Recent logs - BATTLEZONE

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Game title Version Latest Report Message
BATTLEZONE v1.17.1 2024-02-28 Unusual bezier/spline vtype: 120017c1, morph: 0, bones: 1
BATTLEZONE v1.16.6 2023-11-03 80630011=sceAtracSetDataAndGetID(08ae7480, 00000030): buffer too small
BATTLEZONE v1.14.4 2023-07-26 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p0-00rel0 [Revision 96995]. 01700444:00050b30 HWX T N Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01700444:00050b30 HWX T N Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying 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); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } }
BATTLEZONE v1.14.4 2023-07-26 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p0-00rel0 [Revision 96995]. 01f14444:00050b38 HWX C T N Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f14444:00050b38 HWX C T N Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute 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 vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying 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 = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (view
BATTLEZONE v1.14.4 2023-07-26 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p0-00rel0 [Revision 96995]. 01710444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01710444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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; varying lowp vec4 v_color0; varying 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 = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
BATTLEZONE v1.15.4 2023-07-19 80000107=sceDisplaySetFrameBuf(04000000, 512, 0, 0): must change latched framebuf first
BATTLEZONE v1.15.4 2023-07-19 80000107=sceDisplaySetFrameBuf(04088000, 512, 0, 0): must change latched framebuf first
BATTLEZONE v1.15.2 2023-05-15 Unknown GetPointerWrite 00000000 PC 08971088 LR 08971164
BATTLEZONE v1.17.1 2024-04-17 00000400=sceGeEdramSetAddrTranslation(00001000)
BATTLEZONE v1.10.3 2022-11-14 sceKernelLoadModule: unsupported options size=00000014, flags=00000021, pos=0, access=1, data=2, text=2
BATTLEZONE v1.13.2 2022-11-09 Unknown GetPointer 944e8bb8 PC 0883cab0 LR 0883cac8
BATTLEZONE v1.13.2 2022-10-07 80630011=sceAtracSetDataAndGetID(092ec950, 0000007c): no data chunk
BATTLEZONE v1.12.3 2022-09-23 sceDmacMemcpy(dest=04088000, src=09c2f6c0, size=557056): overlapping read
BATTLEZONE v1.10.3 2022-09-14 Game install with no files / data
BATTLEZONE v1.17.1 2024-03-31 sceNetAdhocMatchingInit(32768) at 0885d508
BATTLEZONE v1.11.3 2022-05-30 Unknown GetPointer 00000000 PC 088dfa4c LR 08000030
BATTLEZONE v1.12.3 2022-05-18 80630006=sceAtracSetDataAndGetID(098b6100, 00014000): invalid RIFF header
BATTLEZONE v1.12.3 2022-05-18 80630006=sceAtracSetDataAndGetID(09885fc0, 00014000): invalid RIFF header
BATTLEZONE v1.12.3 2022-05-18 80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first
BATTLEZONE v1.12.3 2022-03-11 Unexpected mpeg first timestamp: c208acb5 / 3255348405
BATTLEZONE v1.12.3 2022-03-11 Unexpected mpeg first timestamp: c20854b5 / 3255325877
BATTLEZONE v1.12.3 2022-05-18 80630006=sceAtracSetDataAndGetID(098a2080, 00014000): invalid RIFF header
BATTLEZONE v1.10.2 2022-01-27 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
BATTLEZONE v1.12.3 2022-01-10 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=0
BATTLEZONE v1.11.3 2021-12-07 UNTESTED sceNetAdhocctlJoinEnterGameMode(c2e440, 49:36:12:c2:e4:40, 10000000, 0) at 08862ca4
BATTLEZONE v1.11.3 2021-12-07 UNTESTED sceNetAdhocctlCreateEnterGameMode(c2e440, 1, 2, 09fdf54c, 10000000, 0) at 08862ac8
BATTLEZONE v1.12.3 2022-05-18 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
BATTLEZONE v1.12.3 2022-11-14 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
BATTLEZONE v1.11.2 2021-07-30 sceDmacMemcpy(dest=04088000, src=09ba76d0, size=557056): overlapping read
