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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 |