Recent logs - NARUTO SHIPPUDEN: Ultimate Ninja Impact

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Game title Version Latest Report Message
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.4 2019-04-22 sceDmacMemcpy(dest=041594c0, src=09143020, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.5-571-g1bedb97bc 2019-04-22 00000000=sceUtilityScreenshotInitStart(09cb64e8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-22 sceDmacMemcpy(dest=04143700, src=093187e0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-21 00000000=sceUtilityScreenshotInitStart(09cb00c8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.5-571-g1bedb97bc 2019-04-21 sceDmacMemcpy(dest=0418ddc0, src=092316a0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2019-04-21 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:00000802 Tex LM 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 = vec4(t.rgb * p.rgb, p.a) + s; gl_FragColor = v; } vs: 01070000:00020b11 HWX T N LM Tex UVEnv Light: 0: c:0 t:0 MatUp:7 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; 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; 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); gl_Position = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos0), worldnormal), 1.0 + dot(normalize(u_lightpos0), worldnormal)) * 0.5, 1.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-2-g648bc5d 2019-04-20 Wrong magic number 1d58568a
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4.2 2019-04-20 Wrong magic number 586bdbb3
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.5-571-g1bedb97bc 2019-04-20 sceDmacMemcpy(dest=04154040, src=09231ae0, size=256): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.5-571-g1bedb97bc 2019-04-20 sceDmacMemcpy(dest=041698c0, src=09307300, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-04-20 00000000=sceUtilityScreenshotInitStart(09d70da8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.5 2019-04-19 sceDmacMemcpy(dest=041547c0, src=0926b400, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.5-571-g1bedb97bc 2019-04-19 00000000=sceUtilityScreenshotInitStart(09cb1288)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.5-571-g1bedb97bc 2019-04-19 00000000=sceUtilityScreenshotInitStart(09cb1208)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.5-571-g1bedb97bc 2019-04-19 00000000=sceUtilityScreenshotInitStart(09cb1248)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.5-571-g1bedb97bc 2019-04-19 sceDmacMemcpy(dest=04154040, src=09231920, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2019-04-18 Error in shader program link: info: fs: 00000000:00200002 Tex Fog TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:00004914 HWX T Fog Tex TessRevN #version 300 es precision highp float; in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; 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 v1.6.3 2019-04-18 Error in shader program link: info: fs: 00000000:00200000 Fog #version 300 es precision lowp float; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; out vec4 fragColor0; void main() { vec4 v = v_color0 ; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:00004104 HWX Fog TessRevN #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; 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); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-18 sceDmacMemcpy(dest=0416e380, src=09325060, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-17 sceDmacMemcpy(dest=04155080, src=09335e20, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-04-16 Wrong magic number e0ffd8ff
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.5 2019-04-15 sceDmacMemcpy(dest=04152b40, src=091f08e0, size=256): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-15 sceDmacMemcpy(dest=0414e080, src=09332e00, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-04-15 Wrong magic number 66736e61
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-04-15 Wrong magic number 34312c30
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-04-15 Wrong magic number 70040400
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-04-15 Wrong magic number 6270616d
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-04-15 Wrong magic number 27a40010
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-04-15 Wrong magic number 4d52410a
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-04-15 Wrong magic number 454f5f4c
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-04-15 Wrong magic number 203b6174
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-04-15 Wrong magic number afb40014
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-15 sceDmacMemcpy(dest=04138800, src=092699a0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-15 sceDmacMemcpy(dest=04152b40, src=09277600, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-14 sceDmacMemcpy(dest=041574c0, src=0926c340, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-14 WriteToHardware: Invalid address 000007c0 near PC 088297fc LR 0882a8d4
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.5.4 2019-04-14 sceDmacMemcpy(dest=0416a900, src=09204880, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2019-04-14 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program 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 v1.5.4 2019-04-14 00000000=sceUtilityScreenshotInitStart(09cfa028)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-13 00000000=sceUtilityScreenshotInitStart(09d3fdc8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2019-04-13 sceDmacMemcpy(dest=0415c9c0, src=09237ca0, size=256): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-13 sceDmacMemcpy(dest=04145240, src=090edbe0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-12 sceDmacMemcpy(dest=0415cc80, src=092fe8e0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.5.4 2019-04-12 sceDmacMemcpy(dest=04168900, src=0923e240, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-12 WriteToHardware: Invalid address 000007bf near PC 088183a4 LR 08818b24
