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Game title |
Version |
Latest Report |
Message |
Tenchu: Shadow Assassins |
v1.18.1 |
2025-01-06 |
ReadFromHardware: Invalid address 0a000000 near PC 00000000 LR 00000000 |
Tenchu: Shadow Assassins |
v1.18.1 |
2024-12-10 |
WriteToHardware: Invalid address 00000218 near PC 08804654 LR 08804654 |
Tenchu: Shadow Assassins |
v1.17.1 |
2024-12-06 |
Unknown GetPointerWrite 000009ac PC 08b5ad90 LR 08979e0c |
Tenchu: Shadow Assassins |
v1.18.1 |
2024-12-05 |
WriteToHardware: Invalid address d7001b30 near PC 0881c940 LR 088a190c |
Tenchu: Shadow Assassins |
v1.11 |
2024-11-10 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=2, text=2 |
Tenchu: Shadow Assassins |
v1.14.3 |
2024-10-14 |
80630011=sceAtracSetData(2, 08e47140, 00000000): buffer too small |
Tenchu: Shadow Assassins |
v1.17.1-1187-g6b383e40e0 |
2024-10-12 |
80630006=sceAtracSetData(0, 09192060, 00001000): multiple fmt definitions |
Tenchu: Shadow Assassins |
v1.17.1 |
2024-10-09 |
WriteToHardware: Invalid address cff010f1 near PC 08b17d34 LR 08b17d34 |
Tenchu: Shadow Assassins |
v1.17.1 |
2024-10-01 |
WriteToHardware: Invalid address f40100c9 near PC 08a0f228 LR 08a0f184 |
Tenchu: Shadow Assassins |
v1.17.1 |
2024-09-28 |
WriteToHardware: Invalid address 0071e537 near PC 088768b4 LR 08876834 |
Tenchu: Shadow Assassins |
v1.17.1 |
2024-09-14 |
WriteToHardware: Invalid address bfba4972 near PC 08000000 LR 08000000 |
Tenchu: Shadow Assassins |
v1.17.1-957-g52cf10274c |
2024-08-06 |
WriteToHardware: Invalid address c33d32a1 near PC 08b179e4 LR 08b17594 |
Tenchu: Shadow Assassins |
v1.17.1 |
2024-09-15 |
Unknown GetPointerWrite 00000000 PC 08b5ad90 LR 08979c08 |
Tenchu: Shadow Assassins |
v1.17.1 |
2024-07-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=2, text=2 |
Tenchu: Shadow Assassins |
v1.17.1 |
2024-07-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1 |
Tenchu: Shadow Assassins |
v1.17.1 |
2024-07-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=2, text=2 |
Tenchu: Shadow Assassins |
v1.17.1 |
2024-07-17 |
WriteToHardware: Invalid address c4993ab1 near PC 08000000 LR 08000000 |
Tenchu: Shadow Assassins |
v1.17.1 |
2024-05-30 |
WriteToHardware: Invalid address 42f1e538 near PC 089784e0 LR 089784e0 |
Tenchu: Shadow Assassins |
v1.17.1 |
2024-05-24 |
WriteToHardware: Invalid address 000001f4 near PC 08936b58 LR 08937870 |
Tenchu: Shadow Assassins |
v1.17.1 |
2024-04-22 |
sceGeBreak(mode=0, unknown=09fff520): unknown ptr (valid) |
Tenchu: Shadow Assassins |
v1.17.1 |
2024-04-22 |
sceGeBreak(mode=0, unknown=09fff420): unknown ptr (valid) |
Tenchu: Shadow Assassins |
v1.17.1 |
2024-04-22 |
sceGeBreak(mode=0, unknown=09fff410): unknown ptr (valid) |
Tenchu: Shadow Assassins |
v1.11.3 |
2024-04-03 |
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 r10p0-00rel0 [Revision 96995].
