Recent logs - WWE'12

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Game title Version Latest Report Message
WWE'12 v1.8.0 2026-01-10 sceDmacMemcpy(dest=04130050, src=0939c400, size=65552): overlapping read
WWE'12 v1.9.4 2026-01-09 sceDmacMemcpy(dest=04182d10, src=09462ea0, size=65552): overlapping read
WWE'12 v1.11.3 2026-01-09 sceDmacMemcpy(dest=041303e0, src=096b4a90, size=65552): overlapping read
WWE'12 v1.14 2026-01-06 UI scissor out of bounds in MainScreen: 624,167-192,107 / 720,1600
WWE'12 v1.14 2026-01-06 UI scissor out of bounds in MainScreen: 0,149-1174,492 / 720,1600
WWE'12 v1.14 2026-01-06 UI scissor out of bounds in MainScreen: 0,64-1174,578 / 720,1600
WWE'12 v1.14 2026-01-06 UI scissor out of bounds in MainScreen: 0,64-1174,86 / 720,1600
WWE'12 v1.14.4 2026-01-05 sceDmacMemcpy(dest=041866d0, src=09858c50, size=65552): overlapping read
WWE'12 v1.9.4 2026-01-05 sceDmacMemcpy(dest=0418d550, src=096dda50, size=65552): overlapping read
WWE'12 v1.9.4 2026-01-05 sceDmacMemcpy(dest=04130970, src=09657e00, size=65552): overlapping read
WWE'12 v1.9.4 2026-01-04 sceDmacMemcpy(dest=04171d30, src=097af780, size=65552): overlapping read
WWE'12 v1.18.1 2026-01-02 sceDmacMemcpy(dest=0415e030, src=09489550, size=65552): overlapping read
WWE'12 v1.16.6 2026-01-01 sceDmacMemcpy(dest=04147030, src=097f0710, size=131088): overlapping read
WWE'12 v1.11.3 2025-12-26 sceDmacMemcpy(dest=04187640, src=095f3ab0, size=65552): overlapping read
WWE'12 v1.17.1-1192-ga9ef8a1f25 2025-12-24 �� �-� �-� ᆳ�ᆳ�ᆳ�ᆳ�ᆳ�ᆳ�@P5� �E�
WWE'12 v1.18.1-593-g5b5bb0c626 2025-12-23 80630007=sceAtracSetData(3, 08d4b180, 0001a9d8): atracID uses different codec type than data
WWE'12 v1.14.4 2025-12-22 ReadFromHardware: Invalid address f8bed9d2 near PC f8bed9d2 LR 08c4a464
WWE'12 v1.9.0 2025-12-22 sceDmacMemcpy(dest=0413f830, src=093c1040, size=65552): overlapping read
WWE'12 v1.12.3 2025-12-21 sceDmacMemcpy(dest=0419e800, src=0952ecf0, size=65552): overlapping read
WWE'12 v1.10.3 2025-12-20 sceDmacMemcpy(dest=041a2540, src=097b1df0, size=65552): overlapping read
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 Jump to invalid address: 022f30d0
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 Jump to invalid address: 022e0000
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 Jump to invalid address: 022cf000
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 Jump to invalid address: 02317000
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 Jump to invalid address: 022cc000
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 Jump to invalid address: 02314000
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 Jump to invalid address: 022dd000
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 Jump to invalid address: 022f00d0
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 MIPSCompileOp: Invalid instruction 0000017a
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 MIPSCompileOp: Invalid instruction 06188054
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 MIPSCompileOp: Invalid instruction b300148f
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 MIPSCompileOp: Invalid instruction 0000005f
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 An uneaten prefix at end of block: 081360f0
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 MIPSCompileOp: Invalid instruction b400188f
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 MIPSCompileOp: Invalid instruction b200108f
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 MIPSCompileOp: Invalid instruction b03f8000
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 MIPSCompileOp: Invalid instruction b200208f
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 MIPSCompileOp: Invalid instruction b1000c8f
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 MIPSCompileOp: Invalid instruction b1001c8f
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 Branch in branch delay slot at 08966f33 with different target
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 MIPSCompileOp: Invalid instruction 000006df
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 MIPSCompileOp: Invalid instruction b000188f
