Recent logs - Call of Duty : Roads to Victory™

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Game title Version Latest Report Message
Call of Duty : Roads to Victory™ v1.17.1 2024-10-25 WriteToHardware: Invalid address 00000140 near PC 08ac0260 LR 089b46ec
Call of Duty : Roads to Victory™ v1.6.3 2024-10-22 WriteToHardware: Invalid address 0000020c near PC 08a441a8 LR 08a3fc70
Call of Duty : Roads to Victory™ v1.7.4 2024-10-16 WriteToHardware: Invalid address 000003e4 near PC 08a118b8 LR 08a118b4
Call of Duty : Roads to Victory™ v1.17.1 2024-10-14 WriteToHardware: Invalid address 0000020c near PC 0899d5dc LR 08979520
Call of Duty : Roads to Victory™ v1.17.1 2024-10-13 __KernelStopThread: thread 348 does not exist (ApctlThread deleted)
Call of Duty : Roads to Victory™ v1.17.1 2024-10-12 sceGeBreak(mode=0, unknown=08ce050c): unknown ptr (valid)
Call of Duty : Roads to Victory™ v1.17.1 2024-10-05 sceKernelLoadModule: unsupported options size=00000014, flags=088273f0, pos=0, access=1, data=1, text=1
Call of Duty : Roads to Victory™ v1.7.4 2024-10-03 WriteToHardware: Invalid address 0000020c near PC 08a6b164 LR 08a6b158
Call of Duty : Roads to Victory™ v1.8.0 2024-10-01 sceGeBreak(mode=1, unknown=09ffd560): unknown ptr (valid)
Call of Duty : Roads to Victory™ v1.17.1 2024-09-27 WriteToHardware: Invalid address 000003e4 near PC 089817f8 LR 089817b4
Call of Duty : Roads to Victory™ v1.17.1 2024-09-24 WriteToHardware: Invalid address 0000015c near PC 08a47cc8 LR 089fa2b4
Call of Duty : Roads to Victory™ v1.17.1 2024-09-23 WriteToHardware: Invalid address 00000078 near PC 08acba4c LR 09551a00
Call of Duty : Roads to Victory™ v1.17.1 2024-09-23 __KernelStopThread: thread 418 does not exist (ApctlThread deleted)
Call of Duty : Roads to Victory™ v1.17.1 2024-10-05 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 r7p0-00rel1 [Revision 96995]. 01f10444:00050b00 HWX T N TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 #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)) // 01f10444:00050b00 HWX T N TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 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 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_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; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); 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; gl_Position = outPos; }
Call of Duty : Roads to Victory™ v1.17.1 2024-09-18 Unusual bezier/spline vtype: 12f10207, morph: 4, bones: 5
Call of Duty : Roads to Victory™ v1.17.1 2024-09-18 Unknown GE command : ef120207
Call of Duty : Roads to Victory™ v1.17.1 2024-09-17 WriteToHardware: Invalid address 00000448 near PC 089fa7f4 LR 089fa7f4
Call of Duty : Roads to Victory™ v1.11.3 2024-09-16 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
Call of Duty : Roads to Victory™ v1.17.1 2024-09-14 WriteToHardware: Invalid address 1ae5eef0 near PC 08834afc LR 088ae4b4
Call of Duty : Roads to Victory™ v1.17.1 2024-09-14 ReadFromHardware: Invalid address 1ae5eef0 near PC 08834a74 LR 088ae4b4
Call of Duty : Roads to Victory™ v1.17.1 2024-09-13 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5f0, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.11.3 2024-09-02 Jump to invalid address: 0511a540
Call of Duty : Roads to Victory™ v1.17.1 2024-09-01 WriteToHardware: Invalid address 00000158 near PC 08a29ce0 LR 08a29ce0
Call of Duty : Roads to Victory™ v1.17.1 2024-08-30 WriteToHardware: Invalid address 0000015c near PC 0899e9b8 LR 0899e994
Call of Duty : Roads to Victory™ v1.8.0 2024-08-30 sceGeBreak(mode=1, unknown=09ffd5e0): unknown ptr (valid)
Call of Duty : Roads to Victory™ v1.8.0 2024-08-30 FBO created from existing depthbuffer as color, 04088000/04110000 and 04044000/04088000
Call of Duty : Roads to Victory™ v1.8.0 2024-08-30 Could not setup streams, unexpected stream count: 61637
Call of Duty : Roads to Victory™ v1.8.0 2024-08-30 Unexpected mpeg first timestamp: 2c9ff09f8f9 / 3066590525689
Call of Duty : Roads to Victory™ v1.8.0 2024-08-30 Render to texture using CLUT with different strides 256 != 128
Call of Duty : Roads to Victory™ v1.8.0 2024-08-30 sceGeBreak(mode=1, unknown=09ffd550): unknown ptr (valid)
Call of Duty : Roads to Victory™ v1.8.0 2024-08-30 Render to area containing texture at 040d4000 +0x128
Call of Duty : Roads to Victory™ v1.8.0 2024-08-30 Render to texture with incompatible formats 5 != 1 at 040d4000
Call of Duty : Roads to Victory™ v1.17.1 2024-08-27 Unknown GetPointer ffff4008 PC 08a212a4 LR 08a212b8
Call of Duty : Roads to Victory™ v1.17.1 2024-08-27 Unknown GetPointerWrite ffff4008 PC 08a212a4 LR 08a212b8
Call of Duty : Roads to Victory™ v1.17.1 2024-08-24 WriteToHardware: Invalid address 0000015c near PC 089b2170 LR 089b2170
Call of Duty : Roads to Victory™ v1.17.1 2024-08-21 sceKernelLoadModule: unsupported options size=00000014, flags=00001234, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.16.6 2024-08-13 __KernelStopThread: thread 406 does not exist (helper deleted)
Call of Duty : Roads to Victory™ v1.17.1 2024-08-11 WriteToHardware: Invalid address 00000448 near PC 08abfb34 LR 08ac0fe4
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 An uneaten prefix at end of block: 09f6bac0
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Branch in JumpReg delay slot at 09f6babc in block starting at 09f62000
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 07daeb00
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 022284f0
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 02228350
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 07022000
