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Game title |
Version |
Latest Report |
Message |
TEKKEN 6 |
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 r7p0-00rel0 [Revision 96995].
03f01111:40c00b01 HWX T N LM Bones:4 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 WScale 1
#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))
// 03f01111:40c00b01 HWX T N LM Bones:4 Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 WScale 1
attribute mediump vec4 w1;
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 vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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);
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);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspe |
TEKKEN 6 |
v1.18.1 |
2025-01-19 |
ReadFromHardware: Invalid address 0000001c near PC 08aa5e58 LR 08aa5e70 |
TEKKEN 6 |
v1.14.2 |
2025-01-18 |
UI scissor out of bounds in GamePauseScreen: 456,13-134,963 / 1024,552 |
TEKKEN 6 |
v1.14.2 |
2025-01-18 |
UI scissor out of bounds in GamePauseScreen: 0,13-450,963 / 1024,552 |
TEKKEN 6 |
v1.14.2 |
2025-01-18 |
UI scissor out of bounds in GamePauseScreen: 1389,7-342,305 / 1024,552 |
TEKKEN 6 |
v1.14.2 |
2025-01-18 |
UI scissor out of bounds in GamePauseScreen: 0,7-1378,305 / 1024,552 |
TEKKEN 6 |
v1.18.1 |
2025-01-18 |
WriteToHardware: Invalid address 0007d248 near PC 08000000 LR 08000000 |
TEKKEN 6 |
v1.12.3 |
2025-01-17 |
WriteToHardware: Invalid address 0007d248 near PC 08aa2b50 LR 08aa2b8c |
TEKKEN 6 |
v1.18.1 |
2025-01-16 |
800200d2=scePsmfPlayerSetPsmfCB(090f4224, disc0:/PSP_GAME/USRDIR/movie/title.pmf): too many streams in PSMF video, bogus data |
TEKKEN 6 |
v1.18.1 |
2025-01-16 |
800200d2=scePsmfPlayerSetPsmfCB(090f5324, disc0:/PSP_GAME/USRDIR/movie/title.pmf): too many streams in PSMF video, bogus data |
TEKKEN 6 |
v1.18.1 |
2025-01-16 |
800200d2=scePsmfPlayerSetPsmfCB(090f6424, disc0:/PSP_GAME/USRDIR/movie/title.pmf): too many streams in PSMF video, bogus data |
TEKKEN 6 |
v1.18.1 |
2025-01-16 |
800200d2=scePsmfPlayerSetPsmfCB(090f1a24, disc0:/PSP_GAME/USRDIR/movie/title.pmf): too many streams in PSMF video, bogus data |
TEKKEN 6 |
v1.18.1 |
2025-01-08 |
Drawing region rate add non-zero: 0299, 0366 of 0199, 0266 |
TEKKEN 6 |
v1.18.1 |
2025-01-08 |
Bad bounding box data: 009999 |
TEKKEN 6 |
v1.18.1 |
2025-01-08 |
Bad vertex address 0a4be299! |
TEKKEN 6 |
v1.18.1 |
2025-01-08 |
Bad vertex address 035d1299! |
TEKKEN 6 |
v1.18.1 |
2025-01-08 |
Bad vertex address 0523e711! |
TEKKEN 6 |
v1.18.1 |
2025-01-08 |
VTYPE with morph used: THRU=1 TC=2 COL=0 POS=2 NRM=3 WT=0 NW=7 IDX=3 MC=7 |
TEKKEN 6 |
v1.10.3 |
2025-01-08 |
Bad vertex address 00122d42! |
TEKKEN 6 |
v1.10.3 |
2025-01-08 |
Bad vertex address 00122d1a! |
TEKKEN 6 |
v1.10.3 |
2025-01-08 |
Bad vertex address 00122cf2! |
TEKKEN 6 |
v1.10.3 |
2025-01-08 |
Bad vertex address 00122cca! |
TEKKEN 6 |
v1.10.3 |
2025-01-08 |
Bad vertex address 00122c8e! |
TEKKEN 6 |
v1.10.3 |
2025-01-08 |
Bad vertex address 00122c66! |
TEKKEN 6 |
v1.10.3 |
2025-01-08 |
Bad vertex address 00122c20! |
TEKKEN 6 |
v1.10.3 |
2025-01-08 |
Bad vertex address 00122bbc! |
TEKKEN 6 |
v1.10.3 |
2025-01-08 |
