Recent logs - Indiana Jones® and the Staff Of Kings™

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Game title Version Latest Report Message
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-08-22 WriteToHardware: Invalid address 000000e4 near PC 08a7be34 LR 08a7c178
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-08-17 80630006=sceAtracSetDataAndGetID(08a87000, 80020323): invalid RIFF header
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-08-16 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-08-15 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 r6p0-01rel0 [Revision 96995]. 03f14444:41800b35 HWX T N LM 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 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalize(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(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)
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-08-15 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 r6p0-01rel0 [Revision 96995]. 01f14444:00000b3d HWX C T N LM 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 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 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 lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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); 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 - 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 * color0.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 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); 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.xyzw = u_cullRangeMax.wwww;
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-08-14 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-07-19 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 r5p0-01rel0 [Revision 96995]. 01f14444:00000b3d HWX C T N LM 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 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 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 lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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); 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 - 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 * color0.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 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); 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.xyzw = u_cullRangeMax.wwww;
Indiana Jones® and the Staff Of Kings™ v1.10.3 2021-07-14 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc6500, pos=0, access=1, data=2, text=2
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-07-12 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-05-08 FBO created from existing depthbuffer as color, 040cc000/00000000 and 04000000/040cc000
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-04-20 80630006=sceAtracSetData(2, 08ea83c0, 00008000): invalid RIFF header
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-04-01 sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-03-14 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147649040
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-03-14 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146303628
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-05-19 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 1431655765
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-05-19 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146805524
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-03-14 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-05-19 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=1
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-08-20 FBO created from existing depthbuffer as color, 04110000/00000000 and 04160000/04110000
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-09-06 FBO created from existing depthbuffer as color, 04110000/00000000 and 0415e000/04110000
Indiana Jones® and the Staff Of Kings™ v1.11.3-844-g8aa78a8ef 2021-09-13 FBO created from existing depthbuffer as color, 04110000/00000000 and 0415c000/04110000
Indiana Jones® and the Staff Of Kings™ v1.11 2021-02-12 FBO using existing buffer as depthbuffer, 04116200/04088000 and 04088000/00000000
Indiana Jones® and the Staff Of Kings™ v1.11 2021-02-12 FBO using existing buffer as depthbuffer, 040cc000/04088000 and 04088000/00000000
Indiana Jones® and the Staff Of Kings™ v1.11 2021-02-12 FBO using existing buffer as depthbuffer, 04156900/04088000 and 04088000/00000000
Indiana Jones® and the Staff Of Kings™ v1.11 2021-02-12 FBO created from existing depthbuffer as color, 04088000/00000000 and 04044000/04088000
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-09-06 GE Interrupt: newState might be 7
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-09-06 GE Interrupt: newState might be 6
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-09-06 GE Interrupt: newState might be 5
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-09-06 GE Interrupt: newState might be 4
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-09-06 GE Interrupt: newState might be 3
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-09-06 GE Interrupt: newState might be 1
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-09-06 GE Interrupt: newState might be 0
Indiana Jones® and the Staff Of Kings™ v1.10.3 2021-02-08 sceKernelLoadModule: unsupported options size=00000014, flags=089d33b8, pos=0, access=1, data=2, text=2
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-07-12 sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006
Indiana Jones® and the Staff Of Kings™ v1.10.3 2021-02-08 Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8
Indiana Jones® and the Staff Of Kings™ v1.10.3 2021-02-08 Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999
Indiana Jones® and the Staff Of Kings™ v1.10.3 2021-02-08 Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca
Indiana Jones® and the Staff Of Kings™ v1.10.3 2021-02-08 Unknown syscall in known module 'ThreadManForKernel': 0x18260574
Indiana Jones® and the Staff Of Kings™ v1.10.3 2021-02-08 Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e
Indiana Jones® and the Staff Of Kings™ v1.10.3 2021-02-08 Unknown syscall in known module 'ThreadManForKernel': 0x86255ada
Indiana Jones® and the Staff Of Kings™ v1.10.3 2021-02-08 Unknown syscall in known module 'ThreadManForKernel': 0x8125221d
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-07-12 sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006
Indiana Jones® and the Staff Of Kings™ v1.10.3 2021-02-08 sceKernelLoadModule: unsupported options size=00000014, flags=088eb174, pos=0, access=1, data=1, text=1
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-07-12 sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006
Indiana Jones® and the Staff Of Kings™ v1.10.3 2021-02-08 Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE.
Indiana Jones® and the Staff Of Kings™ v1.10.3 2021-02-08 Ignoring func export sceNetIfhandle/c80181a2, already implemented in HLE.
Indiana Jones® and the Staff Of Kings™ v1.10.3 2021-02-08 Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d
Indiana Jones® and the Staff Of Kings™ v1.10.3 2021-02-08 Unknown syscall in known module 'ThreadManForKernel': 0x39810265
Indiana Jones® and the Staff Of Kings™ v1.10.3 2021-02-08 Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff
Indiana Jones® and the Staff Of Kings™ v1.10.3 2021-02-08 Unknown syscall in known module 'ThreadManForKernel': 0xaf36d708
Indiana Jones® and the Staff Of Kings™ v1.10.3 2021-02-08 Unknown syscall in known module 'ThreadManForKernel': 0x89b3d48c
Indiana Jones® and the Staff Of Kings™ v1.10.3 2021-02-08 Unknown syscall in known module 'ThreadManForKernel': 0x56c039b5
Indiana Jones® and the Staff Of Kings™ v1.10.3 2021-02-02 RET: Stack empty!
