Recent logs - Call of Duty : Roads to Victory™

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

Game title Version Latest Report Message
Call of Duty : Roads to Victory™ v1.9.4 2020-04-02 WriteToHardware: Invalid address 000003e4 near PC 0899dd74 LR 088c8c2c
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-04-01 Error in shader program link: info: (unknown reason) fs: 00000000:0080d002 Tex 2x TFuncMod AlphaTest > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; 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); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 01010000:00050b58 HWX C T N Tex TexProjUV UVMtx 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 mediump mat4 u_texmtx; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; 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 = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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; }
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-04-01 Error in shader program link: info: (unknown reason) fs: 00000000:00a0f002 Tex Fog 2x TFuncMod AlphaTest >= #version 300 es 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 = vec4(t.rgb * p.rgb, p.a); v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) 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 <= 0.0f || (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; }
Call of Duty : Roads to Victory™ v1.8.0 2020-03-26 WriteToHardware: Invalid address 000003e4 near PC 089c022c LR 089c01cc
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-03-24 ReadFromHardware: Invalid address b281e3b2 near PC b281e3b2 LR b281e3b2
Call of Duty : Roads to Victory™ v1.9.4 2020-03-25 sceIoIoctl(disc0:/UMD_DATA.BIN, 01020001, 00000000, 0, 08b84800, 800)
Call of Duty : Roads to Victory™ v1.9.4 2020-03-25 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 33144
Call of Duty : Roads to Victory™ v1.9.4 2020-03-25 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143964328
Call of Duty : Roads to Victory™ v1.9.4 2020-03-25 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
Call of Duty : Roads to Victory™ v1.9.4 2020-03-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 35256
Call of Duty : Roads to Victory™ v1.9.4 2020-03-20 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]. 01f10044:00050b5c HWX C T N Fog Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 #version 100 precision highp float; 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 lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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 = 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; 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); 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.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
Call of Duty : Roads to Victory™ v1.9.4 2020-03-16 WriteToHardware: Invalid address 00000158 near PC 08a29cd4 LR 08a29ce0
Call of Duty : Roads to Victory™ v1.9.4 2020-03-16 WriteToHardware: Invalid address 0000015c near PC 0895808c LR 08959f34
Call of Duty : Roads to Victory™ v1.9.4 2020-03-15 Unknown GetPointer 00000000 PC 08815ef4 LR 08000020
Call of Duty : Roads to Victory™ v1.9.4 2020-03-14 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]. 03f14444:40c50b54 HWX T N Fog Tex TexProjUV UVMtx Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 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; 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(texcoord.xy, 0.0, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); 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
Call of Duty : Roads to Victory™ v1.9.4 2020-03-13 WriteToHardware: Invalid address 000003e4 near PC 08a297d8 LR 08a28c40
Call of Duty : Roads to Victory™ v1.9.3 2020-03-11 WriteToHardware: Invalid address 0000020c near PC 08a47dfc LR 088c8db8
Call of Duty : Roads to Victory™ v1.9.4 2020-03-11 Unknown GetPointer 00000000 PC 089f3570 LR 089f3570
Call of Duty : Roads to Victory™ v1.9.4 2020-03-08 MIPSCompileOp: Invalid instruction b50024af
Call of Duty : Roads to Victory™ v1.9.4 2020-03-08 MIPSCompileOp: Invalid instruction b40036a3
Call of Duty : Roads to Victory™ v1.9.4 2020-03-08 Jump to invalid address: 028c0918
Call of Duty : Roads to Victory™ v1.9.4 2020-03-08 WriteToHardware: Invalid address 0000020c near PC 0896e04c LR 0896e04c
Call of Duty : Roads to Victory™ v1.9.4 2020-03-04 WriteToHardware: Invalid address 00000140 near PC 08a29f28 LR 08a29f34
Call of Duty : Roads to Victory™ v1.9.4 2020-03-03 WriteToHardware: Invalid address 00000140 near PC 08000000 LR 08000000
Call of Duty : Roads to Victory™ v1.9.4 2020-03-01 Branch in RSZeroComp delay slot at 0887e9ed in block starting at 0887e9ed
Call of Duty : Roads to Victory™ v1.9.4 2020-03-01 MIPSCompileOp: Invalid instruction 0484a600
Call of Duty : Roads to Victory™ v1.9.4 2020-03-01 MIPSCompileOp: Invalid instruction 9c8fb500
Call of Duty : Roads to Victory™ v1.9.4 2020-03-01 MIPSCompileOp: Invalid instruction 008e04b9
Call of Duty : Roads to Victory™ v1.9.4 2020-03-01 Branch in RSZeroComp delay slot at 0887ea25 in block starting at 0887e9f5
Call of Duty : Roads to Victory™ v1.9.4 2020-03-01 MIPSCompileOp: Invalid instruction 0200e0f8
Call of Duty : Roads to Victory™ v1.9.4 2020-03-01 MIPSCompileOp: Invalid instruction b0a3a000
Call of Duty : Roads to Victory™ v1.9.4 2020-03-01 Jump to invalid address: 06321400