01f74444:00004b3d 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:7 TessRevN 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 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 * color0.rgb) * 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 * color0.rgb) * 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 * color0.rgb) * 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 * color0.rgb) * 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;
}
}
gl_Position = outPo |
Tenchu: Shadow Assassins |
v1.17.1 |
2024-04-01 |
Unknown GetPointerWrite 000003a4 PC 08b5ad90 LR 08979e0c |
Tenchu: Shadow Assassins |
v1.17.1 |
2024-03-27 |
WriteToHardware: Invalid address df16dff3 near PC 08000000 LR 08000000 |
Tenchu: Shadow Assassins |
v1.17.1 |
2024-03-27 |
WriteToHardware: Invalid address 40520769 near PC 08000000 LR 08000000 |
Tenchu: Shadow Assassins |
v1.17.1 |
2024-03-11 |
WriteToHardware: Invalid address 61496a45 near PC 08000000 LR 08000000 |
Tenchu: Shadow Assassins |
v1.17.1 |
2024-03-11 |
WriteToHardware: Invalid address 21b6b539 near PC 08b16d74 LR 08b16d74 |
Tenchu: Shadow Assassins |
v1.17.1 |
2024-03-09 |
WriteToHardware: Invalid address 34b204f4 near PC 08b69fd4 LR 08b69fd4 |
Tenchu: Shadow Assassins |
v1.17.1 |
2024-03-09 |
WriteToHardware: Invalid address 59445b47 near PC 08000000 LR 08000000 |
Tenchu: Shadow Assassins |
v1.9.4 |
2024-03-08 |
80630006=sceAtracSetData(0, 09a2aca0, 00001000): invalid RIFF header |
Tenchu: Shadow Assassins |
v1.9.4 |
2024-03-08 |
80630006=sceAtracSetData(0, 09a2ad60, 00001000): invalid RIFF header |
Tenchu: Shadow Assassins |
v1.9.4 |
2024-03-08 |
80630006=sceAtracSetData(0, 09b10d50, 00001000): invalid RIFF header |
Tenchu: Shadow Assassins |
v1.17.1 |
2024-09-17 |
Unknown GetPointerWrite 00000034 PC 08b5ad90 LR 08979e0c |
Tenchu: Shadow Assassins |
v1.10.1 |
2024-01-30 |
80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first |
Tenchu: Shadow Assassins |
v1.16.6 |
2024-01-15 |
Unknown GetPointerWrite 00000284 PC 08979bf4 LR 08979c08 |
Tenchu: Shadow Assassins |
v1.16.6 |
2024-01-06 |
Unknown GetPointerWrite 00000012 PC 0899c260 LR 0899c284 |
Tenchu: Shadow Assassins |
v1.16.6 |
2024-01-03 |
WriteToHardware: Invalid address 3e01030f near PC 08b1658c LR 08b1658c |
Tenchu: Shadow Assassins |
v1.16.6 |
2023-12-23 |
Unknown GE command : 03e00008 |
Tenchu: Shadow Assassins |
v1.16.6 |
2023-12-23 |
Unknown GetPointerWrite 519037f0 PC 08979bf4 LR 08979c08 |
Tenchu: Shadow Assassins |
v1.17.1 |
2024-10-10 |
Can't draw: No current render step. Step count: 0 |
Tenchu: Shadow Assassins |
v1.15.4 |
2023-12-08 |
MIPSCompileOp: Invalid instruction 000001ff |
Tenchu: Shadow Assassins |
v1.15.4 |
2023-12-08 |
MIPSCompileOp: Invalid instruction 000000ff |
Tenchu: Shadow Assassins |
v1.15.4 |
2023-12-08 |
Branch in Jump delay slot at 09ffefe0 in block starting at 09ffefd0 |
Tenchu: Shadow Assassins |
v1.15.4 |
2023-12-08 |
MIPSCompileOp: Invalid instruction 0005e9fc |
Tenchu: Shadow Assassins |
v1.16.6 |
2023-12-08 |
Suspicious address 60655bb4, skipping reloc, type = 2 |
Tenchu: Shadow Assassins |
v1.16.6 |
2023-12-08 |
Suspicious address 606554c8, skipping reloc, type = 0 |
Tenchu: Shadow Assassins |
v1.16.6 |
2023-12-08 |
Suspicious address 606554c8, skipping reloc, type = 5 |
Tenchu: Shadow Assassins |
v1.16.6 |
2023-12-08 |
Suspicious address 400eb2e3, skipping reloc, type = 12 |
Tenchu: Shadow Assassins |
v1.16.6 |
2023-12-08 |
Bad segment number 198 |
Tenchu: Shadow Assassins |
v1.12.3-1071-g830420f0c |
2023-11-14 |
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 r5p1-01rel0 [Revision 96995].