Bad vertex address 00122b58! |
TEKKEN 6 |
v1.10.3 |
2025-01-08 |
Bad vertex address 00122b1c! |
TEKKEN 6 |
v1.10.3 |
2025-01-08 |
Bad vertex address 00122bec! |
TEKKEN 6 |
v1.10.3 |
2025-01-08 |
Bad vertex address 00122cfa! |
TEKKEN 6 |
v1.10.3 |
2025-01-08 |
Bad vertex address 00122cbe! |
TEKKEN 6 |
v1.10.3 |
2025-01-08 |
Bad vertex address 00122c82! |
TEKKEN 6 |
v1.10.3 |
2025-01-08 |
Bad vertex address 00122c14! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 00124a12! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 001249ea! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 001249c2! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 0012499a! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 0012495e! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 00124936! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 001248f0! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 0012488c! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 00124828! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 001247ec! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 0012483e! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 001248bc! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 0012486c! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 001249ca! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 0012498e! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 00124952! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 0012490c! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 001248e4! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 00124614! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 001245ec! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 001245c4! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 0012459c! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 0012454c! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 00124510! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 0012465e! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 00124636! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 0012460e! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 001245e6! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 001245be! |
TEKKEN 6 |
v1.10.3 |
2025-01-07 |
Bad vertex address 0012458c! |
TEKKEN 6 |
v1.18.1 |
2025-01-03 |
Branch in Jump delay slot at 08e41400 in block starting at 08e413f4 |
TEKKEN 6 |
v1.18.1 |
2025-01-03 |
Jump to invalid address: 03904320 PC 08e41404 LR 0885fdb0 |
TEKKEN 6 |
v1.18.1 |
2025-01-03 |
Jump to invalid address: 039042e0 PC 08e413f8 LR 0885fdb0 |
TEKKEN 6 |
v1.18.1 |
2025-01-03 |
Branch in Jump delay slot at 08e41418 in block starting at 08e413f4 |
TEKKEN 6 |
v1.18.1 |
2025-01-03 |
Jump to invalid address: 03903f20 PC 08e4140c LR 0885fdb0 |
TEKKEN 6 |
v1.18.1 |
2025-01-03 |
Jump to invalid address: 03903de0 PC 08e41400 LR 0885fdb0 |
TEKKEN 6 |
v1.18.1-421-gb608257b46 |
2025-01-03 |
ReadFromHardware: Invalid address 680e4f64 near PC 680e4f64 LR 08888f40 |
TEKKEN 6 |
v1.18.1 |
2024-12-31 |
ReadFromHardware: Invalid address 0000000a near PC 08b604c4 LR 08b608c8 |
TEKKEN 6 |
v1.18.1-362-g01b4eb41be |
2024-12-26 |
