Recent logs - NARUTO SHIPPUDEN: Ultimate Ninja Impact

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Game title Version Latest Report Message
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-16 sceDmacMemcpy(dest=0415ce80, src=09326ad0, size=192): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3-492-g9fddfff66 2019-06-16 00000000=sceUtilityScreenshotInitStart(09d3db28)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.1 2019-06-15 sceDmacMemcpy(dest=04157f40, src=090fd840, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-15 sceDmacMemcpy(dest=0416e240, src=09429540, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-15 00000000=sceUtilityScreenshotInitStart(09cb3068)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-15 00000000=sceUtilityScreenshotInitStart(09ca9f28)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3-492-g9fddfff66 2019-06-14 Error in shader program link: info: (unknown reason) fs: draw2d (failed) #ifdef GL_ES precision mediump float; #endif #if __VERSION__ >= 130 #define varying in #define texture2D texture #define gl_FragColor fragColor0 out vec4 fragColor0; #endif #ifdef GL_ES precision mediump float; #endif uniform sampler2D sampler0; varying vec2 v_texcoord0; void main() { gl_FragColor = texture2D(sampler0, v_texcoord0); } vs: draw2d (failed) #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3-492-g9fddfff66 2019-06-14 Error in shader compilation: info: (unknown reason) draw2d #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3-492-g9fddfff66 2019-06-14 Error in shader compilation: info: (unknown reason) draw2d #ifdef GL_ES precision mediump float; #endif #if __VERSION__ >= 130 #define varying in #define texture2D texture #define gl_FragColor fragColor0 out vec4 fragColor0; #endif #ifdef GL_ES precision mediump float; #endif uniform sampler2D sampler0; varying vec2 v_texcoord0; void main() { gl_FragColor = texture2D(sampler0, v_texcoord0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-14 sceDmacMemcpy(dest=04169840, src=09298160, size=256): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-14 Render to area containing texture at 04162000 +256x0
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-14 sceDmacMemcpy(dest=0414e080, src=092d8b40, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-12 Jump to invalid address: 0717ba00
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-12 Jump to invalid address: 0717b800
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2019-06-12 Error in shader program link: info: No fragment shader attached. fs: 00000000:00200802 Tex LM Fog TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; 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 = vec4(t.rgb * p.rgb, p.a) + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 01f70001:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:7 #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 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 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 vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; varying lowp vec3 v_color1; 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); gl_Position = 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 = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * color0.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); 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; 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); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-12 sceDmacMemcpy(dest=041663c0, src=08f6b150, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-12 00000000=sceUtilityScreenshotInitStart(09caf288)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-12 00000000=sceUtilityScreenshotInitStart(09d3f988)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-09 sceDmacMemcpy(dest=0415b800, src=0910e500, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-09 sceDmacMemcpy(dest=04157c40, src=091bc8a0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-08 sceDmacMemcpy(dest=0414d440, src=090fadc0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-08 sceDmacMemcpy(dest=04151080, src=09169820, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-07 00000000=sceUtilityScreenshotInitStart(09cae2e8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-07 00000000=sceUtilityScreenshotInitStart(09cae288)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-07 sceDmacMemcpy(dest=0414d280, src=093702c0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-07 sceDmacMemcpy(dest=0417d9c0, src=092f5e00, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-06 00000000=sceUtilityScreenshotInitStart(09d30688)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.5 2019-06-05 00000000=sceUtilityScreenshotInitStart(09cae028)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-05 sceDmacMemcpy(dest=04164fc0, src=092cd8a0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-05 sceDmacMemcpy(dest=0418ddc0, src=093ec460, size=192): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-03 sceDmacMemcpy(dest=04144140, src=0941df90, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-03 sceDmacMemcpy(dest=041750c0, src=09352d40, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-02 00000000=sceUtilityScreenshotInitStart(09cb2488)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-02 sceDmacMemcpy(dest=04156c80, src=0936acc0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-02 sceDmacMemcpy(dest=0414f2c0, src=091400a0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2019-06-02 00000000=sceUtilityScreenshotInitStart(09cad528)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-02 00000000=sceUtilityScreenshotInitStart(09caed28)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2019-06-01 Error in shader program link: info: No vertex shader attached. fs: 00000000:0001d000 AlphaTest0 > #version 100 precision lowp float; uniform sampler2D testtex; varying vec4 v_color0; void main() { vec4 v = v_color0 ; if (v.a < 0.002) discard; gl_FragColor = v; } vs: 00000000:0000000a THR C #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-01 Error in shader program link: info: (unknown reason) fs: 00000000:06200802 Tex LM Fog StenToAlphaDual Sten0 TFuncMod #version 300 es #extension GL_EXT_blend_func_extended : require #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; inout vec4 fragColor0; out vec4 fragColor1; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, 0.0); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); } vs: 01f70001:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:0 MatUp:7 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 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 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out 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); 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); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * color0.rgb) * max(ldot, 0.0); 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); 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_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; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-01 Error in shader program link: info: (unknown reason) fs: 