Recent logs - Mortal Kombat: Unchained

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Game title Version Latest Report Message
Mortal Kombat: Unchained v1.12.3 2021-10-22 __KernelStopThread: thread 312 does not exist
Mortal Kombat: Unchained v1.12.3 2021-10-21 __KernelStopThread: thread 524 does not exist
Mortal Kombat: Unchained v1.12.2 2021-10-19 __KernelStopThread: thread 502 does not exist
Mortal Kombat: Unchained v1.12.2 2021-10-19 __KernelStopThread: thread 407 does not exist
Mortal Kombat: Unchained v1.12.3 2021-10-19 Waiting thread for 20 that was already waiting for 20
Mortal Kombat: Unchained v1.12.2 2021-10-18 __KernelStopThread: thread 353 does not exist
Mortal Kombat: Unchained v1.12.1 2021-10-18 __KernelStopThread: thread 327 does not exist
Mortal Kombat: Unchained v1.12.1 2021-10-17 __KernelStopThread: thread 374 does not exist
Mortal Kombat: Unchained v1.11.3 2021-10-15 Branch in JumpReg delay slot at 08f6c08c in block starting at 08f6c044
Mortal Kombat: Unchained v1.12.2 2021-10-15 __KernelStopThread: thread 631 does not exist
Mortal Kombat: Unchained v1.12.3 2021-10-20 __KernelStopThread: thread 309 does not exist
Mortal Kombat: Unchained v1.12.2 2021-10-14 __KernelStopThread: thread 702 does not exist
Mortal Kombat: Unchained v1.12.2 2021-10-15 __KernelStopThread: thread 533 does not exist
Mortal Kombat: Unchained v1.12.2 2021-10-11 __KernelStopThread: thread 682 does not exist
Mortal Kombat: Unchained v1.12.2 2021-10-12 __KernelStopThread: thread 373 does not exist
Mortal Kombat: Unchained v1.12.2 2021-10-11 __KernelStopThread: thread 615 does not exist
Mortal Kombat: Unchained v1.12.2 2021-10-11 sceKernelCreateThread(name=MKUHook): unsupported attributes 00001007
Mortal Kombat: Unchained v1.12.1 2021-10-10 __KernelStopThread: thread 617 does not exist
Mortal Kombat: Unchained v1.12.3 2021-10-22 __KernelStopThread: thread 305 does not exist
Mortal Kombat: Unchained v1.12 2021-10-07 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 92160
Mortal Kombat: Unchained v1.12 2021-10-07 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 147069000
Mortal Kombat: Unchained v1.12 2021-10-07 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146129136
Mortal Kombat: Unchained v1.12 2021-10-07 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146120776
Mortal Kombat: Unchained v1.12 2021-10-07 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 5177420
Mortal Kombat: Unchained v1.12 2021-10-07 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143597400
Mortal Kombat: Unchained v1.12 2021-10-07 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148439040
Mortal Kombat: Unchained v1.11.3 2021-10-07 Jump to invalid address: 05682460
Mortal Kombat: Unchained v1.11.3 2021-10-07 Branch in Jump delay slot at 08e21f20 in block starting at 08e21580
Mortal Kombat: Unchained v1.11.3 2021-10-07 Jump to invalid address: 03885360
Mortal Kombat: Unchained v1.11.3 2021-10-07 Branch in Jump delay slot at 08e215c0 in block starting at 08e21580
Mortal Kombat: Unchained v1.11.3 2021-10-12 Unknown GetPointer 00000000 PC 08815f0c LR 08000020
Mortal Kombat: Unchained v1.11.3 2021-10-07 sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000013a, pos=0, access=1, data=2, text=2
Mortal Kombat: Unchained v1.11.3 2021-10-04 Unknown GetPointer 00000000 PC 08804000 LR 08000030
Mortal Kombat: Unchained v1.11.3 2021-10-03 __KernelStopThread: thread 598 does not exist
Mortal Kombat: Unchained v1.11.3 2021-10-03 Unimplemented HLE function sceNetResolverCreate
Mortal Kombat: Unchained v1.11.3 2021-09-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144907512
Mortal Kombat: Unchained v1.11.3 2021-09-29 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 08f60220): duplicate handler
Mortal Kombat: Unchained v1.11.3 2021-09-29 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148355080
Mortal Kombat: Unchained v1.9.3-80-g73bf6098e 2021-09-29 __KernelStopThread: thread 519 does not exist
Mortal Kombat: Unchained v1.11.3 2021-09-28 0 depal unsupported: shift=5 mask=ff offset=0
Mortal Kombat: Unchained v1.11.3 2021-09-27 80630011=sceAtracSetHalfwayBufferAndGetID(08bff040, 00000000, 00040000): buffer too small
Mortal Kombat: Unchained v1.11.3 2021-09-26 __KernelStopThread: thread 310 does not exist
