Recent logs - Obscure: The Aftermath

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Game title Version Latest Report Message
Obscure: The Aftermath v1.18.1 2024-12-06 sceDmacMemcpy(dest=0936ae60, src=099cb900, size=8192): overlapping read
Obscure: The Aftermath v1.18.1 2024-12-06 Failed to truncate file.
Obscure: The Aftermath v1.18.1 2024-12-05 sceDmacMemcpy(dest=084fac80, src=09396a00, size=69762): overlapping read
Obscure: The Aftermath v1.18.1 2024-12-01 sceDmacMemcpy(dest=0936ee60, src=0976f580, size=8192): overlapping read
Obscure: The Aftermath v1.18.1 2024-11-23 sceDmacMemcpy(dest=0936ae60, src=09808840, size=8192): overlapping read
Obscure: The Aftermath v1.17.4-1 2024-11-18 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=2, text=2
Obscure: The Aftermath v1.17.4-1 2024-11-18 sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=1, text=1
Obscure: The Aftermath v1.17.1 2024-11-17 WriteToHardware: Invalid address c36fa552 near PC 08aab098 LR 08aaa278
Obscure: The Aftermath v1.18.1 2024-11-16 sceDmacMemcpy(dest=08428e40, src=09396a00, size=69220): overlapping read
Obscure: The Aftermath v1.18.1 2024-11-13 sceDmacMemcpy(dest=084fbe40, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.17.4-1 2024-11-13 sceDmacMemcpy(dest=0936ee60, src=098118c0, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-11-09 sceDmacMemcpy(dest=0937ee60, src=098eb500, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-11-08 sceDmacMemcpy(dest=0936ae60, src=094e9340, size=8192): overlapping read
Obscure: The Aftermath v1.18.1 2024-11-07 sceDmacMemcpy(dest=0936ae60, src=09500900, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-11-06 sceDmacMemcpy(dest=0937ee60, src=0964aa80, size=8192): overlapping read
Obscure: The Aftermath v1.11.3 2024-11-02 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]. 05b08044:40c00b34 HWX T N Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 3: c:0 t:2 WScale 2 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute mediump vec4 w1; attribute 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 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_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() { 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 * 1.999969482421875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875; mediump vec3 worldnormal = normalize(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; 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); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_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 * u_matambientalpha.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 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRan
Obscure: The Aftermath v1.11.3 2024-11-02 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]. 05e08440:40c00b34 HWX T N Fog Tex Bones:4 Light: 1: c:0 t:1 2: c:0 t:1 3: c:0 t:2 WScale 2 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute mediump vec4 w1; attribute 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_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() { 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 * 1.999969482421875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875; mediump vec3 worldnormal = normalize(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); 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 * u_matambientalpha.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 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRan
Obscure: The Aftermath v1.11.3 2024-11-02 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]. 05d08404:40c00b34 HWX T N Fog Tex Bones:4 Light: 0: c:0 t:1 2: c:0 t:1 3: c:0 t:2 WScale 2 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute mediump vec4 w1; attribute 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 mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; 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() { 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 * 1.999969482421875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875; mediump vec3 worldnormal = normalize(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; 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_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); 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 * u_matambientalpha.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 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRan
