Recent logs - WWE'12

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Game title Version Latest Report Message
WWE'12 v1.8.0 2019-06-16 MIPSCompileOp: Invalid instruction 06fd0000
WWE'12 v1.8.0 2019-06-16 Jump to invalid address: 00080c00
WWE'12 v1.8.0 2019-06-16 ReadFromHardware: Invalid address 00000d00 near PC 08025984 LR f0000000
WWE'12 v1.8.0 2019-06-14 MIPSCompileOp: Invalid instruction f306a000
WWE'12 v1.8.0 2019-06-14 MIPSCompileOp: Invalid instruction f306a0eb
WWE'12 v1.5.4 2019-06-14 sceDmacMemcpy(dest=0412d460, src=096173a0, size=65552): overlapping read
WWE'12 v1.8.0 2019-06-14 sceDmacMemcpy(dest=041303c0, src=095e59b0, size=65552): overlapping read
WWE'12 v1.8.0 2019-06-13 80630007=sceAtracSetData(3, 08d4b180, 0001d9f8): atracID uses different codec type than data
WWE'12 v1.8.0 2019-06-13 MIPSCompileOp: Invalid instruction ec81f1b8
WWE'12 v1.5.4 2019-06-12 sceDmacMemcpy(dest=04144d30, src=096b3090, size=65552): overlapping read
WWE'12 v1.6.3-492-g9fddfff66 2019-06-12 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00800822 Tex TexAlpha LM 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); gl_FragColor = v; } vs: 01c71000:00000b19 HWX C T N LM Tex Light: 2: c:0 t:0 3: c:1 t:0 MatUp:7 (failed) #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_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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 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 lowp vec3 v_color1; 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 * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular3 * color0.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
WWE'12 v1.6.3-492-g9fddfff66 2019-06-12 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00800822 Tex TexAlpha LM 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); gl_FragColor = v; } vs: 01c61000:00000b19 HWX C T N LM Tex Light: 2: c:0 t:0 3: c:1 t:0 MatUp:6 (failed) #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_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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 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 lowp vec3 v_color1; 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); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular3 * color0.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0f || (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) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
WWE'12 v1.8.0 2019-06-11 sceDmacMemcpy(dest=0414abb0, src=093dde50, size=65552): overlapping read
WWE'12 v1.8.0 2019-06-10 MIPSCompileOp: Invalid instruction 733067cd
WWE'12 v1.6.3 2019-06-11 sceDmacMemcpy(dest=0412f040, src=09632960, size=65552): overlapping read
WWE'12 v1.7.5 2019-06-08 Error in shader program link: info: Link Error: Fragment shader was not successfully compiled. fs: 00000000:000154a2 Tex TexAlpha TexOffs TClamp TFuncMod AlphaTest0 == (failed) #version 100 precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; uniform vec2 u_texclampoff; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec2 fixedcoord = vec2((mod(v_texcoord.x, u_texclamp.x) + u_texclampoff.x), (mod(v_texcoord.y, u_texclamp.y) + u_texclampoff.y)); vec4 t = texture2D(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a > 0.002) discard; gl_FragColor = v; } vs: 00000000:00000010 Tex #version 100 precision highp float; attribute vec4 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; vec4 outPos = u_proj * vec4(position.xyz, 1.0); 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) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
WWE'12 v1.7.5 2019-06-09 Error in shader compilation: info: Compile failed. 00000000:000154a2 Tex TexAlpha TexOffs TClamp TFuncMod AlphaTest0 == #version 100 precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; uniform vec2 u_texclampoff; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec2 fixedcoord = vec2((mod(v_texcoord.x, u_texclamp.x) + u_texclampoff.x), (mod(v_texcoord.y, u_texclamp.y) + u_texclampoff.y)); vec4 t = texture2D(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a > 0.002) discard; gl_FragColor = v; }
WWE'12 v1.8.0 2019-06-08 sceDmacMemcpy(dest=0412b8b0, src=093a5610, size=65552): overlapping read
WWE'12 v1.5.4 2019-06-07 sceDmacMemcpy(dest=04184dc0, src=0945fd90, size=65552): overlapping read
WWE'12 v1.6.3 2019-06-06 sceDmacMemcpy(dest=0415e440, src=097141c0, size=65552): overlapping read
WWE'12 v1.8.0 2019-06-06 MIPSCompileOp: Invalid instruction 410801cc
WWE'12 v1.8.0 2019-06-06 MIPSCompileOp: Invalid instruction 40476c88
WWE'12 v1.8.0 2019-06-06 MIPSCompileOp: Invalid instruction 41849472
WWE'12 v1.8.0 2019-06-06 MIPSCompileOp: Invalid instruction 418cc98c
WWE'12 v1.8.0 2019-06-03 MIPSCompileOp: Invalid instruction 00420014
WWE'12 v1.8.0 2019-06-03 MIPSCompileOp: Invalid instruction 00220028
WWE'12 v1.8.0 2019-06-03 MIPSCompileOp: Invalid instruction 0039003a
WWE'12 v1.8.0 2019-06-03 MIPSCompileOp: Invalid instruction 00160015
WWE'12 v1.8.0 2019-06-03 MIPSCompileOp: Invalid instruction 0010000e
WWE'12 v1.8.0 2019-06-03 MIPSCompileOp: Invalid instruction 00070005
WWE'12 v1.8.0 2019-06-03 MIPSCompileOp: Invalid instruction 00380037
WWE'12 v1.6.3-492-g9fddfff66 2019-06-03 Bad index address 0000054e!
