Recent logs - BEN 10: Protector of Earth

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Game title Version Latest Report Message
BEN 10: Protector of Earth v1.14.4 2023-03-27 sceUtilityMsgDialogInitStart: invalid status
BEN 10: Protector of Earth v1.13.2 2023-03-26 Jump to invalid address: 029f16a0 PC 08a7c054 LR 00000080
BEN 10: Protector of Earth v1.13.2 2023-03-26 Branch in Jump delay slot at 08a7c050 in block starting at 08a7c044
BEN 10: Protector of Earth v1.13.2 2023-03-26 Jump to invalid address: 029f1640 PC 08a7c050 LR 00000080
BEN 10: Protector of Earth v1.13.2 2023-03-26 Jump to invalid address: 029f0380 PC 08a7c048 LR 00000080
BEN 10: Protector of Earth v1.14.2 2023-03-24 UI scissor out of bounds in SavedataScreen: 1413,343-0,66 / 1280,800
BEN 10: Protector of Earth v1.14.2 2023-03-24 UI scissor out of bounds in SavedataScreen: 1413,274-0,66 / 1280,800
BEN 10: Protector of Earth v1.14.2 2023-03-24 UI scissor out of bounds in SavedataScreen: 1413,205-0,66 / 1280,800
BEN 10: Protector of Earth v1.14.2 2023-03-24 UI scissor out of bounds in SavedataScreen: 1413,135-0,66 / 1280,800
BEN 10: Protector of Earth v1.14.2 2023-03-24 UI scissor out of bounds in SavedataScreen: 1413,66-0,66 / 1280,800
BEN 10: Protector of Earth v1.14.2 2023-03-22 UI scissor out of bounds in GamePauseScreen: 608,17-178,1263 / 1280,800
BEN 10: Protector of Earth v1.14.2 2023-03-22 UI scissor out of bounds in GamePauseScreen: 0,17-601,1263 / 1280,800
BEN 10: Protector of Earth v1.14.2 2023-03-22 UI scissor out of bounds in GamePauseScreen: 1000,17-267,783 / 800,1280
BEN 10: Protector of Earth v1.14.2 2023-03-22 UI scissor out of bounds in GamePauseScreen: 0,17-992,783 / 800,1280
BEN 10: Protector of Earth v1.14.2 2023-03-22 UI scissor out of bounds in MainScreen: 0,610-800,670 / 1280,800
BEN 10: Protector of Earth v1.14.2 2023-03-22 UI scissor out of bounds in MainScreen: 0,553-800,727 / 1280,800
BEN 10: Protector of Earth v1.14.2 2023-03-22 UI scissor out of bounds in MainScreen: 1005,8-267,791 / 800,1280
BEN 10: Protector of Earth v1.14.2 2023-03-22 UI scissor out of bounds in MainScreen: 0,0-997,800 / 800,1280
BEN 10: Protector of Earth v1.14.2 2023-03-22 UI scissor out of bounds in MainScreen: 0,56-997,743 / 800,1280
BEN 10: Protector of Earth v1.14.2 2023-03-21 UI scissor out of bounds in GameSettingsScreen: 252,0-1338,721 / 1600,696
BEN 10: Protector of Earth v1.12.3-3403-g1c6f491db 2023-03-21 UI scissor out of bounds in GameSettingsScreen: 280,0-1255,720 / 1548,688
BEN 10: Protector of Earth v1.14.4 2023-03-20 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 r9p0-01rel0 [Revision 96995]. 01730444:00010b38 HWX C T N Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01730444:00010b38 HWX C T N Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 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 lowp vec4 u_ambient; 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 = color0.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(position, 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; } } gl_P
BEN 10: Protector of Earth v1.14.4 2023-03-20 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 r9p0-01rel0 [Revision 96995]. 01730444:00010130 HWX Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01730444:00010130 HWX Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull attribute vec3 position; 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(0.0, 0.0, 1.0, 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(position, 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; } } gl_Position = outPos; }