00000000:06000000 StenToAlphaDual Sten0 #version 300 es #extension GL_EXT_blend_func_extended : require #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; inout vec4 fragColor0; out vec4 fragColor1; void main() { vec4 v = v_color0 ; fragColor0 = vec4(v.rgb, 0.0); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); } vs: 00000000:00000002 THR #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-01 Error in shader program link: info: (unknown reason) fs: 00000000:0620d000 Fog StenToAlphaDual Sten0 AlphaTest > #version 300 es #extension GL_EXT_blend_func_extended : require #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; inout vec4 fragColor0; out vec4 fragColor1; void main() { vec4 v = v_color0 ; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = vec4(v.rgb, 0.0); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); } vs: 00000000:00000104 HWX Fog #version 300 es precision highp float; in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; 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_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; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.4 2019-06-01 sceDmacMemcpy(dest=04156c00, src=0928c920, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-01 sceDmacMemcpy(dest=0414f9c0, src=0932a360, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-01 sceDmacMemcpy(dest=04157780, src=091d9810, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-01 00000000=sceUtilityScreenshotInitStart(09d36468)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2019-06-01 sceDmacMemcpy(dest=04151380, src=091d48a0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-01 sceDmacMemcpy(dest=04146580, src=091643e0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3-492-g9fddfff66 2019-05-31 00000000=sceUtilityScreenshotInitStart(09d408e8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-31 sceDmacMemcpy(dest=04155300, src=09258c40, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-30 sceDmacMemcpy(dest=04152b40, src=09220860, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-30 sceDmacMemcpy(dest=04166900, src=093d7d40, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-30 00000000=sceUtilityScreenshotInitStart(09cae208)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-29 sceDmacMemcpy(dest=04156c80, src=09213f60, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-29 sceDmacMemcpy(dest=04194200, src=09364540, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-29 00000000=sceUtilityScreenshotInitStart(09d35ac8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.5 2019-05-28 sceDmacMemcpy(dest=041742c0, src=0925e140, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-14 Rendering to framebuffer offset: 04162000 +256x0
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-28 sceDmacMemcpy(dest=04151f00, src=0920bf60, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-26 00000000=sceUtilityScreenshotInitStart(09d3d368)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-26 sceDmacMemcpy(dest=04158c80, src=09504640, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-26 sceDmacMemcpy(dest=04157400, src=092209a0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2019-05-26 00000000=sceUtilityScreenshotInitStart(09d35b88)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-26 00000000=sceUtilityScreenshotInitStart(09cab648)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.5 2019-05-26 sceDmacMemcpy(dest=04145240, src=0900c720, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-25 sceDmacMemcpy(dest=04155700, src=092209a0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-25 sceDmacMemcpy(dest=04170680, src=092db360, size=256): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-25 sceDmacMemcpy(dest=041703c0, src=091dd1e0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-26 sceDmacMemcpy(dest=041778c0, src=093d3a20, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-24 sceDmacMemcpy(dest=0415ce80, src=092db440, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-24 sceDmacMemcpy(dest=04168c80, src=091f21e0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-24 00000000=sceUtilityScreenshotInitStart(09d3f448)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-23 sceDmacMemcpy(dest=0416b000, src=08f6b150, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.4 2019-05-22 Unable to allocate stack for root thread.
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.4 2019-05-22 WriteToHardware: Invalid address 00000000 near PC 088042f8 LR 00000000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.4 2019-05-22 WriteToHardware: Invalid address 000003c0 near PC 088042f8 LR 00000000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-22 sceDmacMemcpy(dest=04143980, src=092a4ce0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-22 sceDmacMemcpy(dest=04150cc0, src=08f6b990, size=192): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.5 2019-05-22 00000000=sceUtilityScreenshotInitStart(09cb04a8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.5 2019-05-22 00000000=sceUtilityScreenshotInitStart(09cb0468)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-21 sceDmacMemcpy(dest=04178640, src=092a5c40, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-21 sceDmacMemcpy(dest=04144400, src=092c6600, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-06-08 sceDmacMemcpy(dest=04181cc0, src=08f6b990, size=192): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-21 sceDmacMemcpy(dest=04150900, src=092ff540, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-21 sceDmacMemcpy(dest=0415cfc0, src=094fc010, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-19 sceDmacMemcpy(dest=04155300, src=09337b40, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-18 00000000=sceUtilityScreenshotInitStart(09cafd68)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-17 sceDmacMemcpy(dest=0414df40, src=0919fbc0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-05-17 Wrong magic number 00000150
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-05-17 Wrong magic number 37d10107
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-05-17 Wrong magic number afb20008
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-05-17 Wrong magic number 00006472
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-16 sceDmacMemcpy(dest=04172280, src=092de760, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.5.4 2019-05-16 sceDmacMemcpy(dest=04183b00, src=092ecea0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.5 2019-05-16 WriteToHardware: Invalid address ffe2043d near PC 08000000 LR 08000000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-16 Unknown GetPointer 00000000 PC 08aec8b4 LR 08aea924
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-14 sceDmacMemcpy(dest=0416e080, src=09147e20, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-26 00000000=sceUtilityScreenshotInitStart(09d3d308)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-14 sceDmacMemcpy(dest=04140b40, src=09115ba0, size=256): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-14 00000000=sceUtilityScreenshotInitStart(09d3e088)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-05-12 Unknown GetPointer 00000000 PC 08aec8e4 LR 08aec8e4