained v1.18.1 2025-06-06 Unknown GetPointer 00000000 PC 08000204 LR 08000038
Mortal Kombat: Unchained v1.18.1 2025-06-06 Unknown GetPointerWrite ffffffff PC 08a02cd4 LR 08a02cd4
Mortal Kombat: Unchained v1.18 2025-06-02 Unexpected mpeg first timestamp: 43000004091 / 4604204957841
Mortal Kombat: Unchained v1.18 2025-05-31 Unexpected mpeg first timestamp: 3000009038 / 206158467128
Mortal Kombat: Unchained v1.18.1 2025-05-28 sceMpegGetAtracAu: invalid audio stream fdf6d950
Mortal Kombat: Unchained v1.18.1 2025-05-28 __KernelStopThread: thread 939 does not exist (helper deleted)
Mortal Kombat: Unchained v1.18.1 2025-05-26 Unknown GetPointerWrite 0a002bc0 PC 08a4da8c LR 088df7dc
Mortal Kombat: Unchained v1.18 2025-05-26 __KernelStopThread: thread 580 does not exist (helper deleted)
Mortal Kombat: Unchained v1.17.1 2025-05-25 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: 0:2: error(#61) Required extension isn't found, extension 'GL_ARB_shader_stencil_export' is not supported ERROR: error(#273) 1 compilation errors. No code generated stencil_fs #version 330 #extension GL_ARB_shader_stencil_export : require // Driver: ATI Radeon 3100 Graphics - GLSL 330 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; float roundAndScaleTo255f(in float x) { return floor(x * 255.99); } in highp vec2 v_texcoord; // TEXCOORD0 uniform float stencilValue; out vec4 fragColor0; void main() { vec4 index = texture(tex, v_texcoord.xy); vec4 outColor = index.aaaa; gl_FragStencilRefARB = int(roundAndScaleTo255f(index.a)); fragColor0 = outColor; }
Mortal Kombat: Unchained v1.18.1 2025-05-22 __KernelStopThread: thread 1170 does not exist (helper deleted)
Mortal Kombat: Unchained v1.18.1 2025-05-21 __KernelStopThread: thread 3732 does not exist (helper deleted)
Mortal Kombat: Unchained v1.18.1 2025-05-21 Jump to invalid address: 076d8640
Mortal Kombat: Unchained v1.18.1 2025-05-21 __KernelStopThread: thread 1616 does not exist (helper deleted)
Mortal Kombat: Unchained v1.18.1 2025-05-21 __KernelStopThread: thread 3147 does not exist (helper deleted)
Mortal Kombat: Unchained v1.18.1 2025-05-20 __KernelStopThread: thread 860 does not exist (helper deleted)
Mortal Kombat: Unchained v1.6.3 2025-05-19 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00002a82:0021d022 Tex TexAlpha Fog ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod AlphaTest0 > #version 100 precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); v.rgb = v.rgb * u_blendFixA; gl_FragColor = v; } vs: 00000000:00000914 HWX T Fog Tex #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; 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; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Mortal Kombat: Unchained v1.6.3 2025-05-19 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00002a82:0021d022 Tex TexAlpha Fog ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod AlphaTest0 > #version 100 precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); v.rgb = v.rgb * u_blendFixA; gl_FragColor = v; } vs: 00000000:0000091c HWX C T Fog Tex #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; attribute 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; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Mortal Kombat: Unchained v1.6.3 2025-07-21 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:0901d000 StenToAlpha Sten1 AlphaTest0 > #version 100 precision lowp float; uniform sampler2D testtex; varying vec4 v_color0; void main() { vec4 v = v_color0 ; if (v.a < 0.002) discard; gl_FragColor = vec4(v.rgb, 1.0); } vs: 00000000:0000000a THR C #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Mortal Kombat: Unchained v1.6.3 2025-05-19 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:0021d3a2 Tex TexAlpha Fog TClampST TFuncMod AlphaTest0 > #version 100 precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec4 t = texture2D(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 00000000:00000914 HWX T Fog Tex #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; 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; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Mortal Kombat: Unchained v1.6.3 2025-05-19 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:0021d000 Fog AlphaTest0 > #version 100 precision lowp float; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; void main() { vec4 v = v_color0 ; if (v.a < 0.002) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01010000:0000010c HWX C Fog Light: MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; 