01f74444:00000b3d 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:7 Cull
#version 100
// Mali-450 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 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 lowp vec3 v_color1;
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);
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 * color0.rgb) * 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 * color0.rgb) * 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 * color0.rgb) * 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 * color0.rgb) * 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;
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_cullR |
Tenchu: Shadow Assassins |
v1.16.6 |
2023-10-23 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=2, text=2 |
Tenchu: Shadow Assassins |
v1.13.2 |
2023-10-09 |
WriteToHardware: Invalid address bd2581b5 near PC 08000000 LR 08000000 |
Tenchu: Shadow Assassins |
v1.15.3 |
2023-09-04 |
WriteToHardware: Invalid address 000001f4 near PC 08b230d0 LR 08b230b4 |
Tenchu: Shadow Assassins |
v1.15.4 |
2023-08-24 |
WriteToHardware: Invalid address 0000070c near PC 088327c0 LR 089b93e4 |
Tenchu: Shadow Assassins |
v1.15.4 |
2023-08-23 |
WriteToHardware: Invalid address 11122424 near PC 08000000 LR 08000000 |
Tenchu: Shadow Assassins |
v1.15.4 |
2023-08-06 |
Unknown GE command : efe8f7f0 |
Tenchu: Shadow Assassins |
v1.15.4-254-ga56f74c8c |
2023-07-25 |
WriteToHardware: Invalid address 12b5fa34 near PC 08000000 LR 08000000 |
Tenchu: Shadow Assassins |
v1.12.3 |
2023-07-14 |
An uneaten prefix at end of block: 08927e70 |
Tenchu: Shadow Assassins |
v1.9.4 |
2023-06-20 |
WriteToHardware: Invalid address 42f1e538 near PC 08933220 LR 089330ec |
Tenchu: Shadow Assassins |
v1.15.4 |
2023-06-17 |
WriteToHardware: Invalid address 00000b24 near PC 08979788 LR 08979c14 |
Tenchu: Shadow Assassins |
v1.12.3 |
2023-06-10 |
WriteToHardware: Invalid address 000001d0 near PC 08b5b05c LR 08830904 |
Tenchu: Shadow Assassins |
v1.14.4 |
2023-04-30 |
WriteToHardware: Invalid address 11c03016 near PC 08b1eaa8 LR 08b1e6c8 |
Tenchu: Shadow Assassins |
v1.14.4 |
2023-04-30 |
Jump to invalid address: 02f6da60 |
Tenchu: Shadow Assassins |
v1.14.4 |
2023-04-14 |
WriteToHardware: Invalid address 0082e548 near PC 089315b4 LR 08930928 |
Tenchu: Shadow Assassins |
v1.14.4 |
2023-04-13 |
WriteToHardware: Invalid address 808cc2b0 near PC 088327c0 LR 089b93e4 |
Tenchu: Shadow Assassins |
v1.14.4 |
2023-04-13 |
Unknown GetPointerWrite 000008f0 PC 08979df8 LR 08979e0c |
Tenchu: Shadow Assassins |
v1.14.4 |
2023-03-15 |
Unknown GetPointer 00000010 PC 08b5de94 LR 08b5ea20 |
Tenchu: Shadow Assassins |
v1.14.4 |
2023-03-12 |
WriteToHardware: Invalid address 1d84025f near PC 08b230d0 LR 08b230b4 |
Tenchu: Shadow Assassins |
v1.14.4 |
2023-03-12 |
WriteToHardware: Invalid address dd81170a near PC 08000000 LR 08000000 |
Tenchu: Shadow Assassins |
v1.14.2 |
2023-03-01 |
UI scissor out of bounds in MainScreen: 0,481-540,479 / 960,540 |
Tenchu: Shadow Assassins |
v1.14.2 |
2023-03-01 |
UI scissor out of bounds in MainScreen: 0,417-540,543 / 960,540 |
Tenchu: Shadow Assassins |
v1.14.2 |
2023-03-01 |