Obscure: The Aftermath v1.11.3 2024-11-02 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]. 05700844:40c00b34 HWX T N Fog Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:2 WScale 2 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute mediump vec4 w1; attribute 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 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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() { 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 * 1.999969482421875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875; mediump vec3 worldnormal = normalize(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; 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); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : 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) * (u_lightangle_spotCoef2.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.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 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRan
Obscure: The Aftermath v1.17.1 2024-10-30 sceDmacMemcpy(dest=0936ae60, src=09769d40, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-10-25 sceKernelLoadModule: unsupported options size=00000014, flags=08beaac0, pos=0, access=1, data=1, text=1
Obscure: The Aftermath v1.17.1 2024-10-10 sceDmacMemcpy(dest=09378e60, src=09d77a00, size=8192): overlapping read
Obscure: The Aftermath v1.9.0 2024-10-09 sceDmacMemcpy(dest=09378e60, src=0983f680, size=8192): overlapping read
Obscure: The Aftermath v1.11.3 2024-10-09 sceDmacMemcpy(dest=0937ae60, src=096f2f40, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-10-03 sceDmacMemcpy(dest=09376e60, src=097b2e00, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-10-01 Truncating vertex count from 22260 to 21845
Obscure: The Aftermath v1.17.1 2024-10-01 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2
Obscure: The Aftermath v1.17.1 2024-10-01 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=1, text=1
Obscure: The Aftermath v1.17.1 2024-09-28 sceDmacMemcpy(dest=08499a00, src=09396a00, size=435): overlapping read
Obscure: The Aftermath v1.11.3 2024-09-25 sceDmacMemcpy(dest=084dfdc0, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.11.3 2024-09-22 sceDmacMemcpy(dest=0937ee60, src=09a8ae40, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-09-22 sceDmacMemcpy(dest=084bc740, src=09396a00, size=24773): overlapping read
Obscure: The Aftermath v1.17.1 2024-09-21 sceDmacMemcpy(dest=084cae00, src=09396a00, size=2375): overlapping read
Obscure: The Aftermath v1.17.1 2024-09-17 sceDmacMemcpy(dest=0936ae60, src=09ceba40, size=8192): overlapping read
Obscure: The Aftermath v1.12.3 2024-09-03 sceDmacMemcpy(dest=0936ce60, src=0999ff00, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-08-31 sceDmacMemcpy(dest=085b1b40, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.12.3 2024-08-30 sceDmacMemcpy(dest=0844d140, src=09396a00, size=5558): overlapping read
Obscure: The Aftermath v1.17.4-1 2024-08-28 sceDmacMemcpy(dest=0842a040, src=09396a00, size=9145): overlapping read
Obscure: The Aftermath v1.17.4-1 2024-08-28 Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0
Obscure: The Aftermath v1.17.4-1 2024-08-28 00000400=sceGeEdramSetAddrTranslation(00001000)
Obscure: The Aftermath v1.16.6 2024-08-27 sceDmacMemcpy(dest=0936ae60, src=096dbc40, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-08-25 WriteToHardware: Invalid address 00000144 near PC 08ac9228 LR 08ac84ec
Obscure: The Aftermath v1.16.6 2024-08-22 Unknown GetPointerWrite 51f22bc7 PC 08ad079c LR 08ad07b0
Obscure: The Aftermath v1.17.1 2024-08-22 sceDmacMemcpy(dest=0936ae60, src=094eea00, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-08-20 sceDmacMemcpy(dest=0936ee60, src=096d0a40, size=8192): overlapping read
Obscure: The Aftermath v1.17.3 2024-08-16 sceDmacMemcpy(dest=086fb940, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.17.3 2024-08-16 sceDmacMemcpy(dest=09372e60, src=094ca4c0, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-08-11 ReadFromHardware: Invalid address 00000378 near PC 08a77084 LR 08a77670
Obscure: The Aftermath v1.17.1 2024-08-11 Branch in Jump delay slot at 09ffe784 in block starting at 09ffe784
Obscure: The Aftermath v1.17.1 2024-08-11 Jump to invalid address: 07ffac00
Obscure: The Aftermath v1.17.1 2024-08-10 sceDmacMemcpy(dest=084e0fc0, src=09396a00, size=203328): overlapping read
Obscure: The Aftermath v1.17.1 2024-08-10 sceDmacMemcpy(dest=09376e60, src=09a30d80, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-08-03 sceDmacMemcpy(dest=09370e60, src=09a8ae40, size=8192): overlapping read
Obscure: The Aftermath v1.9.4 2024-07-26 sceDmacMemcpy(dest=085172c0, src=09396a00, size=262144): overlapping read
Obscure: The Aftermath v1.17.1 2024-07-21 WriteToHardware: Invalid address 000000e8 near PC 08a58394 LR 08a58394
