Recent logs - Marvel™: Ultimate Alliance 2

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Game title Version Latest Report Message
Marvel™: Ultimate Alliance 2 v1.16.6 2025-05-02 00000400=sceGeEdramSetAddrTranslation(00000400)
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Module linking debug info: IoFileMgrForUser ver=0011, flags=4001, size=5, numVars=0, numFuncs=21, nidData=08d95440, firstSym=08d94d2c, varData=00000000, extra=00000000 (invalidname) ver=0011, flags=0001, size=5, numVars=0, numFuncs=2, nidData=08d95438, firstSym=08d94d1c, varData=00000000, extra=00000000 LoadExecForUser ver=0011, flags=0001, size=5, numVars=0, numFuncs=2, nidData=08d95430, firstSym=08d94d0c, varData=00000000, extra=00000000 Mo ver=0011, flags=4001, size=5, numVars=0, numFuncs=1, nidData=08d95414, firstSym=08d94cd4, varData=00000000, extra=00000000 St ver=0011, flags=4001, size=5, numVars=0, numFuncs=3, nidData=00015408, firstSym=08d94cbc, varData=00000000, extra=00000000 SysMem ver=0011, flags=4000, size=5, numVars=0, numFuncs=8, nidData=08d953e8, firstSym=00014c7c, varData=00000000, extra=00000000 Thread ver=0011, flags=4001, size=5, numVars=0, numFuncs=35, nidData=08d9535c, firstSym=08d94b64, varData=00000000, extra=00000000 (invalidname) ver=0011, flags=4001, size=5, numVars=0, numFuncs=4, nidData=08d9534c, firstSym=08d94b44, varData=00000000, extra=00000000 sceSuspend ver=0011, flags=0001, size=5, numVars=0, numFuncs=5, nidData=08d95338, firstSym=08d94b1c, varData=00000000, extra=00000000 sceAudio ver=0011, flags=4001, size=5, numVars=0, numFuncs=1, nidData=08d95304, firstSym=08d94ab4, varData=00000000, extra=00000000 sceSasCore ver=0011, flags=4009, size=5, numVars=0, numFuncs=27, nidData=00015298, firstSym=08d949dc, varData=00000000, extra=00000000 sc ver=0011, flags=4001, size=5, numVars=0, numFuncs=2, nidData=08d95290, firstSym=000149cc, varData=00000000, extra=00000000 sceDisplay ver=0011, flags=4001, size=5, numVars=0, numFuncs=6, nidData=08d95278, firstSym=08d9499c, varData=00000000, extra=00000000 (invalidname) ver=0011, flags=4001, size=5, numVars=0, numFuncs=13, nidData=08d95244, firstSym=08d94934, varData=00000000, extra=00000000 sceUmd ver=0011, flags=0001, size=5, numVars=0, numFuncs=6, nidData=08d9522c, firstSym=08d94904, varData=00000000, extra=00000000 sceUtility ver=0011, flags=4001, size=5, numVars=0, numFuncs=1, nidData=08d95200, firstSym=08d948ac, varData=00000000, extra=00000000 scePower ver=0011, flags=4001, size=5, numVars=0, numFuncs=8, nidData=000151e0, firstSym=08d9486c, varData=00000000, extra=00000000 scePsm ver=0011, flags=0009, size=5, numVars=0, numFuncs=6, nidData=08d951c8, firstSym=0001483c, varData=00000000, extra=00000000 sceMpeg ver=0011, flags=0009, size=5, numVars=0, numFuncs=24, nidData=08d95168, firstSym=08d9477c, varData=00000000, extra=00000000 (invalidname) ver=0011, flags=4000, size=5, numVars=0, numFuncs=3, nidData=08d9515c, firstSym=08d94764, varData=00000000, extra=00000000
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Unknown syscall in known module 'sceMpeg': 0x00010f23
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Unknown syscall in known module 'sceMpeg': 0x0001e22f
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Unknown syscall in known module 'sceMpeg': 0x00016728
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Unknown syscall in known module 'sceMpeg': 0x000144df
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Invalid address for syscall stub scePsm c7db3a5b
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Invalid address for syscall stub scePsm a83f7113
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Invalid address for syscall stub scePsm 000189cd
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Invalid address for syscall stub SysMem a291f107
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Invalid address for syscall stub SysMem 9d9a5ba1
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Invalid address for syscall stub scePsm 4bc9bde0
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Invalid address for syscall stub scePsm 0ba514e5
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Invalid address for syscall stub sc 1f4011e6
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Invalid address for syscall stub sc 3a622550
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Invalid address for syscall stub SysMem 000177cb
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Unknown syscall in known module 'sceDisplay': 0x000127e7
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Crazy nidData address 00015298, skipping entire module
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Crazy nidData address 000151e0, skipping entire module
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Invalid address for syscall stub SysMem b6d61d02
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Crazy nidData address 00015408, skipping entire module
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Invalid address for syscall stub scePsm c22c8327
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Invalid address for syscall stub SysMem 91de343c
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Unknown syscall in known module 'LoadExecForUser': 0x00017943
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Invalid address for syscall stub SysMem 237dbd4f
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Invalid address for syscall stub SysMem 0001f628
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Invalid address for syscall stub SysMem 13a5abef
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Unknown syscall in known module 'IoFileMgrForUser': 0x0001a7c2
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Unknown syscall in known module 'IoFileMgrForUser': 0x000140b6
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Unknown syscall in known module 'IoFileMgrForUser': 0x00013324
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 Jump to invalid address: 02b6ba20
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 MIPSCompileOp: Invalid instruction 000077f8
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 MIPSCompileOp: Invalid instruction 0000747c
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 MIPSCompileOp: Invalid instruction 7f800001
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 MIPSCompileOp: Invalid instruction 0001777c
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 MIPSCompileOp: Invalid instruction 00016b54
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 MIPSCompileOp: Invalid instruction 0001c6d4
Marvel™: Ultimate Alliance 2 v1.18.1 2025-04-05 Unknown GetPointerWrite 00000000 PC 08a0a474 LR 08a0a400