Mortal Kombat: Unchained v1.11.3 2021-09-23 sceMpegGetAtracAu: invalid audio stream 00000104
Mortal Kombat: Unchained v1.11.3 2021-09-23 Unknown GetPointer 00000104 PC 08a06774 LR 08a06774
Mortal Kombat: Unchained v1.11.3 2021-09-21 Unknown GetPointer 00000000 PC 08804ebc LR 08000030
Mortal Kombat: Unchained v1.11.3 2021-09-20 FBO created from existing depthbuffer as color, 04110000/00000000 and 0415a000/04110000
Mortal Kombat: Unchained v1.11.3 2021-09-18 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167769136
Mortal Kombat: Unchained v1.11.3 2021-09-18 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792f4, pos=0, access=1, data=2, text=2
Mortal Kombat: Unchained v1.11.3 2021-09-18 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792f4, pos=0, access=1, data=1, text=1
Mortal Kombat: Unchained v1.11.3 2021-09-17 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146303628
Mortal Kombat: Unchained v1.11.3 2021-09-14 Could not setup streams, unexpected stream count: 45124
Mortal Kombat: Unchained v1.11.3 2021-09-12 sceGeListEnqueue: invalid address 40000000
Mortal Kombat: Unchained v1.11.3 2021-09-11 Unexpected mpeg first timestamp: 2000001077 / 137438957687
Mortal Kombat: Unchained v1.11.3 2021-09-11 Unexpected mpeg first timestamp: 130000010f4 / 1305670062324
Mortal Kombat: Unchained v1.11.3 2021-09-11 Unknown GetPointer 00000000 PC 088433a0 LR 08842468
Mortal Kombat: Unchained v1.11.3 2021-09-11 MIPSCompileOp: Invalid instruction 00002094
Mortal Kombat: Unchained v1.11.3 2021-09-11 Jump to invalid address: 07aa9800 PC 08c184ac LR 08a2bff0
Mortal Kombat: Unchained v1.11.3 2021-09-08 Failed decrypting the PRX (ret = -1, size = 1866592, psp_size = 1866928)!
Mortal Kombat: Unchained v1.11.3 2021-09-28 Unknown GetPointer 00000000 PC 08aaeb78 LR 08aaeb74
Mortal Kombat: Unchained v1.10.3 2021-09-05 80630006=sceAtracSetDataAndGetID(0923bcc0, 0000904c): invalid RIFF header
Mortal Kombat: Unchained v1.11.3 2021-09-03 Unknown GetPointer 02700028 PC 088df7c4 LR 088df7dc
Mortal Kombat: Unchained v1.11.3 2021-09-03 sceGeBreak(mode=0, unknown=08dfeea8): unknown ptr (valid)
Mortal Kombat: Unchained v1.11.3 2021-09-01 Unknown GetPointer 00000000 PC 089e5bbc LR 089e5bd4
Mortal Kombat: Unchained v1.11.3 2021-08-30 GetFramebufferCandidates(DEPTH): Multiple (3) candidate framebuffers. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16)
Mortal Kombat: Unchained v1.11.3 2021-08-25 sceKernelVolatileMemUnlock(0) FAILED - not locked
Mortal Kombat: Unchained v1.11.3 2021-08-25 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167768912
Mortal Kombat: Unchained v1.8.0 2021-08-25 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:00200002 Tex Fog TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01300000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; 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; 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); vec4 outPos = 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 = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Mortal Kombat: Unchained v1.8.0 2021-08-25 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) discard; fragColor0 = v; } vs: 01310000:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 MatUp:1 #version 300 es precision highp float; 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 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; 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; 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); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Mortal Kombat: Unchained v1.8.0 2021-08-25 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) discard; fragColor0 = v; } vs: 01010000:00000b1c HWX C T N Fog Tex Light: MatUp:1 #version 300 es precision highp float; 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_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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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); vec4 outPos = 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_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Mortal Kombat: Unchained v1.8.0 2021-08-25 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00002a82:0021d022 Tex TexAlpha Fog ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) discard; v.rgb = v.rgb * u_blendFixA; fragColor0 = v; } vs: 00000000:00000914 HWX T Fog Tex #version 300 es precision highp float; in vec3 position; in 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; 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; 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); vec4 outPos = 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; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Mortal Kombat: Unchained v1.8.0 2021-08-25 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00002a82:0021d022 Tex TexAlpha Fog ReplaceBlend_2A:10_B:10_Eq:0 TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec3 u_blendFixA; uniform vec3 u_blendFixB; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) discard; v.rgb = v.rgb * u_blendFixA; fragColor0 = v; } vs: 00000000:0000091c HWX C T Fog Tex #version 300 es precision highp float; in vec3 position; 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; 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); vec4 outPos = 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; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Mortal Kombat: Unchained v1.11.3 2021-08-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146059588
Mortal Kombat: Unchained v1.11.3 2021-08-22 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a51d8, pos=0, access=1, data=2, text=2
Mortal Kombat: Unchained v1.11.3 2021-08-22 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a51d8, pos=0, access=1, data=1, text=1
Mortal Kombat: Unchained v1.11.3 2021-08-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349424
Mortal Kombat: Unchained v1.11.3 2021-08-15 Branch in Jump delay slot at 09216ea0 in block starting at 09216e80
Mortal Kombat: Unchained v1.11.3 2021-08-15 Jump to invalid address: 07344300
Mortal Kombat: Unchained v1.11.3 2021-08-15 MIPSCompileOp: Invalid instruction efffea74
Mortal Kombat: Unchained v1.11.3 2021-08-13 Branch in Jump delay slot at 08000034 in block starting at 08000020
Mortal Kombat: Unchained v1.11.3 2021-08-13 Branch in Jump delay slot at 08000030 in block starting at 08000020
Mortal Kombat: Unchained v1.11.3 2021-08-13 Branch in Jump delay slot at 0800002c in block starting at 08000020
Mortal Kombat: Unchained v1.11.3 2021-08-13 Jump to invalid address: 03d45b60
Mortal Kombat: Unchained v1.11.3 2021-10-07 Jump to invalid address: 02a00c40
Mortal Kombat: Unchained v1.11.3 2021-08-10 sceKernelLoadModule: unsupported options size=00000014, flags=08c98210, pos=0, access=1, data=2, text=2
Mortal Kombat: Unchained v1.11.3 2021-09-22 Trying to relocate non-loaded section (null)
Mortal Kombat: Unchained v1.11.3 2021-08-10 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=1
Mortal Kombat: Unchained v1.11.3 2021-08-13 Branch in Jump delay slot at 08000028 in block starting at 08000020
Mortal Kombat: Unchained v1.11.3 2021-08-13 Branch in Jump delay slot at 08000024 in block starting at 08000020
Mortal Kombat: Unchained v1.11.3 2021-08-13 Branch in Jump delay slot at 08000020 in block starting at 08000020
Mortal Kombat: Unchained v1.11.3 2021-08-06 Unknown GetPointer cf8b600c PC 088df7c4 LR 088df7dc
Mortal Kombat: Unchained v1.9.3-550-g56a1b6d03 2021-08-05 Unexpected mpeg first timestamp: 5300000f066 / 5703716630630
Mortal Kombat: Unchained v1.11.3 2021-08-04 Unexpected mpeg first timestamp: 20000020fc / 137438961916
Mortal Kombat: Unchained v1.11.3 2021-08-04 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULES01407DATA/DATA.DNS, 09f919b0, 00000002)
Mortal Kombat: Unchained v1.11.3 2021-09-03 Unknown GetPointer f7bbcfc0 PC 088df7c4 LR 088df7dc
Mortal Kombat: Unchained v1.10.2 2021-08-01 Ignoring func export scePsmf/c22c8327, already implemented in HLE.
Mortal Kombat: Unchained v1.10.3 2021-07-25 80630006=sceAtracSetDataAndGetID(098a2080, 00014000): invalid RIFF header
Mortal Kombat: Unchained v1.9.4 2021-07-23 80630006=sceAtracSetDataAndGetID(0923bcc0, 0000814c): invalid RIFF header
Mortal Kombat: Unchained v1.9.4 2021-07-23 80630006=sceAtracSetDataAndGetID(0923bcc0, 0000a84c): invalid RIFF header
Mortal Kombat: Unchained v1.11.3 2021-10-08 Jump to invalid address: 0245d9a0
Mortal Kombat: Unchained v1.11.3 2021-10-08 Branch in Jump delay slot at 09fff2ac in block starting at 09fff0cc