Obscure: The Aftermath v1.17.1 2024-07-21 WriteToHardware: Invalid address 00000390 near PC 08a58394 LR 08a58394
Obscure: The Aftermath v1.17.1 2024-07-18 sceDmacMemcpy(dest=09380e60, src=097e64c0, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-07-16 sceDmacMemcpy(dest=0847e200, src=09396a00, size=238558): overlapping read
Obscure: The Aftermath v1.17.3 2024-07-05 sceDmacMemcpy(dest=0936ae60, src=0973ddc0, size=8192): overlapping read
Obscure: The Aftermath v1.13.1 2024-07-30 Failed to read valid video stream data from header
Obscure: The Aftermath v1.17.1 2024-06-28 Unexpected mpeg first timestamp: 5eff872a6da / 6528223586010
Obscure: The Aftermath v1.17.1 2024-06-28 sceDmacMemcpy(dest=0936ae60, src=096ff5c0, size=8192): overlapping read
Obscure: The Aftermath v1.8.0 2024-06-25 sceDmacMemcpy(dest=0937ce60, src=097e64c0, size=8192): overlapping read
Obscure: The Aftermath v1.16.6 2024-06-23 sceDmacMemcpy(dest=0936ae60, src=098bc340, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-06-18 sceDmacMemcpy(dest=0936ae60, src=099c3900, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-06-14 sceDmacMemcpy(dest=0937ee60, src=096e6540, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-06-13 WriteToHardware: Invalid address 00000154 near PC 08a51bac LR 08a51b0c
Obscure: The Aftermath v1.17.1 2024-06-13 sceDmacMemcpy(dest=09370e60, src=096e91c0, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-06-11 sceDmacMemcpy(dest=0936ae60, src=096d1900, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-06-08 sceDmacMemcpy(dest=0937ee60, src=09cd2540, size=8192): overlapping read
Obscure: The Aftermath v1.12.2 2024-06-07 sceDmacMemcpy(dest=0936ae60, src=097aa280, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-06-05 sceDmacMemcpy(dest=0936ae60, src=096e7f80, size=8192): overlapping read
Obscure: The Aftermath v1.17.1 2024-06-02 Unexpected mpeg first timestamp: 818ff4c1a7d / 8903455414909
Obscure: The Aftermath v1.17.1 2024-06-02 Unexpected mpeg first timestamp: afafef645f0 / 12073135654384
Obscure: The Aftermath v1.17.1 2024-05-29 sceDmacMemcpy(dest=0870e240, src=09396a00, size=41431): overlapping read
Obscure: The Aftermath v1.17.1-491-g9cdd97c13b 2024-05-27 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=-1, data=0, text=0
Obscure: The Aftermath v1.17.1-491-g9cdd97c13b 2024-05-26 sceDmacMemcpy(dest=085139c0, src=09396a00, size=238558): overlapping read
Obscure: The Aftermath v1.17.1 2024-05-26 sceDmacMemcpy(dest=0936ae60, src=096e52c0, size=8192): overlapping read
Obscure: The Aftermath v1.17 2024-05-17 Jump to invalid address: 02ae9bb0 PC 08b7397c LR 08961ff8
Obscure: The Aftermath v1.17 2024-05-17 Jump to invalid address: 02af8500 PC 08b73974 LR 08961ff8
Obscure: The Aftermath v1.17 2024-05-17 Jump to invalid address: 02ad3e30 PC 08b7396c LR 08961ff8
Obscure: The Aftermath v1.17 2024-05-17 Jump to invalid address: 02ad3ba0 PC 08b73964 LR 08961ff8
Obscure: The Aftermath v1.17 2024-05-17 Jump to invalid address: 02ad3730 PC 08b7395c LR 08961ff8
Obscure: The Aftermath v1.17 2024-05-17 Jump to invalid address: 02ad3620 PC 08b73954 LR 08961ff8
Obscure: The Aftermath v1.17 2024-05-17 Jump to invalid address: 02ad3500 PC 08b7394c LR 08961ff8
Obscure: The Aftermath v1.17 2024-05-17 Jump to invalid address: 02ad34e0 PC 08b73944 LR 08961ff8
Obscure: The Aftermath v1.17 2024-05-17 Jump to invalid address: 02ad30a0 PC 08b7393c LR 08961ff8
Obscure: The Aftermath v1.17 2024-05-17 Jump to invalid address: 02757510 PC 08b73934 LR 08961ff8
Obscure: The Aftermath v1.17 2024-05-17 Jump to invalid address: 02ae74d0 PC 08b7392c LR 08961ff8
Obscure: The Aftermath v1.17 2024-05-17 Jump to invalid address: 02ad2f10 PC 08b73924 LR 08961ff8
Obscure: The Aftermath v1.17 2024-05-17 Jump to invalid address: 02ad2d50 PC 08b7391c LR 08961ff8
Obscure: The Aftermath v1.17 2024-05-17 Jump to invalid address: 02ad2940 PC 08b73914 LR 08961ff8
Obscure: The Aftermath v1.17 2024-05-17 Jump to invalid address: 02ad2880 PC 08b7390c LR 08961ff8
Obscure: The Aftermath v1.17 2024-05-17 Jump to invalid address: 02ae6fe0 PC 08b73904 LR 08961ff8
Obscure: The Aftermath v1.17 2024-05-17 Jump to invalid address: 02ae6d00 PC 08b738fc LR 08961ff8
Obscure: The Aftermath v1.17 2024-05-17 Jump to invalid address: 02ad7a50 PC 08b738f4 LR 08961ff8
Obscure: The Aftermath v1.17 2024-05-17 Jump to invalid address: 02ad6f50 PC 08b738ec LR 08961ff8
Obscure: The Aftermath v1.17 2024-05-17 Jump to invalid address: 02aeb620 PC 08b738e4 LR 08961ff8
Obscure: The Aftermath v1.17 2024-05-17 Jump to invalid address: 02aeb070 PC 08b738dc LR 08961ff8
Obscure: The Aftermath v1.17 2024-05-17 Jump to invalid address: 02acee30 PC 08b738d4 LR 08961ff8