BEN 10: Protector of Earth v1.14.4 2023-03-15 Ignoring possible texturing from framebuffer at 04154000 +0x40 / 480x272
BEN 10: Protector of Earth v1.14.4 2023-03-12 00000400=sceGeEdramSetAddrTranslation(00000200)
BEN 10: Protector of Earth v1.14.4 2023-03-12 __KernelStopThread: thread 338 does not exist (helper deleted)
BEN 10: Protector of Earth v1.12.3-3403-g1c6f491db 2023-03-12 UI scissor out of bounds in ControlMappingScreen: 486,0-714,2641 / 2640,1200
BEN 10: Protector of Earth v1.14.3 2023-03-10 UI scissor out of bounds in GamePauseScreen: 1528,15-712,390 / 1280,720
BEN 10: Protector of Earth v1.14.3 2023-03-10 UI scissor out of bounds in GamePauseScreen: 0,15-1506,390 / 1280,720
BEN 10: Protector of Earth v1.14.4 2023-03-07 80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data
BEN 10: Protector of Earth v1.14.4 2023-03-07 80630007=sceAtracSetData(2, 08d4b180, 00003fd0): atracID uses different codec type than data
BEN 10: Protector of Earth v1.14.4 2023-03-07 80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data
BEN 10: Protector of Earth v1.6.3 2023-03-07 Error in shader program link: info: Link Error: Vertex shader is missing. Link Error: Fragment shader is missing. fs: 00000000:00000802 Tex LM TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; in highp vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; fragColor0 = v; } vs: 01010000:00000919 HWX C T LM 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out highp vec3 v_texcoord; 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_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
BEN 10: Protector of Earth v1.14.1 2023-02-23 UI scissor out of bounds in GameSettingsScreen: 239,0-967,544 / 1148,544
BEN 10: Protector of Earth v1.14 2023-02-15 UI scissor out of bounds in MainScreen: 0,0-1221,817 / 1632,816
BEN 10: Protector of Earth v1.14.3 2023-03-10 UI scissor out of bounds in GamePauseScreen: 433,26-267,1254 / 1280,720
BEN 10: Protector of Earth v1.14.3 2023-03-10 UI scissor out of bounds in GamePauseScreen: 0,26-420,1254 / 1280,720
BEN 10: Protector of Earth v1.14.1 2023-02-14 UI scissor out of bounds in GamePauseScreen: 860,26-400,694 / 720,1280
BEN 10: Protector of Earth v1.14.1 2023-02-14 UI scissor out of bounds in GamePauseScreen: 0,26-847,694 / 720,1280
BEN 10: Protector of Earth v1.14.1 2023-02-14 UI scissor out of bounds in GameSettingsScreen: 269,0-1486,817 / 1768,816
BEN 10: Protector of Earth v1.14.4 2023-02-14 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: 0:2: error(#61) Required extension isn't found, extension 'GL_ARB_shader_stencil_export' is not supported ERROR: error(#273) 1 compilation errors. No code generated stencil_fs #version 330 #extension GL_ARB_shader_stencil_export : require // Driver: ATI Radeon HD 4200 - GLSL 330 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; float roundAndScaleTo255f(in float x) { return floor(x * 255.99); } in highp vec2 v_texcoord; // TEXCOORD0 uniform float stencilValue; out vec4 fragColor0; void main() { vec4 index = texture(tex, v_texcoord.xy); vec4 outColor = index.aaaa; gl_FragStencilRefARB = int(roundAndScaleTo255f(index.a)); fragColor0 = outColor; }
BEN 10: Protector of Earth v1.13.2 2023-02-09 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 800
BEN 10: Protector of Earth v1.13.2 2023-02-09 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145463692
BEN 10: Protector of Earth v1.13.2 2023-02-09 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146507860
BEN 10: Protector of Earth v1.13.2 2023-02-09 sceKernelLoadModuleByID: unsupported options size=00000014, flags=ffffabcd, pos=0, access=1, data=2, text=2