WWE'12 v1.6.3-492-g9fddfff66 2019-06-03 Bad index address 0000058e!
WWE'12 v1.6.3-492-g9fddfff66 2019-06-03 Bad index address 00000582!
WWE'12 v1.6.3-492-g9fddfff66 2019-06-03 Bad index address 00000578!
WWE'12 v1.6.3-492-g9fddfff66 2019-06-03 Bad index address 00000594!
WWE'12 v1.8.0 2019-06-02 WriteToHardware: Invalid address 0000064c near PC 088e6fec LR 088e6fa0
WWE'12 v1.5.4 2019-06-01 sceDmacMemcpy(dest=04198180, src=0960ed70, size=65552): overlapping read
WWE'12 v1.8.0 2019-05-31 sceDmacMemcpy(dest=0412d5d0, src=093a1a50, size=65552): overlapping read
WWE'12 v1.8.0 2019-05-31 Unknown GetPointer 00000000 PC 089161b4 LR 089161b4
WWE'12 v1.8.0 2019-05-30 sceDmacMemcpy(dest=04130560, src=093687b0, size=65552): overlapping read
WWE'12 v1.8.0 2019-05-30 sceDmacMemcpy(dest=0412c8e0, src=09397770, size=65552): overlapping read
WWE'12 v1.8.0 2019-05-30 sceDmacMemcpy(dest=041528c0, src=093c95d0, size=65552): overlapping read
WWE'12 v1.8.0 2019-05-29 sceDmacMemcpy(dest=0412b8b0, src=093abbd0, size=65552): overlapping read
WWE'12 v1.7.5 2019-05-29 sceDmacMemcpy(dest=0413f070, src=09624eb0, size=65552): overlapping read
WWE'12 v1.8.0 2019-05-29 sceDmacMemcpy(dest=041442b0, src=0969da80, size=65552): overlapping read
WWE'12 v1.8.0 2019-05-29 MIPSCompileOp: Invalid instruction d167d0fc
WWE'12 v1.8.0 2019-05-29 MIPSCompileOp: Invalid instruction d167d198
WWE'12 v1.8.0 2019-05-29 ReadFromHardware: Invalid address ffff9368 near PC 08f91784 LR 08915c1c
WWE'12 v1.8.0 2019-05-29 MIPSCompileOp: Invalid instruction d167d00c
WWE'12 v1.8.0 2019-05-29 MIPSCompileOp: Invalid instruction d167d000
WWE'12 v1.8.0 2019-05-29 MIPSCompileOp: Invalid instruction cfe9f000
WWE'12 v1.8.0 2019-05-29 MIPSCompileOp: Invalid instruction cfe9f034
WWE'12 v1.8.0 2019-05-28 80630006=sceAtracSetData(2, 08d4b180, 00016ec8): invalid RIFF header
WWE'12 v1.8.0 2019-05-28 sceDmacMemcpy(dest=04186710, src=094b19e0, size=65552): overlapping read
WWE'12 v1.8.0 2019-05-28 sceDmacMemcpy(dest=0412f130, src=09388690, size=65552): overlapping read
WWE'12 v1.8.0 2019-05-28 sceDmacMemcpy(dest=04149c00, src=093e4530, size=65552): overlapping read
WWE'12 v1.8.0 2019-05-28 WriteToHardware: Invalid address 0000064c near PC 088e5c0c LR 088e565c
WWE'12 v1.8.0 2019-05-26 sceDmacMemcpy(dest=04160ed0, src=0971aa00, size=65552): overlapping read
WWE'12 v1.8.0 2019-05-26 sceDmacMemcpy(dest=041421e0, src=0960af00, size=65552): overlapping read
WWE'12 v1.8.0 2019-05-26 80630007=sceAtracSetData(2, 08d4b180, 00015d48): atracID uses different codec type than data
WWE'12 v1.8.0 2019-05-24 sceDmacMemcpy(dest=0412f7b0, src=093a0430, size=65552): overlapping read
WWE'12 v1.8.0 2019-05-24 sceDmacMemcpy(dest=0419b5f0, src=097c4d60, size=65552): overlapping read
WWE'12 v1.8.0 2019-05-24 Rendering to framebuffer offset: 04162000 +256x0
WWE'12 v1.8.0 2019-05-24 Ignoring possible render to texture at 04161800 +0x64 / 480x272
WWE'12 v1.8.0 2019-06-12 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2
WWE'12 v1.8.0 2019-06-12 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1
WWE'12 v1.8.0 2019-06-12 sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=2, text=2
WWE'12 v1.8.0 2019-06-12 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1
WWE'12 v1.8.0 2019-06-14 Error in shader program link: info: Fragment shader(s) linked, vertex shader(s) failed to link. fs: 00000000:0080d822 Tex TexAlpha LM 2x TFuncMod AlphaTest > #version 110 #define lowp #define mediump #define highp uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01f71111:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:7 #version 110 #define lowp #define mediump #define highp 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 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 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 lowp vec3 v_color1; 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 * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * color0.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * color0.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * color0.rgb * ldot ; } lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular3 * color0.rgb * ldot ; } lightSum0.rgb += (
WWE'12 v1.8.0 2019-05-23 sceDmacMemcpy(dest=0415e7f0, src=096bd220, size=65552): overlapping read
WWE'12 v1.6.3 2019-05-22 WriteToHardware: Invalid address 000003c0 near PC 0896256c LR 00000000
WWE'12 v1.6.3 2019-05-22 Unable to allocate stack for root thread.