Marvel™: Ultimate Alliance 2 v1.18.1 2025-01-22 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]. 03f04444:41c00b21 HWX T N LM Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 WScale 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)) // 03f04444:41c00b21 HWX T N LM Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 WScale 1 Cull attribute mediump vec4 w1, 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 mat4 u_bone7; 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_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() { 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) + mul(w2.w, u_bone7); 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 = normalizeOr001(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); 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
Marvel™: Ultimate Alliance 2 v1.18.1 2024-12-05 Unknown GetPointerWrite 00020100 PC 08adcba0 LR 08adbf0c
Marvel™: Ultimate Alliance 2 v1.17.1 2024-09-20 sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1
Marvel™: Ultimate Alliance 2 v1.17.1 2024-09-20 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=2, text=2
Marvel™: Ultimate Alliance 2 v1.17.1 2024-09-20 sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=1, text=1
Marvel™: Ultimate Alliance 2 v1.18.1 2025-01-18 Unknown GetPointerWrite 00000000 PC 08bf7d84 LR 08adbf0c
Marvel™: Ultimate Alliance 2 v1.17.3 2025-03-30 Branch in JumpReg delay slot at 090dbfd0 in block starting at 08dd8198
Marvel™: Ultimate Alliance 2 v1.17.3 2024-07-24 Unknown GetPointerWrite 00000015 PC 08bf7d84 LR 08adbf0c
Marvel™: Ultimate Alliance 2 v1.16.6 2024-04-09 MIPSCompileOp: Invalid instruction 0001ae78
Marvel™: Ultimate Alliance 2 v1.17.1 2024-04-07 80630006=sceAtracSetHalfwayBufferAndGetID(08bfec80, 00001000, 00040000): invalid RIFF header
Marvel™: Ultimate Alliance 2 v1.17.1 2024-02-20 An uneaten prefix at end of block: 08bbc6b8
Marvel™: Ultimate Alliance 2 v1.13.1 2025-04-14 Failed to read valid video stream data from header
Marvel™: Ultimate Alliance 2 v1.16.6 2024-01-01 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 r10p0-00dev0 [Revision 96995]. 01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t: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)) // 01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull 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_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); 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 - 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.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; f
Marvel™: Ultimate Alliance 2 v1.16.6 2023-12-29 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=2, text=2
Marvel™: Ultimate Alliance 2 v1.16.6 2023-12-29 sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=1, text=1
Marvel™: Ultimate Alliance 2 v1.16.6 2023-11-11 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]. 01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t: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)) // 01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull 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_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); 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 - 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.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
Marvel™: Ultimate Alliance 2 v1.18.1 2025-05-16 Can't draw: No current render step. Step count: 0
Marvel™: Ultimate Alliance 2 v1.15.4 2023-09-21 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]. 01f04444:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t: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)) // 01f04444:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 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 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_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); 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 - 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.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 projP
Marvel™: Ultimate Alliance 2 v1.15.4 2023-09-21 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]. 01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t: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)) // 01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull 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_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); 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 - 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.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; fl
Marvel™: Ultimate Alliance 2 v1.17.1 2024-09-06 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]. 01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t: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)) // 01f04444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull 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_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); 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 - 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.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; flo
Marvel™: Ultimate Alliance 2 v1.17.1 2024-07-10 Unimplemented HLE function sceUtilityPsnGetStatus
Marvel™: Ultimate Alliance 2 v1.15.4 2023-08-05 ReadFromHardware: Invalid address deadbeef near PC deadbeef LR deadbeef
Marvel™: Ultimate Alliance 2 v1.15.4-571-g16ee5a50c 2023-07-21 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=1, text=1
Marvel™: Ultimate Alliance 2 v1.15.4-571-g16ee5a50c 2023-07-21 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=2, text=2
Marvel™: Ultimate Alliance 2 v1.15.4 2023-06-27 sceKernelLoadModule: unsupported options size=00000014, flags=0892b680, pos=0, access=1, data=2, text=2
Marvel™: Ultimate Alliance 2 v1.14 2023-04-27 UI scissor out of bounds in GameSettingsScreen: 302,0-1287,721 / 1600,720
Marvel™: Ultimate Alliance 2 v1.12.3-1307-g8ae673572 2023-04-03 Rendering to framebuffer offset: 04162000 +256x0
Marvel™: Ultimate Alliance 2 v1.14 2023-03-30 UI scissor out of bounds in MainScreen: 0,0-918,721 / 1280,720
Marvel™: Ultimate Alliance 2 v1.9.0 2023-03-22 FBO using existing buffer as depthbuffer, 04154000/04110000 and 04110000/04110000
Marvel™: Ultimate Alliance 2 v1.9.0 2023-03-22 Render to texture with different strides 512 != 256
Marvel™: Ultimate Alliance 2 v1.14.4 2023-03-01 80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header
Marvel™: Ultimate Alliance 2 v1.13.2 2023-02-17 Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272
Marvel™: Ultimate Alliance 2 v1.14.4 2023-01-23 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]. 01f04444:00000b31 HWX T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t: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)) // 01f04444:00000b31 HWX T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull 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_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); 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 - 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 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.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.