Indiana Jones® and the Staff Of Kings™ v1.9.4 2020-12-03 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2
Indiana Jones® and the Staff Of Kings™ v1.9.4 2020-12-15 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1
Indiana Jones® and the Staff Of Kings™ v1.9.4 2020-12-15 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2
Indiana Jones® and the Staff Of Kings™ v1.9.4 2021-04-06 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1
Indiana Jones® and the Staff Of Kings™ v1.9.4 2021-04-01 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Indiana Jones® and the Staff Of Kings™ v1.9.4 2021-05-26 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
Indiana Jones® and the Staff Of Kings™ v1.10.3 2020-11-30 Render to area containing texture at 04162000 +256x0
Indiana Jones® and the Staff Of Kings™ v1.9.4 2020-12-15 Rendering to framebuffer offset: 04162000 +256x0
Indiana Jones® and the Staff Of Kings™ v1.9.4 2020-12-03 Render to texture with different formats 0 != 3
Indiana Jones® and the Staff Of Kings™ v1.9.4 2020-12-03 Render to texture with different strides 1024 != 512
Indiana Jones® and the Staff Of Kings™ v1.10.3 2020-11-30 Ignoring possible render to texture at 04161800 +0x64 / 480x272
Indiana Jones® and the Staff Of Kings™ v1.10.3 2020-11-04 sceKernelLoadModule: unsupported options size=00000014, flags=08a870f0, pos=0, access=1, data=2, text=2
Indiana Jones® and the Staff Of Kings™ v1.10.3 2020-11-04 sceKernelLoadModule: unsupported options size=00000014, flags=08b8c790, pos=0, access=1, data=1, text=1
Indiana Jones® and the Staff Of Kings™ v1.11.3-844-g8aa78a8ef 2021-09-15 FBO created from existing depthbuffer as color, 04110000/00000000 and 0415a000/04110000
Indiana Jones® and the Staff Of Kings™ v1.11.3-846-gc96692fd2 2021-09-16 FBO created from existing depthbuffer as color, 04110000/00000000 and 04158000/04110000
Indiana Jones® and the Staff Of Kings™ v1.11.3-846-gc96692fd2 2021-09-19 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
Indiana Jones® and the Staff Of Kings™ v1.11.3-846-gc96692fd2 2021-09-19 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
Indiana Jones® and the Staff Of Kings™ v1.10.3 2020-08-20 sceFontGetNumFontList(00000000, 09fff4f8): invalid font lib
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-07-12 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
Indiana Jones® and the Staff Of Kings™ v1.11.3 2021-08-15 Unknown GetPointer 00000000 PC 08a64d44 LR 08a64d44
Indiana Jones® and the Staff Of Kings™ v1.10.3 2020-07-31 FBO using existing buffer as depthbuffer, 04088000/04110000 and 04110000/04110000
Indiana Jones® and the Staff Of Kings™ v1.10.2 2020-07-13 Video out requested, not supported: mode=0 size=0,0
Indiana Jones® and the Staff Of Kings™ v1.9.4 2020-06-11 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=7 IDX=2 MC=7
Indiana Jones® and the Staff Of Kings™ v1.9.4 2021-09-10 Unknown GetPointer 00000000 PC 08000000 LR 08000000
Indiana Jones® and the Staff Of Kings™ v1.7.1 2020-04-23 sceKernelSetCompiledSdkVersion unknown SDK: 21
Indiana Jones® and the Staff Of Kings™ v1.9.4 2021-02-11 GL ran out of GPU memory; switching to low memory mode
Indiana Jones® and the Staff Of Kings™ v1.9.3 2019-11-26 Savedata version requested: 3
Indiana Jones® and the Staff Of Kings™ v1.9.4 2021-09-06 Unknown GetPointer 00000000 PC 08a16b88 LR 08a16b88
Indiana Jones® and the Staff Of Kings™ v1.9.4 2021-08-11 Unknown GetPointer 00000000 PC 089028fc LR 08000030
Indiana Jones® and the Staff Of Kings™ v1.7.5 2021-06-04 An uneaten prefix at end of block for 08c18f1c
Indiana Jones® and the Staff Of Kings™ v1.8.0 2021-04-30 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Indiana Jones® and the Staff Of Kings™ v1.5.3 2018-11-24 Jump to invalid address: 029f4b00
Indiana Jones® and the Staff Of Kings™ v1.9.4 2021-09-19 An uneaten prefix at end of block: 08c18e10
Indiana Jones® and the Staff Of Kings™ v1.9.3-80-g73bf6098e 2021-07-30 An uneaten prefix at end of block for 08c18dfc
Indiana Jones® and the Staff Of Kings™ v1.7.5 2021-01-13 Attempting to texture from target (src=00110000 / target=00110000 / flags=7)
Indiana Jones® and the Staff Of Kings™ v1.9.4 2021-09-05 sceFontGetNumFontList(00000000, 09fff4e8): invalid font lib
Indiana Jones® and the Staff Of Kings™ v1.9.4 2021-08-09 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=8 IDX=2 MC=6
Indiana Jones® and the Staff Of Kings™ v1.9.4 2021-09-15 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=4 IDX=2 MC=8
Indiana Jones® and the Staff Of Kings™ v1.9.4 2021-09-19 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=5 IDX=2 MC=8
Indiana Jones® and the Staff Of Kings™ v1.9.4 2021-08-30 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=8 IDX=2 MC=7
Indiana Jones® and the Staff Of Kings™ v1.9.4 2021-08-29 WriteToHardware: Invalid address 000000e4 near PC 08000000 LR 08000000
Indiana Jones® and the Staff Of Kings™ v1.9.4 2021-09-19 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=8 IDX=1 MC=2