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-11 sceDmacMemcpy(dest=04182080, src=093c74c0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3 2019-04-11 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:0020d022 Tex TexAlpha Fog TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 00000000:0000091c HWX C T Fog Tex #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; 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 v1.6.3 2019-04-11 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:0001d002 Tex TFuncMod AlphaTest0 > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); if (v.a < 0.002) discard; gl_FragColor = v; } vs: 00000000:00000918 HWX C T Tex #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; 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); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-11 sceDmacMemcpy(dest=04153b80, src=09230ae0, size=256): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-2-g648bc5d 2019-04-11 Wrong magic number ae029403
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-10 sceDmacMemcpy(dest=04126e80, src=093682a0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-10 00000000=sceUtilityScreenshotInitStart(09cacd68)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-10 sceDmacMemcpy(dest=0416e340, src=092076a0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-08 sceDmacMemcpy(dest=04138800, src=090e2960, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-07 00000000=sceUtilityScreenshotInitStart(09cad2c8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.5 2019-04-07 sceDmacMemcpy(dest=041a3a80, src=09137ba0, size=256): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.5 2019-04-07 sceDmacMemcpy(dest=0414dcc0, src=091ecae0, size=256): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-06 00000000=sceUtilityScreenshotInitStart(09d3c688)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-04-06 Wrong magic number 6631ed90
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-04-06 Wrong magic number 7c4dafb8
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-04-06 Wrong magic number 66318800
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-04-06 Wrong magic number 6631f690
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-04-06 Wrong magic number 6630c820
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-04-06 Wrong magic number 662040f0
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-04-06 Wrong magic number 65a1f9d0
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-04-06 Wrong magic number 65a46f60
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-04-06 Wrong magic number 65a199e0
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-04-06 Wrong magic number 662c5990
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-04-06 Wrong magic number 20706553
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-04-06 Wrong magic number 66268cf0
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.4-56-gb1a530b 2019-04-06 Wrong magic number 66119bd0
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-05 sceDmacMemcpy(dest=0413e5c0, src=09174ac0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-05 sceDmacMemcpy(dest=04150c40, src=091f7f60, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-05 00000000=sceUtilityScreenshotInitStart(09cb0b88)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-05 sceDmacMemcpy(dest=04189080, src=09299280, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-05 sceDmacMemcpy(dest=0414f300, src=0912e0a0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-05 sceDmacMemcpy(dest=0416ab40, src=094f6dc0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-05 sceDmacMemcpy(dest=0413b880, src=08fdcea0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.1 2019-04-04 sceDmacMemcpy(dest=04172580, src=0910afe0, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-04 Inter-buffer memcpy 04088000 -> 04000000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.5 2019-04-04 sceDmacMemcpy(dest=0416bf00, src=0931d860, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-03 Unknown GetPointer 00000000 PC 0881773c LR 0881773c
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-03 00000000=sceUtilityScreenshotInitStart(09cab9c8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-03 Jump to invalid address: 07197f80
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-03 00000000=sceUtilityScreenshotInitStart(09cab9a8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-02 sceDmacMemcpy(dest=0415e540, src=093f7d40, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.5 2019-04-02 sceDmacMemcpy(dest=041755c0, src=09374ba0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-02 sceDmacMemcpy(dest=04176280, src=093d4a20, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-02 00000000=sceUtilityScreenshotInitStart(09caf088)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-02 00000000=sceUtilityScreenshotInitStart(09ca8ec8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-01 sceDmacMemcpy(dest=04176280, src=0935c4c0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-04-01 sceDmacMemcpy(dest=04160b40, src=092dc3a0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.7.5 2019-03-31 sceDmacMemcpy(dest=04145240, src=090e2960, size=64): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-03-31 fbo_blit_color failed in blit (04000000 -> 04000000)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-03-30 00000000=sceUtilityScreenshotInitStart(09cac2c8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-03-30 00000000=sceUtilityScreenshotInitStart(09cacfa8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-03-30 sceDmacMemcpy(dest=0414e4c0, src=09249c40, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-03-28 sceDmacMemcpy(dest=0415d2c0, src=0919c3c0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-03-28 sceDmacMemcpy(dest=04166c40, src=094ccdc0, size=128): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2019-03-28 sceDmacMemcpy(dest=04159940, src=09329aa0, size=64): overlapping read