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Game title |
Version |
Latest Report |
Message |
BATTLEZONE |
v1.12.3 |
2024-07-16 |
80631003=sceAtracSetAA3DataAndGetID(090e8880, 0000c800, 00226368, 09fd49b8[ffffffff]): invalid ea3 magic bytes |
BATTLEZONE |
v1.12.3 |
2024-07-16 |
80631003=sceAtracSetAA3DataAndGetID(090e8880, 0000c800, 004839f0, 09fd49b8[ffffffff]): invalid ea3 magic bytes |
BATTLEZONE |
v1.12.3 |
2024-07-16 |
80631003=sceAtracSetAA3DataAndGetID(090e8880, 0000c800, 00230340, 09fd49b8[ffffffff]): invalid ea3 magic bytes |
BATTLEZONE |
v1.12.3 |
2024-07-16 |
80631003=sceAtracSetAA3DataAndGetID(090e8880, 0000c800, 00240ea0, 09fd49b8[ffffffff]): invalid ea3 magic bytes |
BATTLEZONE |
v1.17.1 |
2024-07-03 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(398086, 1, 2, 09fdf54c, 10000000, 0) at 08862ac8 |
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 |
v1.17.3 |
2024-09-19 |
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 |
2024-09-14 |
sceNetAdhocMatchingInit(32768) at 0885d508 |
BATTLEZONE |
v1.11.3 |
2024-06-05 |
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 |
2024-09-15 |
80630011=sceAtracSetDataAndGetID(08ac7440, 00000030): buffer too small |
BATTLEZONE |
v1.17.1 |
2024-05-10 |
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 |
2024-07-20 |
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 |
2024-09-19 |
sceKernelLoadModule: unsupported options size=00000014, flags=00010000, pos=0, access=1, data=2, text=2 |