Call of Duty : Roads to Victory™ v1.9.4 2020-03-01 MIPSCompileOp: Invalid instruction b003e000
Call of Duty : Roads to Victory™ v1.9.4 2020-03-01 MIPSCompileOp: Invalid instruction 05040302
Call of Duty : Roads to Victory™ v1.9.4 2020-03-01 MIPSCompileOp: Invalid instruction 048fa400
Call of Duty : Roads to Victory™ v1.9.4 2020-03-01 Jump to invalid address: 023efc00
Call of Duty : Roads to Victory™ v1.9.4 2020-03-01 Jump to invalid address: 00282420
Call of Duty : Roads to Victory™ v1.9.4 2020-03-01 MIPSCompileOp: Invalid instruction 74afb000
Call of Duty : Roads to Victory™ v1.9.4 2020-03-01 MIPSCompileOp: Invalid instruction 07060406
Call of Duty : Roads to Victory™ v1.9.4 2020-03-01 Branch in Jump delay slot at 04154090 in block starting at 04151880
Call of Duty : Roads to Victory™ v1.9.4 2020-03-01 Branch in Jump delay slot at 04354090 in block starting at 04352c28
Call of Duty : Roads to Victory™ v1.9.4 2020-03-01 MIPSCompileOp: Invalid instruction b0afbf00
Call of Duty : Roads to Victory™ v1.9.4 2020-03-01 MIPSCompileOp: Invalid instruction 04340500
Call of Duty : Roads to Victory™ v1.9.4 2020-03-01 MIPSCompileOp: Invalid instruction 7027bdff
Call of Duty : Roads to Victory™ v1.9.4 2020-03-01 MIPSCompileOp: Invalid instruction 9cafb200
Call of Duty : Roads to Victory™ v1.9.4 2020-03-01 Branch in RSRTComp delay slot at 0887e9e5 in block starting at 0887e9d9
Call of Duty : Roads to Victory™ v1.9.4 2020-03-01 MIPSCompileOp: Invalid instruction 78341100
Call of Duty : Roads to Victory™ v1.9.4 2020-02-24 WriteToHardware: Invalid address 0000020c near PC 08a100b8 LR 08a10a30
Call of Duty : Roads to Victory™ v1.9.4 2020-02-24 WriteToHardware: Invalid address 0000020c near PC 08a11360 LR 08a114bc
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 02632c70
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 MIPSCompileOp 69617069 failed
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 031f7040
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 031f6f40
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 0322fc00
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 MIPSCompileOp: Invalid instruction 9ee792fb
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 031f7240
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 MIPSCompileOp: Invalid instruction 6e697270
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 031f6ec0
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 061c705c
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 031f7340
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 031f9600
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 MIPSCompileOp: Invalid instruction 74617465
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 MIPSCompileOp: Invalid instruction 9ee7928f
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 06748810
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 MIPSCompileOp: Invalid instruction 72696170
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Branch in RSRTComp delay slot at 00010058 in block starting at 00010050
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 088b5d8c
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 MIPSCompileOp: Invalid instruction 756e6f74
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 031f6fc0
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 02fc5940
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 02fc5040
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 031f7440
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 03072b40
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 MIPSCompileOp: Invalid instruction b6f4a157
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 MIPSCompileOp: Invalid instruction 7478656e
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 031f70c0
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 031f6dc0
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 031f7140
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 MIPSCompileOp: Invalid instruction 48bed5d2
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 031f6e40
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 0332ae80
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 031f74c0
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 00000010
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 MIPSCompileOp: Invalid instruction 001a119f
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 03077180
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 037aca40
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 031f6580
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 031f72c0
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 03076d80
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 031f73c0
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 02fb8140
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 MIPSCompileOp: Invalid instruction 48bed5de
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 031f71c0
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 031f8080
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 03694800
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 02fc4fc0
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 031f6520
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 031f63c0
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 MIPSCompileOp: Invalid instruction 00000005
Call of Duty : Roads to Victory™ v1.6.3-492-g9fddfff66 2020-02-22 Jump to invalid address: 031f80a0