BATTLEZONE v1.9.3 2023-06-07 80630011=sceAtracSetDataAndGetID(08ac7440, 00000030): buffer too small
BATTLEZONE v1.16.6 2023-11-03 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
BATTLEZONE v1.16.6 2023-11-03 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
BATTLEZONE v1.10.3-945-g90ba3a20a 2020-10-17 UNTESTED sceNetAdhocctlCreateEnterGameMode(ca1fef, 1, 4, 09fdf54c, 10000000, 0) at 08862ac8
BATTLEZONE v1.10.3 2020-10-09 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000015, pos=0, access=1, data=2, text=2
BATTLEZONE v1.10.3 2020-10-09 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1082130432
BATTLEZONE v1.10.3 2020-10-09 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 13070
BATTLEZONE v1.10.3 2020-10-09 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142623468
BATTLEZONE v1.10.3 2020-10-09 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145106660
BATTLEZONE v1.10.3 2020-10-09 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2
BATTLEZONE v1.10.3 2020-10-09 sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006
BATTLEZONE v1.10.3 2022-11-14 Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8
BATTLEZONE v1.10.3 2022-11-14 Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999
BATTLEZONE v1.10.3 2022-11-14 Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca
BATTLEZONE v1.10.3 2022-11-14 Unknown syscall in known module 'ThreadManForKernel': 0x18260574
BATTLEZONE v1.10.3 2022-11-14 Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e
BATTLEZONE v1.10.3 2022-11-14 Unknown syscall in known module 'ThreadManForKernel': 0x86255ada
BATTLEZONE v1.10.3 2022-11-14 Unknown syscall in known module 'ThreadManForKernel': 0x8125221d
BATTLEZONE v1.10.3 2022-11-14 sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006
BATTLEZONE v1.10.3 2022-11-14 sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006
BATTLEZONE v1.10.3 2022-11-14 Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE.
BATTLEZONE v1.10.3 2022-11-14 Ignoring func export sceNetIfhandle/c80181a2, already implemented in HLE.
BATTLEZONE v1.10.3 2022-11-14 Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d
BATTLEZONE v1.10.3 2024-04-19 Unknown syscall in known module 'ThreadManForKernel': 0x39810265
BATTLEZONE v1.10.3 2024-04-19 Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff
BATTLEZONE v1.10.3 2024-04-19 Unknown syscall in known module 'ThreadManForKernel': 0xaf36d708
BATTLEZONE v1.10.3 2024-04-19 Unknown syscall in known module 'ThreadManForKernel': 0x89b3d48c
BATTLEZONE v1.10.3 2024-04-19 Unknown syscall in known module 'ThreadManForKernel': 0x56c039b5
BATTLEZONE v1.10.3 2022-11-14 Unknown syscall in known module 'SysclibForKernel': 0xb49a7697
BATTLEZONE v1.10.3 2022-01-27 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
BATTLEZONE v1.10.3-945-g90ba3a20a 2020-10-17 UNTESTED sceNetAdhocctlJoinEnterGameMode(ca1fef, 28:b5:ff:ca:1f:ef, 10000000, 0) at 08862ca4
BATTLEZONE v1.10.3-945-g90ba3a20a 2020-10-17 UNTESTED sceNetAdhocctlCreateEnterGameMode(ca1fef, 1, 2, 09fdf54c, 10000000, 0) at 08862ac8
BATTLEZONE v1.10.3-735-ga0251eae2 2020-09-21 UNTESTED sceNetAdhocctlJoinEnterGameMode(e8a765, 29:84:22:e8:a7:65, 10000000, 0) at 08862ca4
BATTLEZONE v1.9.3 2023-11-03 Unexpected mpeg first timestamp: 0 / 0
BATTLEZONE v1.8.0 2021-11-14 Unknown GetPointer 00000000 PC 08000000 LR 08000000
BATTLEZONE v1.6.3 2018-07-19 GL ran out of GPU memory; switching to low memory mode
BATTLEZONE v1.4.2 2022-05-13 BREAK instruction hit
BATTLEZONE v1.4.2 2022-05-13 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game may have crashed
BATTLEZONE v1.5.2 2022-10-24 Loading module scePsmf_library with version 0101, devkit 00000000
BATTLEZONE v1.9.4 2024-04-17 sceKernelLoadModule: unsupported options size=00000014, flags=00010000, pos=0, access=1, data=2, text=2