BEN 10: Protector of Earth v1.13.2 2023-02-09 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148119992
BEN 10: Protector of Earth v1.13.2 2023-02-09 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143639068
BEN 10: Protector of Earth v1.14.2 2023-02-01 UI scissor out of bounds in MainScreen: 0,0-1298,817 / 1768,816
BEN 10: Protector of Earth v1.14.2 2023-01-28 UI scissor out of bounds in SavedataScreen: 665,194-0,35 / 604,272
BEN 10: Protector of Earth v1.14.2 2023-01-28 UI scissor out of bounds in SavedataScreen: 665,155-0,38 / 604,272
BEN 10: Protector of Earth v1.14.2 2023-01-28 UI scissor out of bounds in SavedataScreen: 665,116-0,38 / 604,272
BEN 10: Protector of Earth v1.14.2 2023-01-28 UI scissor out of bounds in SavedataScreen: 665,77-0,38 / 604,272
BEN 10: Protector of Earth v1.14.2 2023-01-28 UI scissor out of bounds in SavedataScreen: 665,37-0,38 / 604,272
BEN 10: Protector of Earth v1.14.2 2023-01-28 UI scissor out of bounds in SavedataScreen: 616,194-0,35 / 604,272
BEN 10: Protector of Earth v1.14.2 2023-01-28 UI scissor out of bounds in SavedataScreen: 616,155-0,38 / 604,272
BEN 10: Protector of Earth v1.14.2 2023-01-28 UI scissor out of bounds in SavedataScreen: 616,116-0,38 / 604,272
BEN 10: Protector of Earth v1.14.2 2023-01-28 UI scissor out of bounds in SavedataScreen: 616,77-0,38 / 604,272
BEN 10: Protector of Earth v1.14.2 2023-01-28 UI scissor out of bounds in SavedataScreen: 616,37-0,38 / 604,272
BEN 10: Protector of Earth v1.14.2 2023-01-28 UI scissor out of bounds in SavedataScreen: 656,194-0,35 / 604,272
BEN 10: Protector of Earth v1.14.2 2023-01-28 UI scissor out of bounds in SavedataScreen: 656,155-0,38 / 604,272
BEN 10: Protector of Earth v1.14.2 2023-01-28 UI scissor out of bounds in SavedataScreen: 656,116-0,38 / 604,272
BEN 10: Protector of Earth v1.14.2 2023-01-28 UI scissor out of bounds in SavedataScreen: 656,77-0,38 / 604,272
BEN 10: Protector of Earth v1.14.2 2023-01-28 UI scissor out of bounds in SavedataScreen: 656,37-0,38 / 604,272
BEN 10: Protector of Earth v1.14.2 2023-01-28 UI scissor out of bounds in SavedataScreen: 679,194-0,35 / 604,272
BEN 10: Protector of Earth v1.14.2 2023-01-28 UI scissor out of bounds in SavedataScreen: 679,155-0,38 / 604,272
BEN 10: Protector of Earth v1.14.2 2023-01-28 UI scissor out of bounds in SavedataScreen: 679,116-0,38 / 604,272
BEN 10: Protector of Earth v1.14.2 2023-01-28 UI scissor out of bounds in SavedataScreen: 679,77-0,38 / 604,272
BEN 10: Protector of Earth v1.14.2 2023-01-28 UI scissor out of bounds in SavedataScreen: 679,37-0,38 / 604,272
BEN 10: Protector of Earth v1.14 2023-01-28 UI scissor out of bounds in GameSettingsScreen: 302,0-1287,721 / 1600,720
BEN 10: Protector of Earth v1.13.2 2023-01-25 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000135, pos=0, access=1, data=2, text=2
BEN 10: Protector of Earth v1.9.0 2023-01-23 Error in shader program link: info: (unknown reason) fs: thin3d #ifdef GL_ES precision mediump float; #endif #ifdef GL_ES precision lowp float; #endif #if __VERSION__ >= 130 #define varying in #define texture2D texture #define gl_FragColor fragColor0 out vec4 fragColor0; #endif varying vec4 oColor0; varying vec2 oTexCoord0; uniform sampler2D Sampler0; void main() { gl_FragColor = texture2D(Sampler0, oTexCoord0).zyxw * oColor0; } vs: thin3d #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec3 Position; attribute vec4 Color0; attribute vec2 TexCoord0; varying vec4 oColor0; varying vec2 oTexCoord0; uniform mat4 WorldViewProj; void main() { gl_Position = WorldViewProj * vec4(Position, 1.0); oColor0 = Color0; oTexCoord0 = TexCoord0; }