WriteToHardware: Invalid address 0000016c near PC 08af47d4 LR 08af47d4 |
TEKKEN 6 |
v1.18.1 |
2024-12-25 |
Branch in Jump delay slot at 08020400 in block starting at 08020020 |
TEKKEN 6 |
v1.15.4 |
2024-12-20 |
ReadFromHardware: Invalid address b8e8af08 near PC b8e8af08 LR b8e8af08 |
TEKKEN 6 |
v1.18.1 |
2024-12-19 |
Exceeded immediate draw buffer size. gstate.imm_ap=1ae75b , prim=-1 |
TEKKEN 6 |
v1.18.1 |
2024-12-19 |
Imm vertex used clip value, flags=c50000 |
TEKKEN 6 |
v1.18.1 |
2024-12-19 |
Unusual bezier/spline vtype: 12000321, morph: 0, bones: 1 |
TEKKEN 6 |
v1.18.1 |
2024-12-16 |
WriteToHardware: Invalid address 450c897b near PC 0880c914 LR 0880c85c |
TEKKEN 6 |
v1.18.1 |
2024-12-15 |
Error in shader program link: info: (unknown reason)
fs: 00180000:0920d422 Tex Fog TexAlpha Double StenToAlpha Sten1 TFuncMod AlphaTest >
#version 400
// Driver: Intel(R) HD Graphics 2500 - GLSL 400
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:0920d422 Tex Fog TexAlpha Double StenToAlpha Sten1 TFuncMod AlphaTest >
uniform sampler2D tex;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
uniform vec3 u_fogcolor;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD;
fragColor0 = vec4(v.rgb, 1.0);
}
vs: 00000000:00000020 Cull
#version 400
// Driver: Intel(R) HD Graphics 2500 - GLSL 400
#define gl_VertexIndex gl_VertexID
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000020 Cull
in vec4 position;
in highp float fog;
in vec2 texcoord;
in lowp vec4 color0;
uniform lowp float u_rotation;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = fog;
vec4 pos = position;
vec4 outPos = pos;
if (u_depthRange.y - u_depthRange.x >= 1.0) {
gl_ClipDistance[0] = outPos.w + outPos.z;
} else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
gl_ClipDistance[0] = outPos.w - outPos.z;
} else {
gl_ClipDistance[0] = 0.0;
}
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_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
gl_Position = outPos;
}
|
TEKKEN 6 |
v1.11.3 |
2024-12-11 |
ReadFromHardware: Invalid address 3de4f3a4 near PC 088d97ac LR 088d97c4 |
TEKKEN 6 |
v1.11.3 |
2024-12-05 |
Error in shader program link: info: L0001 The fragment shader uniform floating-point u_pixelDelta does not match the vertex shader uniform floating-point u_pixelDelta.
The precision does not match.
fs: postshader
#version 310 es
precision mediump float;
precision highp int;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec2 u_texelDelta;
uniform vec4 u_time;
uniform vec2 u_pixelDelta;
in vec2 v_texcoord0;
out vec4 _gl_FragColor;
vec3 processFXAA(inout vec3 color)
{
float FXAA_SPAN_MAX = 8.0;
float FXAA_REDUCE_MUL = 0.125;
float FXAA_REDUCE_MIN = 0.0078125;
vec3 rgbNW = texture(sampler0, v_texcoord0 + (vec2(-1.0) * u_texelDelta)).xyz;
vec3 rgbNE = texture(sampler0, v_texcoord0 + (vec2(1.0, -1.0) * u_texelDelta)).xyz;
vec3 rgbSW = texture(sampler0, v_texcoord0 + (vec2(-1.0, 1.0) * u_texelDelta)).xyz;
vec3 rgbSE = texture(sampler0, v_texcoord0 + (vec2(1.0) * u_texelDelta)).xyz;
vec3 rgbM = texture(sampler0, v_texcoord0).xyz;
vec3 luma = vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625);
float lumaNW = dot(rgbNW, luma);
float lumaNE = dot(rgbNE, luma);
float lumaSW = dot(rgbSW, luma);