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Branch in Jump delay slot at 09f6ba4c in block starting at 09f62000
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 02228d20
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 020341e0
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Branch in Jump delay slot at 09f6ba40 in block starting at 09f62000
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 02229510
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Branch in Jump delay slot at 09f6ba3c in block starting at 09f62000
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 0222a570
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 027536a0
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Branch in Jump delay slot at 09f6ba08 in block starting at 09f62000
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Branch in Jump delay slot at 09f6ba04 in block starting at 09f62000
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Branch in Jump delay slot at 09f6ba00 in block starting at 09f62000
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 026ecee0
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 026ee0a0
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 07dae71c
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 07dae0c0
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 02047fe0
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Branch in Jump delay slot at 09f6b7b0 in block starting at 09f62000
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 02753720
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 020419d0
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Branch in Jump delay slot at 09f6b7a0 in block starting at 09f62000
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 0275371c
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 MIPSCompileOp: Invalid instruction 00000078
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 07dae9e0
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Branch in Jump delay slot at 09f6b788 in block starting at 09f62000
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 07dae0e0
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 07dadff0
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Branch in Jump delay slot at 09f6b77c in block starting at 09f62000
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 02029aa0
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Branch in Jump delay slot at 09f6b768 in block starting at 09f62000
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 02026790
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Branch in Jump delay slot at 09f6b764 in block starting at 09f62000
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 027115d0
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 0204f660
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Branch in Jump delay slot at 09f6b754 in block starting at 09f62000
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 02710ac0
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Branch in Jump delay slot at 09f6b750 in block starting at 09f62000
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 Jump to invalid address: 02880000
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 MIPSCompileOp: Invalid instruction 00000968
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULJS00236DATA/DATA.CPK, 09f949b0, 00000002)
Call of Duty : Roads to Victory™ v1.17.1 2024-08-04 WriteToHardware: Invalid address 000003e4 near PC 08a54838 LR 08a54814
Call of Duty : Roads to Victory™ v1.9.4 2024-08-04 MIPSCompileOp: Invalid instruction 407d086b
Call of Duty : Roads to Victory™ v1.9.4 2024-08-04 MIPSCompileOp: Invalid instruction 403a75ee
Call of Duty : Roads to Victory™ v1.9.4 2024-08-04 MIPSCompileOp: Invalid instruction 402a8400
Call of Duty : Roads to Victory™ v1.9.4 2024-08-04 MIPSCompileOp: Invalid instruction 633e85c2
Call of Duty : Roads to Victory™ v1.9.4 2024-08-04 MIPSCompileOp: Invalid instruction 4040f800
Call of Duty : Roads to Victory™ v1.9.4 2024-08-04 Jump to invalid address: 0675a190
Call of Duty : Roads to Victory™ v1.9.4 2024-08-04 MIPSCompileOp: Invalid instruction 041c0000
Call of Duty : Roads to Victory™ v1.9.4 2024-08-01 Unknown GetPointer 00000000 PC 0884d5a0 LR 0884d7c4
Call of Duty : Roads to Victory™ v1.17.1 2024-07-29 sceKernelLoadModuleByID: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
Call of Duty : Roads to Victory™ v1.17.1 2024-07-28 Unknown GetPointerWrite 6a30d0e8 PC 08a47b90 LR 0898d3a0
Call of Duty : Roads to Victory™ v1.17.1 2024-07-27 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 r8p0-00dev0 [Revision 96995]. 01710444:00000328 HWX C 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)) // 01710444:00000328 HWX C 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 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 = 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_texcoord = splat3(0.0); 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; }
Call of Duty : Roads to Victory™ v1.17.1 2024-07-26 WriteToHardware: Invalid address 00000140 near PC 08a11864 LR 08a115c4
Call of Duty : Roads to Victory™ v1.17.1 2024-07-23 __KernelStopThread: thread 366 does not exist (ApctlThread deleted)
Call of Duty : Roads to Victory™ v1.17.1 2024-07-23 __KernelStopThread: thread 366 does not exist (ApctlThread stopped)
Call of Duty : Roads to Victory™ v1.17.1 2024-07-21 WriteToHardware: Invalid address 0000015c near PC 08abfd58 LR 08abfd58
Call of Duty : Roads to Victory™ v1.17.1 2024-07-21 WriteToHardware: Invalid address 0000015c near PC 08a3c394 LR 08a3bf08