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 MIPSCompileOp: Invalid instruction b400108f
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 Jump to invalid address: 03d00010
WWE'12 v1.17.1 2025-12-19 sceDmacMemcpy(dest=0419b340, src=094d2230, size=65552): overlapping read
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 MIPSCompileOp: Invalid instruction ecb1af50
WWE'12 v1.9.4 2025-12-19 sceDmacMemcpy(dest=04175ec0, src=097ed340, size=65552): overlapping read
WWE'12 v1.9.4 2025-12-19 sceDmacMemcpy(dest=0412f9e0, src=0967c650, size=65552): overlapping read
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 80420014=__sceSasCore(08e4ec40, cc972dc0): invalid address
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 MIPSCompileOp: Invalid instruction 4cf64940
WWE'12 v1.18.1-1063-g102b515f7c 2025-12-19 MIPSCompileOp: Invalid instruction 771f90d0
WWE'12 v1.9.4 2025-12-18 sceDmacMemcpy(dest=04133240, src=0960f050, size=65552): overlapping read
WWE'12 v1.12.3 2025-12-17 sceDmacMemcpy(dest=041b4e50, src=094b7ae0, size=65552): overlapping read
WWE'12 v1.18.1 2025-12-15 sceDmacMemcpy(dest=0415dfe0, src=094dd2d0, size=65552): overlapping read
WWE'12 v1.9.4 2025-12-15 sceDmacMemcpy(dest=041728e0, src=09564f90, size=65552): overlapping read
WWE'12 v1.19.3 2025-12-13 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]. 07f61000:41000b09 HWX C T N LM Bones:5 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:6 WScale 3 #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 07f61000:41000b09 HWX C T N LM Bones:5 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:6 WScale 3 attribute mediump vec4 w1; attribute mediump float w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; 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 vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = color0.rgb; vec3 specularColor = color0.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular3 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient3 * ambientColor.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); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; gl_Position = outPos; }
WWE'12 v1.19.3 2025-12-13 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]. 07f61000:41000b29 HWX C T N LM Bones:5 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:6 WScale 3 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 07f61000:41000b29 HWX C T N LM Bones:5 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 3: c:1 t:0 MatUp:6 WScale 3 Cull attribute mediump vec4 w1; attribute mediump float w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; 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 vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = color0.rgb; vec3 specularColor = color0.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular3 * specularColor * ldot ; } lightSum0.rgb += (u_lightambient3 * ambientColor.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); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos
WWE'12 v1.17.1 2025-12-13 80630007=sceAtracSetData(2, 08bd5640, 000028e0): atracID uses different codec type than data
WWE'12 v1.12.3 2025-12-13 sceDmacMemcpy(dest=041b56e0, src=094b66b0, size=65552): overlapping read
WWE'12 v1.19.3 2025-12-10 MIPSCompileOp 69538338 failed
WWE'12 v1.12.3 2025-12-09 sceDmacMemcpy(dest=04162350, src=0955d270, size=65552): overlapping read
WWE'12 v1.12.3 2025-12-09 sceDmacMemcpy(dest=04188880, src=09477620, size=65552): overlapping read
WWE'12 v1.18.1 2025-12-02 ReadFromHardware: Invalid address 061d9954 near PC 08b22974 LR 089d8b28
WWE'12 v1.19.3 2025-12-01 SCE_KERNEL_ERROR_SCE_SAS_ERROR_INVALID_PARAMETER=__sceSasCore(08e4ec40, bbaf49c0): invalid address
WWE'12 v1.19.3 2025-12-01 Branch in branch delay slot at 08961ff0 with different target
WWE'12 v1.9.4 2025-11-30 sceDmacMemcpy(dest=04147220, src=093d8fa0, size=65552): overlapping read
WWE'12 v1.18.1 2025-11-29 sceDmacMemcpy(dest=04160bb0, src=097bbc80, size=65552): overlapping read
WWE'12 v1.10.3 2025-11-27 sceDmacMemcpy(dest=0418e310, src=095e9190, size=65552): overlapping read
WWE'12 v1.9.3 2025-11-26 Bad vertex address 00005cd0!
WWE'12 v1.9.3 2025-11-26 Bad vertex address 00003c30!