float lumaSE = dot(rgbSE, luma);
float lumaM = dot(rgbM, luma);
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = (lumaNW + lumaSW) - (lumaNE + lumaSE);
float dirReduce = max((((lumaNW + lumaNE) + lumaSW) + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * u_texelDelta;
vec3 rgbA = (texture(sampler0, v_texcoord0 + (dir * (-0.16666667163372039794921875))).xyz + texture(sampler0, v_texcoord0 + (dir * 0.16666667163372039794921875)).xyz) * 0.5;
vec3 rgbB = (rgbA * 0.5) + ((texture(sampler0, v_texcoord0 + (dir * (-0.5))).xyz + texture(sampler0, v_texcoord0 + (dir * 0.5)).xyz) * 0.25);
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax))
{
color = rgbA;
}
else
{
color = rgbB;
}
return color;
}
vec3 processBLOOM(inout vec3 color, vec3 colorB, mediump int hatsu)
{
vec4 sum = vec4(0.0);
mediump int diffx = 0;
mediump int diffy = 1;
for (mediump int ib = -diffy; ib < diffy; ib++)
{
for (mediump int jb = -diffx; jb < diffx; jb++)
{
sum += (texture(sampler0, v_texcoord0 + (vec2(float(jb), float(ib)) * 0.00200000009499490261077880859375)) * 0.14000000059604644775390625);
}
}
float _305 = color.x;
bool _307 = _305 < 0.300000011920928955078125;
bool _313;
if (_307)
{
_313 = color.y < 0.300000011920928955078125;
}
else
{
_313 = _307;
}
bool _320;
if (_313)
{
_320 = color.z < 0.300000011920928955078125;
}
else
{
_320 = _313;
}
vec3 bloom;
if (_320)
{
bloom = ((sum.xyz * sum.xyz) * 0.01200000010430812835693359375) + color;
}
else
{
float _335 = color.x;
bool _336 = _335 < 0.5;
bool _342;
if (_336)
{
_342 = color.y < 0.5;
}
else
{
_342 = _336;
}
bool _348;
if (_342)
{
_348 = color.z < 0.5;
}
else
{
_348 = _342;
}
if (_348)
{
bloom = ((sum.xyz * sum.xyz) * 0.0089999996125698089599609375) + color;
}
else
{
bloom = ((sum.xyz * sum.xyz) * 0.0074999998323619365692138671875) + color;
}
}
color = mix(color, bloom, vec3(1.2999999523162841796875));
if (hatsu == 1)
{
color = mix(colorB, color, vec3(0.5));
}
return color;
}
vec3 processSHADEBOOS |
TEKKEN 6 |
v1.6.3 |
2024-12-03 |
Bad vertex address 00134292! |
TEKKEN 6 |
v1.6.3 |
2024-12-03 |
Bad vertex address 001342da! |
TEKKEN 6 |
v1.6.3 |
2024-12-03 |
Bad vertex address 001341cc! |
TEKKEN 6 |
v1.6.3 |
2024-12-03 |
Bad vertex address 001341ac! |
TEKKEN 6 |
v1.6.3 |
2024-12-03 |
Bad vertex address 001341fc! |
TEKKEN 6 |
v1.6.3 |
2024-12-03 |
Bad vertex address 0013417e! |
TEKKEN 6 |
v1.6.3 |
2024-12-03 |
Bad vertex address 0013429e! |
TEKKEN 6 |
v1.6.3 |
2024-12-03 |
Bad vertex address 00134276! |
TEKKEN 6 |
v1.6.3 |
2024-12-03 |
Bad vertex address 0013412c! |
TEKKEN 6 |
v1.6.3 |
2024-12-03 |
Bad vertex address 0013414c! |
TEKKEN 6 |
v1.6.3 |
2024-12-03 |
Bad vertex address 0013424c! |
TEKKEN 6 |
v1.6.3 |
2024-12-03 |
Bad vertex address 00134302! |
TEKKEN 6 |
v1.6.3 |
2024-12-03 |
Bad vertex address 0013430a! |
TEKKEN 6 |
v1.6.3 |
2024-12-03 |
Bad vertex address 00133f26! |
TEKKEN 6 |
v1.6.3 |
2024-12-03 |
Bad vertex address 00133f54! |
TEKKEN 6 |
v1.6.3 |
2024-12-03 |
Bad vertex address 0013432a! |
TEKKEN 6 |
v1.6.3 |
2024-12-03 |
Bad vertex address 00134352! |
TEKKEN 6 |
v1.6.3 |
2024-12-03 |
Bad vertex address 00134168! |
TEKKEN 6 |
v1.6.3 |
2024-12-03 |
Bad vertex address 00133f04! |