Recent logs - Call of Duty : Roads to Victory™

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Game title Version Latest Report Message
Call of Duty : Roads to Victory™ v1.11.3 2021-08-05 WriteToHardware: Invalid address 0000015c near PC 0898c544 LR 0898cd5c
Call of Duty : Roads to Victory™ v1.9.4 2021-08-02 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]. 03f14444:41800b14 HWX T N Fog Tex Bones:7 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 mediump vec3 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; 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 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6; 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 = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w;
Call of Duty : Roads to Victory™ v1.11.3 2021-08-01 Unknown instruction 70022080 at 088a7e45
Call of Duty : Roads to Victory™ v1.11.3 2021-08-01 Unknown instruction 408fb502 at 088dac1d
Call of Duty : Roads to Victory™ v1.11.3 2021-08-01 ReadFromHardware: Invalid address ffff8000 near PC 088c90b1 LR 088b0099
Call of Duty : Roads to Victory™ v1.11.3 2021-07-29 FBO using existing buffer as depthbuffer, 04000000/04088000 and 04088000/00000000
Call of Duty : Roads to Victory™ v1.11.3 2021-07-29 FBO using existing buffer as depthbuffer, 04044000/04088000 and 04088000/00000000
Call of Duty : Roads to Victory™ v1.11.2 2021-07-27 Jump to invalid address: 06879e30
Call of Duty : Roads to Victory™ v1.11.3 2021-07-27 MIPSCompileOp: Invalid instruction 475f5053
Call of Duty : Roads to Victory™ v1.11.3 2021-07-27 MIPSCompileOp: Invalid instruction 63736964
Call of Duty : Roads to Victory™ v1.11.3 2021-07-27 Jump to invalid address: 0769d680
Call of Duty : Roads to Victory™ v1.11.3 2021-07-27 Branch in Jump delay slot at 09a79dc0 in block starting at 09a79dc0
Call of Duty : Roads to Victory™ v1.11.3 2021-07-27 Jump to invalid address: 069e6c00
Call of Duty : Roads to Victory™ v1.9.4 2021-07-26 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 r2p1_05rel0 [Revision 96995]. 01f14444:00050b54 HWX T N Fog 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 #version 100 precision highp float; 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 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() { 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; 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 && 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™ v1.11.3 2021-07-26 WriteToHardware: Invalid address 000003e4 near PC 08ab9ed4 LR 08ab9ed4
Call of Duty : Roads to Victory™ v1.11.3 2021-07-22 Could not setup streams, unexpected stream count: 44183
Call of Duty : Roads to Victory™ v1.11.3 2021-07-22 Unexpected mpeg first timestamp: fffffffffff / 17592186044415
Call of Duty : Roads to Victory™ v1.10.3 2021-07-19 WriteToHardware: Invalid address 0000020c near PC 08a109d0 LR 08a109bc
Call of Duty : Roads to Victory™ v1.8.0 2021-07-18 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 r8p0-01rel0 [Revision 96995]. 01f14444:00000b14 HWX T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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() { 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; 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 = 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; }
Call of Duty : Roads to Victory™ v1.11.3 2021-07-16 WriteToHardware: Invalid address 00000448 near PC 08a29804 LR 08a28c40
Call of Duty : Roads to Victory™ v1.11.3 2021-07-15 Unknown GetPointer 00000000 PC 088b0080 LR 088b0080
Call of Duty : Roads to Victory™ v1.6.3-432-gfd6c3145d 2021-07-13 Error in shader program link: info: (unknown reason) fs: 00000000:00a00022 Tex TexAlpha Fog 2x TFuncMod #version 300 es 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 = p * t; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01010000:0000091c HWX C T Fog Tex Light: MatUp:1 #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_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; 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); gl_Position = 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; }
Call of Duty : Roads to Victory™ v1.11.3 2021-07-13 sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=1, text=1
Call of Duty : Roads to Victory™ v1.11.3 2021-07-13 sceKernelLoadModule: unsupported options size=00000014, flags=09fffad0, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.11.3 2021-07-12 Jump to invalid address: 06878fc0
Call of Duty : Roads to Victory™ v1.11.3 2021-07-08 Unknown GetPointer 00000000 PC 089c3d90 LR 089c3c28
Call of Duty : Roads to Victory™ v1.11.3-698-g79e3d1c5f 2021-08-04 Failed to read valid video stream data from header
Call of Duty : Roads to Victory™ v1.11.3 2021-07-06 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147649040
Call of Duty : Roads to Victory™ v1.11.3 2021-07-06 WriteToHardware: Invalid address 000003e4 near PC 08aa17dc LR 08aa17d0
Call of Duty : Roads to Victory™ v1.11.3 2021-07-05 WriteToHardware: Invalid address 00000140 near PC 08a386dc LR 08a38750
Call of Duty : Roads to Victory™ v1.11.3 2021-07-04 Jump to invalid address: 067574a0
Call of Duty : Roads to Victory™ v1.11.3 2021-06-26 FBO using existing buffer as depthbuffer, 04132000/04110000 and 04110000/00000000
Call of Duty : Roads to Victory™ v1.11.2 2021-06-23 FBO using existing buffer as depthbuffer, 04000000/04110000 and 04110000/00000000
Call of Duty : Roads to Victory™ v1.11.3 2021-06-23 sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.11.3 2021-06-23 sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=1, text=1
Call of Duty : Roads to Victory™ v1.11.3 2021-06-23 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.11.3 2021-06-23 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5c8, pos=0, access=1, data=1, text=1