WWE'12 v1.7.5 2025-11-22 sceDmacMemcpy(dest=041894e0, src=09520640, size=65552): overlapping read
WWE'12 v1.7.5 2025-11-21 sceDmacMemcpy(dest=0419b4b0, src=094b2340, size=65552): overlapping read
WWE'12 v1.9.4 2025-11-21 sceDmacMemcpy(dest=0412ffe0, src=09693ce0, size=65552): overlapping read
WWE'12 v1.9.4 2025-11-17 sceDmacMemcpy(dest=0412ed10, src=093a34a0, size=65552): overlapping read
WWE'12 v1.9.4 2025-11-11 sceDmacMemcpy(dest=0412f120, src=0939d390, size=65552): overlapping read
WWE'12 v1.17.1 2025-11-11 sceDmacMemcpy(dest=04154df0, src=096e2c50, size=65552): overlapping read
WWE'12 v1.11 2025-11-08 sceDmacMemcpy(dest=041998b0, src=09466580, size=65552): overlapping read
WWE'12 v1.9.4 2025-11-06 sceDmacMemcpy(dest=04130bb0, src=096377a0, size=65552): overlapping read
WWE'12 v1.18.1 2025-11-06 sceDmacMemcpy(dest=0419db60, src=0962f400, size=65552): overlapping read
WWE'12 v1.6.3 2025-11-05 sceDmacMemcpy(dest=041499c0, src=09677ee0, size=65552): overlapping read
WWE'12 v1.10.3 2025-11-04 sceDmacMemcpy(dest=041324c0, src=0936ab40, size=65552): overlapping read
WWE'12 v1.6.3 2025-11-03 sceDmacMemcpy(dest=04145fe0, src=09687d70, size=65552): overlapping read
WWE'12 v1.8.0 2025-10-30 ReadFromHardware: Invalid address 80900820 near PC 80900820 LR 08c4a464
WWE'12 v1.6.3 2025-10-28 sceDmacMemcpy(dest=04132ce0, src=09600070, size=65552): overlapping read
WWE'12 v1.6.3 2025-10-26 sceDmacMemcpy(dest=0415d320, src=096d10d0, size=65552): overlapping read
WWE'12 v1.6.3 2025-10-21 sceDmacMemcpy(dest=04161fb0, src=09446ea0, size=65552): overlapping read
WWE'12 v1.6.3 2025-10-20 sceDmacMemcpy(dest=0419e670, src=0965b240, size=65552): overlapping read
WWE'12 v1.9.4 2025-10-17 sceDmacMemcpy(dest=04185c90, src=097c6410, size=65552): overlapping read
WWE'12 v1.19.3 2025-10-13 Branch in Jump delay slot at 08cb00b4 in block starting at 08cb0000
WWE'12 v1.19.3 2025-10-13 Branch in Jump delay slot at 08cb0078 in block starting at 08cb0000
WWE'12 v1.19.3 2025-10-13 Branch in Jump delay slot at 08cb0074 in block starting at 08cb0000
WWE'12 v1.19.3 2025-10-13 Branch in Jump delay slot at 08cb00a8 in block starting at 08cb0000
WWE'12 v1.19.3 2025-10-13 Branch in Jump delay slot at 08cb0068 in block starting at 08cb0000
WWE'12 v1.19.3 2025-10-13 Branch in Jump delay slot at 08cb0070 in block starting at 08cb0000
WWE'12 v1.19.3 2025-10-13 Branch in Jump delay slot at 08cb006c in block starting at 08cb0000
WWE'12 v1.19.3 2025-10-13 Branch in Jump delay slot at 08cb009c in block starting at 08cb0000
WWE'12 v1.19.3 2025-10-13 Branch in Jump delay slot at 08cb0044 in block starting at 08cb0000
WWE'12 v1.19.3 2025-10-13 Branch in Jump delay slot at 08cb008c in block starting at 08cb0000
WWE'12 v1.19.3 2025-10-13 Branch in Jump delay slot at 08cb0050 in block starting at 08cb0000
WWE'12 v1.19.3 2025-10-13 Branch in RSZeroComp delay slot at 08cb00cc in block starting at 08cb0000