Recent logs - Obscure: The Aftermath

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Game title Version Latest Report Message
Obscure: The Aftermath v1.8.0 2019-05-18 sceDmacMemcpy(dest=0873ba00, src=09396a00, size=8225): overlapping read
Obscure: The Aftermath v1.8.0 2019-05-18 sceDmacMemcpy(dest=08462b40, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.6.3 2019-05-18 sceDmacMemcpy(dest=085f6680, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.8.0 2019-05-17 sceDmacMemcpy(dest=09370e60, src=097e6500, size=8192): overlapping read
Obscure: The Aftermath v1.8.0 2019-05-12 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]. 01f18448:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:2 1: c:0 t:1 2: c:0 t:1 3: c:0 t:2 MatUp:1 #version 100 precision highp float; 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 mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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 mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = 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; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } 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); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } 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_texcoord = vec3(texcoord.xy *
Obscure: The Aftermath v1.8.0 2019-05-11 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]. 01f04484:00000b10 HWX T N Tex Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:1 #version 100 precision highp float; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = 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; lowp float angle; 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); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } 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) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); 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) { out
Obscure: The Aftermath v1.8.0 2019-05-10 sceDmacMemcpy(dest=09372e60, src=09e0c240, size=8192): overlapping read
Obscure: The Aftermath v1.8.0 2019-05-07 sceDmacMemcpy(dest=0844ee80, src=09396a00, size=254174): overlapping read
Obscure: The Aftermath v1.8.0 2019-05-05 sceDmacMemcpy(dest=09370e60, src=09c7f200, size=8192): overlapping read
Obscure: The Aftermath v1.6 2019-05-04 sceDmacMemcpy(dest=0936ae60, src=0981d840, size=8192): overlapping read
Obscure: The Aftermath v1.7.5 2019-04-26 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]. 01f14884:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:2 3: c:0 t:1 MatUp:1 #version 100 precision highp float; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = 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; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); angle = dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * pow(angle, u_lightangle_spotCoef1.y); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); angle = dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * pow(angle, u_lightangle_spotCoef2.y); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = max(dot(toLight, worldnormal), 0.0); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); 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 ||
Obscure: The Aftermath v1.7.5 2019-04-26 sceDmacMemcpy(dest=08426b40, src=09396a00, size=68489): overlapping read
Obscure: The Aftermath v1.8.0 2019-04-25 sceDmacMemcpy(dest=09376e60, src=0944ec40, size=8192): overlapping read
Obscure: The Aftermath v1.8.0 2019-04-24 sceDmacMemcpy(dest=08452540, src=09396a00, size=7103): overlapping read
Obscure: The Aftermath v1.7.5 2019-04-23 sceDmacMemcpy(dest=084d59c0, src=09396a00, size=24622): overlapping read
Obscure: The Aftermath v1.6.2 2019-04-19 sceDmacMemcpy(dest=08583140, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.6.3-492-g9fddfff66 2019-04-16 Error in shader program link: info: (unknown reason) fs: 00000000:00000022 Tex TexAlpha TFuncMod (failed) #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; } vs: 00000000:00000012 THR Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
Obscure: The Aftermath v1.6.3-492-g9fddfff66 2019-04-16 Error in shader compilation: info: (unknown reason) 00000000:00000022 Tex TexAlpha TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; }
Obscure: The Aftermath v1.8.0 2019-04-09 sceDmacMemcpy(dest=084becc0, src=09396a00, size=24773): overlapping read
Obscure: The Aftermath v1.8.0 2019-05-11 Unknown GetPointer 00000000 PC 08ad674c LR 08ad674c
Obscure: The Aftermath v1.6.3 2019-04-09 sceDmacMemcpy(dest=0936ae60, src=09566fc0, size=8192): overlapping read
Obscure: The Aftermath v1.8.0 2019-04-05 Unknown GetPointer 00000000 PC 08000000 LR 08000000
Obscure: The Aftermath v1.8.0 2019-04-04 sceDmacMemcpy(dest=08472f00, src=09396a00, size=51846): overlapping read
Obscure: The Aftermath v1.8.0 2019-04-04 sceDmacMemcpy(dest=08625a80, src=09396a00, size=196238): overlapping read
Obscure: The Aftermath v1.7.2 2019-04-03 sceDmacMemcpy(dest=0844c900, src=09396a00, size=1887): overlapping read
Obscure: The Aftermath v1.8.0 2019-04-02 sceDmacMemcpy(dest=0937ae60, src=097e6440, size=8192): overlapping read
Obscure: The Aftermath v1.8.0 2019-04-02 sceDmacMemcpy(dest=084efdc0, src=09396a00, size=90268): overlapping read