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Branch in Jump delay slot at 08e39ab4 in block starting at 08e29d80
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 01022300
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Branch in Jump delay slot at 08e39ab0 in block starting at 08e29d80
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 01022280
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 MIPSCompileOp: Invalid instruction 43d20000
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 01020780
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Branch in Jump delay slot at 08e39a68 in block starting at 08e29d80
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 01021fc0
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Branch in Jump delay slot at 08e39a44 in block starting at 08e29d80
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 01021ec0
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Branch in Jump delay slot at 08e39a40 in block starting at 08e29d80
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 01021e40
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 MIPSCompileOp: Invalid instruction 43c70000
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 01020680
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Branch in Jump delay slot at 08e399f8 in block starting at 08e29d80
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 01021b80
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Branch in Jump delay slot at 08e399d4 in block starting at 08e29d80
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 01021a80
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Branch in Jump delay slot at 08e399d0 in block starting at 08e29d80
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 01021a00
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 MIPSCompileOp: Invalid instruction 42100000
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 MIPSCompileOp: Invalid instruction 43be0000
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 01020580
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Branch in Jump delay slot at 08e39988 in block starting at 08e29d80
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 01021740
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Branch in Jump delay slot at 08e39964 in block starting at 08e29d80
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 01021640
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Branch in Jump delay slot at 08e39960 in block starting at 08e29d80
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 010215c0
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 MIPSCompileOp: Invalid instruction 435b0000
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 01020480
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Branch in Jump delay slot at 08e39918 in block starting at 08e29d80
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 01021300
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Branch in Jump delay slot at 08e398f4 in block starting at 08e29d80
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 01021200
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Branch in Jump delay slot at 08e398f0 in block starting at 08e29d80
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 01021180
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 01020380
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Branch in Jump delay slot at 08e398a8 in block starting at 08e29d80
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 01018b80
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 029a1320
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 038f2220
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Branch in Jump delay slot at 08e39850 in block starting at 08e29d80
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 05d6b920
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 038f4920
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Branch in Jump delay slot at 08e36810 in block starting at 08e29d80
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 038da020
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Branch in Jump delay slot at 08e337d0 in block starting at 08e29d80
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 038c1e20
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Jump to invalid address: 038cdf20
Call of Duty : Roads to Victory™ v1.11.3 2021-06-21 Branch in Jump delay slot at 08e30790 in block starting at 08e29d80
Call of Duty : Roads to Victory™ v1.11.3 2021-06-20 80630006=sceAtracSetData(0, 09353a40, 00030000): invalid RIFF header
Call of Duty : Roads to Victory™ v1.11.3 2021-06-20 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.11.3 2021-06-20 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=1, text=1
Call of Duty : Roads to Victory™ v1.11.3 2021-06-19 WriteToHardware: Invalid address 000003e4 near PC 0895808c LR 08959f34
Call of Duty : Roads to Victory™ v1.11.3 2021-06-18 Unexpected mpeg first timestamp: 1f39208903c / 2145638715452
Call of Duty : Roads to Victory™ v1.11.3 2021-07-25 sceKernelLoadModule: unsupported options size=00000014, flags=0892b4b0, pos=0, access=1, data=2, text=2
Call of Duty : Roads to Victory™ v1.11.3 2021-06-16 WriteToHardware: Invalid address 000003e4 near PC 08a113d8 LR 08a113c0
Call of Duty : Roads to Victory™ v1.11.3 2021-08-03 Unknown GetPointer 00000000 PC 08a37ea0 LR 08a37e58
Call of Duty : Roads to Victory™ v1.11.3 2021-06-15 Unknown GetPointer abc65250 PC 08b4d7e8 LR 08b4d840
Call of Duty : Roads to Victory™ v1.11.3 2021-06-14 Unknown GetPointer 0d273da3 PC 0889192c LR 08891990
Call of Duty : Roads to Victory™ v1.11.3 2021-06-14 sceGeBreak(mode=0, unknown=08ce04ac): unknown ptr (valid)
Call of Duty : Roads to Victory™ v1.11.3 2021-06-14 80630006=sceAtracSetDataAndGetID(08a87000, 80020323): invalid RIFF header