WWE'12 v1.6.3 2019-05-22 WriteToHardware: Invalid address 00000000 near PC 0896256c LR 00000000
WWE'12 v1.6.3 2019-05-22 Unknown GetPointer 000002d0 PC 0896256c LR 00000000
WWE'12 v1.6.3 2019-05-22 sceDmacMemcpy(dest=04147810, src=096a9c40, size=65552): overlapping read
WWE'12 v1.8.0 2019-05-22 sceDmacMemcpy(dest=0415ecf0, src=094addb0, size=65552): overlapping read
WWE'12 v1.8.0 2019-05-21 sceDmacMemcpy(dest=0412cda0, src=09399650, size=65552): overlapping read
WWE'12 v1.6.3 2019-05-20 sceDmacMemcpy(dest=041a1f30, src=09211260, size=65552): overlapping read
WWE'12 v1.8.0 2019-05-18 sceDmacMemcpy(dest=04147470, src=093f8080, size=65552): overlapping read
WWE'12 v1.8.0 2019-05-18 sceDmacMemcpy(dest=04175ee0, src=097b9090, size=65552): overlapping read
WWE'12 v1.6.3 2019-05-17 sceDmacMemcpy(dest=04148940, src=0967e9d0, size=65552): overlapping read
WWE'12 v1.6.3 2019-05-16 sceDmacMemcpy(dest=04148bb0, src=09631870, size=65552): overlapping read
WWE'12 v1.8.0 2019-05-16 sceDmacMemcpy(dest=041402f0, src=0963ed40, size=65552): overlapping read
WWE'12 v1.6.3 2019-05-15 sceDmacMemcpy(dest=0415e270, src=09468e50, size=65552): overlapping read
WWE'12 v1.8.0 2019-05-15 ReadFromHardware: Invalid address 0a0046a0 near PC 08f91764 LR 08915c1c
WWE'12 v1.8.0 2019-05-15 ReadFromHardware: Invalid address deadd923 near PC 08f917dc LR ffffffff
WWE'12 v1.8.0 2019-05-14 sceDmacMemcpy(dest=0416cfc0, src=094fdb80, size=65552): overlapping read
WWE'12 v1.8.0 2019-05-14 sceDmacMemcpy(dest=0418d900, src=095730e0, size=65552): overlapping read
WWE'12 v1.8.0 2019-05-12 sceDmacMemcpy(dest=0418a230, src=093eccb0, size=65552): overlapping read
WWE'12 v1.8.0 2019-05-12 Jump to invalid address: 07ffca60 PC 09fff218 LR 00000000
WWE'12 v1.8.0 2019-05-12 Jump to invalid address: 03f28100 PC 09fff2a8 LR 00000000
WWE'12 v1.8.0 2019-05-12 Jump to invalid address: 03f28100 PC 09fff2b4 LR 00000000
WWE'12 v1.8.0 2019-05-12 Jump to invalid address: 02467120 PC 09fff210 LR 00000000
WWE'12 v1.8.0 2019-05-12 Jump to invalid address: 023ccd20 PC 09fff2ac LR 00000000
WWE'12 v1.8.0 2019-05-12 Jump to invalid address: 0245d9a0 PC 09fff2b0 LR 00000000
WWE'12 v1.8.0 2019-05-12 Jump to invalid address: 033b5a70 PC 09fff21c LR 00000000
WWE'12 v1.8.0 2019-05-12 Jump to invalid address: 02457e60 PC 09fff2a0 LR 00000000
WWE'12 v1.8.0 2019-05-12 sceDmacMemcpy(dest=0418d330, src=095f7e70, size=65552): overlapping read
WWE'12 v1.8.0 2019-05-11 sceDmacMemcpy(dest=041a06e0, src=094bdc80, size=65552): overlapping read