Marvel™: Ultimate Alliance 2 v1.14.4 2023-01-18 MIPSCompileOp: Invalid instruction 0001d93c
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 MIPSCompileOp: Invalid instruction 00011494
Marvel™: Ultimate Alliance 2 v1.14.4 2023-01-18 MIPSCompileOp: Invalid instruction 00011814
Marvel™: Ultimate Alliance 2 v1.14.4 2023-05-20 Unknown GetPointerWrite 00000000 PC 08adbefc LR 08adbf0c
Marvel™: Ultimate Alliance 2 v1.13.2 2022-11-11 sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=2, text=2
Marvel™: Ultimate Alliance 2 v1.13.2 2022-10-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 142637024
Marvel™: Ultimate Alliance 2 v1.13.2 2022-10-13 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142748256
Marvel™: Ultimate Alliance 2 v1.13.2 2022-10-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146059204
Marvel™: Ultimate Alliance 2 v1.12.3 2022-09-27 sceMpegRingbufferPut(): invalid mpeg data
Marvel™: Ultimate Alliance 2 v1.13.1 2022-09-04 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=1, text=1
Marvel™: Ultimate Alliance 2 v1.18.1 2025-05-09 Unknown GetPointerWrite 00000000 PC 08adbf04 LR 08adbf0c
Marvel™: Ultimate Alliance 2 v1.18.1 2025-06-14 Unknown GetPointerWrite 00000000 PC 08adcba0 LR 08adbf0c
Marvel™: Ultimate Alliance 2 v1.14.4 2023-04-02 Branch in Jump delay slot at 090154a0 in block starting at 09015480
Marvel™: Ultimate Alliance 2 v1.10-6-g8ac4efd3c 2022-06-13 Unknown GetPointer 00000000 PC 08ad8b60 LR 08ad8b60
Marvel™: Ultimate Alliance 2 v1.12.3 2022-05-30 sceKernelLoadModule: unsupported options size=00000014, flags=08cacbd0, pos=0, access=1, data=2, text=2
Marvel™: Ultimate Alliance 2 v1.12.3 2022-05-30 sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=1, text=1
Marvel™: Ultimate Alliance 2 v1.12.3 2022-05-05 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 1431655765
Marvel™: Ultimate Alliance 2 v1.12.3 2022-05-05 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147649040
Marvel™: Ultimate Alliance 2 v1.12.3 2022-05-05 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 464
Marvel™: Ultimate Alliance 2 v1.13.2 2023-04-01 GE Interrupt: newState might be 3
Marvel™: Ultimate Alliance 2 v1.13.2 2023-04-01 GE Interrupt: newState might be 1
Marvel™: Ultimate Alliance 2 v1.13.2 2023-04-01 GE Interrupt: newState might be 0
Marvel™: Ultimate Alliance 2 v1.13.2 2023-04-01 GE Interrupt: newState might be 7
Marvel™: Ultimate Alliance 2 v1.13.2 2023-04-01 GE Interrupt: newState might be 6
Marvel™: Ultimate Alliance 2 v1.13.2 2023-04-01 GE Interrupt: newState might be 5
Marvel™: Ultimate Alliance 2 v1.13.2 2023-04-01 GE Interrupt: newState might be 4
Marvel™: Ultimate Alliance 2 v1.14.4 2023-04-02 Jump to invalid address: 0393ee90
Marvel™: Ultimate Alliance 2 v1.14.4 2023-04-02 MIPSCompileOp: Invalid instruction 00000fff
Marvel™: Ultimate Alliance 2 v1.14.4 2023-04-02 Jump to invalid address: 0393f010