UI scissor out of bounds in MainScreen: 1155,5-534,299 / 960,540 |
Tenchu: Shadow Assassins |
v1.14.2 |
2023-03-01 |
UI scissor out of bounds in MainScreen: 0,0-1138,304 / 960,540 |
Tenchu: Shadow Assassins |
v1.14.4 |
2023-02-06 |
WriteToHardware: Invalid address 5b5b748e near PC 08000000 LR 08000000 |
Tenchu: Shadow Assassins |
v1.14.4 |
2023-01-17 |
Jump to invalid address: 05100540 PC 0943d3b8 LR 08a0eac8 |
Tenchu: Shadow Assassins |
v1.14.4 |
2023-01-17 |
MIPSCompileOp: Invalid instruction 406aaaab |
Tenchu: Shadow Assassins |
v1.14.4 |
2023-01-17 |
Jump to invalid address: 0305f9c0 PC 0943d3a0 LR 08a0eac8 |
Tenchu: Shadow Assassins |
v1.12.3 |
2023-06-28 |
80630011=sceAtracSetDataAndGetID(00000000, 00000000): buffer too small |
Tenchu: Shadow Assassins |
v1.14.4 |
2023-01-10 |
Unknown GetPointerWrite 00000034 PC 08979df8 LR 08979e0c |
Tenchu: Shadow Assassins |
v1.14.2 |
2023-01-05 |
UI scissor out of bounds in GameSettingsScreen: 420,0-1720,1080 / 2028,1080 |
Tenchu: Shadow Assassins |
v1.11.3 |
2023-01-03 |
sceKernelCreateSema(KSAP_ThLockSema) unsupported attr parameter: 00000011 |
Tenchu: Shadow Assassins |
v1.11.3 |
2023-01-03 |
sceKernelCreateSema(KSAP_FnLockSema) unsupported attr parameter: 00000011 |
Tenchu: Shadow Assassins |
v1.13.2 |
2022-12-19 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc6500, pos=0, access=1, data=2, text=2 |
Tenchu: Shadow Assassins |
v1.13.2 |
2022-12-14 |
Unimplemented HLE function sceUtilityHtmlViewerGetStatus |
Tenchu: Shadow Assassins |
v1.14.4 |
2023-04-01 |
Unknown GetPointerWrite 0000000c PC 08979df8 LR 08979e0c |
Tenchu: Shadow Assassins |
v1.13.2 |
2022-12-07 |
Unknown GetPointerWrite 0000143c PC 08979df8 LR 08979e0c |
Tenchu: Shadow Assassins |
v1.13.2 |
2022-12-06 |
sceKernelLoadModule: unsupported options size=00000014, flags=08d74120, pos=0, access=1, data=1, text=1 |
Tenchu: Shadow Assassins |
v1.13.2 |
2022-12-04 |
Unknown GetPointerWrite 00000250 PC 08979bf4 LR 08979c08 |
Tenchu: Shadow Assassins |
v1.16.6 |
2023-11-02 |
Unknown GetPointerWrite 00000000 PC 08979bf4 LR 08979c08 |
Tenchu: Shadow Assassins |
v1.14.4 |
2023-04-03 |
Unknown GetPointerWrite 00001088 PC 08979df8 LR 08979e0c |
Tenchu: Shadow Assassins |
v1.13.2 |
2023-01-08 |
Unknown GetPointerWrite 00000030 PC 08979bf4 LR 08979c08 |
Tenchu: Shadow Assassins |
v1.12.3 |
2022-11-15 |
WriteToHardware: Invalid address a33974c2 near PC 08000000 LR 08000000 |
Tenchu: Shadow Assassins |
v1.13.2 |
2022-11-11 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=1, text=1 |
Tenchu: Shadow Assassins |
v1.13.2 |
2022-11-08 |
ReadFromHardware: Invalid address 00000000 near PC 08813b40 LR 089d033c |
Tenchu: Shadow Assassins |
v1.13.2 |
2022-11-08 |
ReadFromHardware: Invalid address 000000ac near PC 089d0324 LR 089d0318 |
Tenchu: Shadow Assassins |
v1.13.2 |
2022-11-05 |
No DL ID available to enqueue |
Tenchu: Shadow Assassins |
v1.11.2 |
2022-11-04 |
WriteToHardware: Invalid address 0071e538 near PC 0892bcfc LR 0892bd1c |
Tenchu: Shadow Assassins |
v1.13.2 |
2022-11-03 |
80630006=sceAtracSetDataAndGetID(09bda900, 00014000): invalid RIFF header |
Tenchu: Shadow Assassins |
v1.13.2 |
2022-11-01 |
Unknown GetPointerWrite 00000030 PC 08979df8 LR 08979e0c |