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; varying lowp vec4 v_color0; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Mortal Kombat: Unchained v1.6.3 2025-05-19 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:00200000 Fog #version 100 precision lowp float; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; void main() { vec4 v = v_color0 ; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01300000:00000304 HWX N Fog Light: 0: c:0 t:0 1: c:0 t:0 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; 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; varying lowp vec4 v_color0; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Mortal Kombat: Unchained v1.6.3 2025-05-19 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:09000000 StenToAlpha Sten1 #version 100 precision lowp float; varying vec4 v_color0; void main() { vec4 v = v_color0 ; gl_FragColor = vec4(v.rgb, 1.0); } vs: 00000000:0000000a THR C #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Mortal Kombat: Unchained v1.6.3 2025-05-19 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:01000000 StenToAlpha StenUniform #version 100 precision lowp float; uniform float u_stencilReplaceValue; varying vec4 v_color0; void main() { vec4 v = v_color0 ; gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); } vs: 00000000:0000000a THR C #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Mortal Kombat: Unchained v1.18.1 2025-05-18 __KernelStopThread: thread 425 does not exist (helper deleted)
Mortal Kombat: Unchained v1.18.1 2025-05-28 sceMpegGetAtracAu: invalid audio stream ffffffff
Mortal Kombat: Unchained v1.18.1 2025-05-28 Unknown GetPointerWrite 00000000 PC 08a06774 LR 08a06774
Mortal Kombat: Unchained v1.18.1 2025-05-28 Unknown GetPointer 00000000 PC 08a06774 LR 08a06774
Mortal Kombat: Unchained v1.18.1 2025-05-16 sceMpegGetAtracAu: invalid audio stream 0a2c2010
Mortal Kombat: Unchained v1.18.1 2025-05-11 __KernelStopThread: thread 640 does not exist (helper deleted)
Mortal Kombat: Unchained v1.18.1 2025-05-10 sceMpegGetAtracAu: invalid audio stream cbd286b0
Mortal Kombat: Unchained v1.18.1 2025-05-07 __KernelStopThread: thread 2140 does not exist (helper deleted)
Mortal Kombat: Unchained v1.18.1 2025-06-29 __KernelStopThread: thread 1082 does not exist (helper deleted)
Mortal Kombat: Unchained v1.18.1 2025-05-05 Unknown GetPointerWrite 40be0d8c PC 08a4da8c LR 088df7dc
Mortal Kombat: Unchained v1.18.1 2025-05-04 __KernelStopThread: thread 1889 does not exist (helper deleted)
Mortal Kombat: Unchained v1.17.1 2025-05-03 __KernelStopThread: thread 1093 does not exist (helper deleted)
Mortal Kombat: Unchained v1.17.1 2025-05-03 __KernelStopThread: thread 725 does not exist (helper deleted)
Mortal Kombat: Unchained v1.18.1 2025-04-28 Unknown GetPointer 9126fdf8 PC 08a4da8c LR 088df7dc
Mortal Kombat: Unchained v1.18.1 2025-04-27 WriteToHardware: Invalid address 04800000 near PC 08a4db60 LR 0894f5bc
Mortal Kombat: Unchained v1.18.1 2025-04-26 Unexpected mpeg first timestamp: 5300000006b / 5703716569195
Mortal Kombat: Unchained v1.18.1 2025-04-26 __KernelStopThread: thread 1362 does not exist (helper deleted)
Mortal Kombat: Unchained v1.17.1 2025-04-23 __KernelStopThread: thread 957 does not exist (helper deleted)
Mortal Kombat: Unchained v1.10 2025-04-23 FBO using existing buffer as depthbuffer, 04044000/04088000 and 04088000/04110000
Mortal Kombat: Unchained v1.18.1 2025-04-21 __KernelStopThread: thread 2037 does not exist (helper deleted)
Mortal Kombat: Unchained v1.18.1 2025-04-18 WriteToHardware: Invalid address 00000050 near PC 08939868 LR 08939854
Mortal Kombat: Unchained v1.18.1 2025-04-18 ReadFromHardware: Invalid address ff000012 near PC ff000012 LR 08912a78
Mortal Kombat: Unchained v1.18.1-362-g01b4eb41be 2025-04-18 80630008=sceAtracSetDataAndGetID(0923bcc0, 000046cc): loop starts after it ends
Mortal Kombat: Unchained v1.18.1-362-g01b4eb41be 2025-04-18 80630006=sceAtracSetDataAndGetID(0923bcc0, 00016fcc): invalid RIFF header
Mortal Kombat: Unchained v1.18.1-362-g01b4eb41be 2025-04-18 80630006=sceAtracSetDataAndGetID(0923bcc0, 00006dcc): invalid RIFF header
Mortal Kombat: Unchained v1.18.1-362-g01b4eb41be 2025-04-18 80630006=sceAtracSetDataAndGetID(0923bcc0, 0000bbcc): invalid RIFF header
Mortal Kombat: Unchained v1.18 2025-04-15 __KernelStopThread: thread 1071 does not exist (helper deleted)
Mortal Kombat: Unchained v1.18 2025-04-14 __KernelStopThread: thread 786 does not exist (helper deleted)