BEN 10: Protector of Earth v1.13.1 2023-01-17 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09fff610, 4, 00000000, 0)
BEN 10: Protector of Earth v1.13.1 2023-01-17 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5b0, pos=0, access=1, data=1, text=1
BEN 10: Protector of Earth v1.14.2 2023-01-24 UI scissor out of bounds in MainScreen: 58,0-1298,817 / 1768,816
BEN 10: Protector of Earth v1.14.1 2023-01-14 UI scissor out of bounds in GameSettingsScreen: 336,0-1171,720 / 1432,720
BEN 10: Protector of Earth v1.14 2023-01-14 UI scissor out of bounds in MainScreen: 64,0-1174,721 / 1600,720
BEN 10: Protector of Earth v1.14.1 2023-01-14 UI scissor out of bounds in GamePauseScreen: 606,20-300,798 / 921,578
BEN 10: Protector of Earth v1.14.1 2023-01-10 UI scissor out of bounds in GameSettingsScreen: 210,0-1146,768 / 1366,685
BEN 10: Protector of Earth v1.14.2 2023-01-06 UI scissor out of bounds in MainScreen: 1745,8-806,451 / 1450,816
BEN 10: Protector of Earth v1.14.2 2023-01-06 UI scissor out of bounds in MainScreen: 0,54-1719,405 / 1450,816
BEN 10: Protector of Earth v1.14.2 2023-01-06 UI scissor out of bounds in MainScreen: 0,0-1719,459 / 1450,816
BEN 10: Protector of Earth v1.14.2 2023-01-05 UI scissor out of bounds in GameSettingsScreen: 186,0-1085,800 / 1280,736
BEN 10: Protector of Earth v1.14.4 2023-01-05 __KernelStopThread: thread 308 does not exist (helper deleted)
BEN 10: Protector of Earth v1.14.2 2023-01-04 UI scissor out of bounds in GamePauseScreen: 84,20-64,840 / 272,483
BEN 10: Protector of Earth v1.14 2023-01-04 UI scissor out of bounds in GameSettingsScreen: 280,0-1174,720 / 1424,720
BEN 10: Protector of Earth v1.13.2 2023-01-02 80630007=sceAtracSetData(2, 08d4b180, 000040e8): atracID uses different codec type than data
BEN 10: Protector of Earth v1.13.2 2023-01-02 80630007=sceAtracSetData(2, 08d4b180, 00003080): atracID uses different codec type than data
BEN 10: Protector of Earth v1.13.2 2023-01-02 80630007=sceAtracSetData(2, 08d4b180, 00002c20): atracID uses different codec type than data
BEN 10: Protector of Earth v1.13.2 2023-01-02 80630007=sceAtracSetData(2, 08d4b180, 00002d38): atracID uses different codec type than data
BEN 10: Protector of Earth v1.13.2 2023-01-02 80630007=sceAtracSetData(2, 08d4b180, 000033c8): atracID uses different codec type than data
BEN 10: Protector of Earth v1.14.1 2022-12-31 Rendering to framebuffer offset at 04161800 +64x0 (stride 1024)
BEN 10: Protector of Earth v1.14.4 2023-02-19 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
BEN 10: Protector of Earth v1.14.4 2023-02-17 00000400=sceGeEdramSetAddrTranslation(00000800)
BEN 10: Protector of Earth v1.13.2 2022-12-27 Unexpected mpeg first timestamp: 7ff48f881d3 / 8793022300627
BEN 10: Protector of Earth v1.14.1 2022-12-24 00000400=sceGeEdramSetAddrTranslation(00000400)
BEN 10: Protector of Earth v1.12.3 2022-12-19 Unexpected mpeg first timestamp: fb6c3ee9f53 / 17277645659987
BEN 10: Protector of Earth v1.13.2 2022-12-18 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 04162000 offset: 0 (256x256 stride 512, 8888): [C:04161800/512 Z:04118000/512 X:0 Y:1 reint: false] [C:04162000/512 Z:04118000/512 X:0 Y:0 reint: false]
BEN 10: Protector of Earth v1.13.2 2022-12-18 Failed decrypting the PRX (ret = -4, size = 5404973, psp_size = 5405312)!
BEN 10: Protector of Earth v1.13.2 2022-11-29 Unknown GE command : fe1e22d0
BEN 10: Protector of Earth v1.13.2 2022-11-24 80000107=sceDisplaySetFrameBuf(00000000, 512, 3, 0): must change latched framebuf first