Obscure: The Aftermath v1.8.0 2019-03-30 sceDmacMemcpy(dest=08452540, src=09396a00, size=38974): overlapping read
Obscure: The Aftermath v1.7.5 2019-03-30 sceDmacMemcpy(dest=0842ff80, src=09396a00, size=1858): overlapping read
Obscure: The Aftermath v1.8.0 2019-03-30 sceDmacMemcpy(dest=08594e80, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.7.2 2019-03-29 sceDmacMemcpy(dest=0843aa00, src=09396a00, size=1782): overlapping read
Obscure: The Aftermath v1.6.3 2019-03-25 sceDmacMemcpy(dest=08537e40, src=09396a00, size=238883): overlapping read
Obscure: The Aftermath v1.6.3 2019-03-24 sceDmacMemcpy(dest=0844bd00, src=09396a00, size=76533): overlapping read
Obscure: The Aftermath v1.6.3 2019-03-24 sceDmacMemcpy(dest=08439b00, src=09396a00, size=75862): overlapping read
Obscure: The Aftermath v1.7.1 2019-03-24 sceDmacMemcpy(dest=084b0940, src=09396a00, size=1782): overlapping read
Obscure: The Aftermath v1.6.3 2019-05-18 sceDmacMemcpy(dest=0936ee60, src=0976f940, size=8192): overlapping read
Obscure: The Aftermath v1.7.5 2019-03-24 sceDmacMemcpy(dest=08437ec0, src=09396a00, size=81423): overlapping read
Obscure: The Aftermath v1.7.5 2019-03-24 sceDmacMemcpy(dest=0844b7c0, src=09396a00, size=60360): overlapping read
Obscure: The Aftermath v1.8.0 2019-05-08 sceDmacMemcpy(dest=0844e000, src=09396a00, size=254174): overlapping read
Obscure: The Aftermath v1.7.5 2019-03-23 sceDmacMemcpy(dest=08451fc0, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00006ba0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 0000dfe0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 0000e460): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 0000e220): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00003660): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00012060): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00002460): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00001620): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00006ea0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00002d60): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 000098a0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 000092a0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00002760): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00005760): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 000019e0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 000070e0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 000082e0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00001260): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 000055e0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00003720): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00008160): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 000041a0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 000020a0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 000040e0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00006960): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 0000fde0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 0000b3a0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00002ee0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 000046e0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00002a60): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 0000b8e0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00001aa0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 000026a0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 000010e0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00001020): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 000028e0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00000d20): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00000de0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00018000): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 000139e0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00008820): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00002b20): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00004ce0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00004860): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 0000b160): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00002160): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00003ba0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00002520): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00002220): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00007fe0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00004920): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00005fa0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 000044a0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 000031e0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 000035a0): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 00008a60): invalid RIFF header
Obscure: The Aftermath v1.7.5 2019-03-23 80630006=sceAtracSetDataAndGetID(0936ae60, 000025e0): invalid RIFF header
Obscure: The Aftermath v1.8.0 2019-03-23 sceDmacMemcpy(dest=0936ee60, src=09a8ae40, size=8192): overlapping read
Obscure: The Aftermath v1.7.5 2019-03-23 BREAK instruction hit
Obscure: The Aftermath v1.8.0 2019-03-23 Unknown GetPointer 00000000 PC 08a460a8 LR 08000030