Recent logs - (homebrew)

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Game title Version Latest Report Message
(homebrew) v1.8.0 2022-07-01 WriteToHardware: Invalid address 00000030 near PC 08982488 LR 089842b4
(homebrew) v1.10.3 2022-07-01 MFIC instruction hit (70020024) at 08912f8c
(homebrew) v1.10.3 2022-06-30 MFIC instruction hit (70020024) at 0891e518
(homebrew) v1.10.3 2022-06-26 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08e98870): duplicate handler
(homebrew) v1.10.3 2022-06-26 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090b0b20): duplicate handler
(homebrew) v1.10.3 2022-06-26 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08e98880): duplicate handler
(homebrew) v1.10.3 2022-06-26 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092b05f0): duplicate handler
(homebrew) v1.10.3 2022-06-26 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0903a6a0): duplicate handler
(homebrew) v1.10.3 2022-06-26 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08f8fc70): duplicate handler
(homebrew) v1.10.3 2022-06-26 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09741f20): duplicate handler
(homebrew) v1.10.3 2022-06-26 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092b10f0): duplicate handler
(homebrew) v1.10.3 2022-06-26 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0927f2f0): duplicate handler
(homebrew) v1.10.3 2022-06-23 MFIC instruction hit (70020024) at 089b3874
(homebrew) v1.9.4 2022-06-22 Unknown GetPointer 00000000 PC 088ec15c LR 08000030
(homebrew) v1.10.3 2022-06-21 MFIC instruction hit (70020024) at 0889255c
(homebrew) v1.10.3 2022-06-21 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08f6f9e0): duplicate handler
(homebrew) v1.10.3 2022-06-26 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09075110): duplicate handler
(homebrew) v1.10.3 2022-06-20 MFIC instruction hit (70020024) at 0895eae8
(homebrew) v1.10.2 2022-06-20 MIPSCompileOp: Invalid instruction b0e00980
(homebrew) v1.10.3 2022-06-20 MFIC instruction hit (70020024) at 08ace960
(homebrew) v1.10.3 2022-06-30 MFIC instruction hit (70020024) at 08a7c070
(homebrew) v1.6.3 2022-06-19 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:0120000e Tex Fog StenToAlpha StenUniform TFuncRepl #version 100 precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; 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 = vec4(t.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); } vs: 03710000:41c90b54 HWX T N Fog Tex TexProjNNrm UVMtx Bones:8 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; 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 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; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6 + w2.w * u_bone7; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 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); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(normalize(normal), 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
(homebrew) v1.6.3 2022-06-19 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:01a00002 Tex Fog 2x StenToAlpha StenUniform TFuncMod #version 100 precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; 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 = vec4(t.rgb * p.rgb, p.a); v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = vec4(v.rgb, u_stencilReplaceValue); } vs: 03710000:41c00b14 HWX T N Fog Tex Bones:8 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1, w2; 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 mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; 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 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; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6 + w2.w * u_bone7; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 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); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); 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; }
(homebrew) v1.6.3 2022-06-19 Error in shader program link: info: L0101 All attached shaders must be compiled prior to linking fs: 00000000:00a00022 Tex TexAlpha Fog 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; 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; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 03710000:41c00b14 HWX T N Fog Tex Bones:8 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1, w2; 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 mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; 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 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; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6 + w2.w * u_bone7; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 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); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); 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; }
(homebrew) v1.6.3 2022-06-19 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 r2p1_05rel0 [Revision 96995]. 03710000:41c00b14 HWX T N Fog Tex Bones:8 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1, w2; 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 mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; 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 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; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6 + w2.w * u_bone7; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 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); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); 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; }
(homebrew) v1.6.3 2022-06-19 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 r2p1_05rel0 [Revision 96995]. 03710000:41c90b54 HWX T N Fog Tex TexProjNNrm UVMtx Bones:8 Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; 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 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; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6 + w2.w * u_bone7; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 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); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(normalize(normal), 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
(homebrew) v1.10.3 2022-06-23 MFIC instruction hit (70020024) at 08a2a9dc
(homebrew) v1.10.3 2022-06-19 MFIC instruction hit (70020024) at 08a3f970
(homebrew) v1.10.3 2022-06-29 MFIC instruction hit (70020024) at 089f2584
(homebrew) v1.10.3 2022-06-18 MFIC instruction hit (70020024) at 089be43c
(homebrew) v1.7.5 2022-06-17 Error in shader program link: info: (unknown reason) fs: thin3d #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec3 Position; attribute vec4 Color0; attribute vec2 TexCoord0; varying vec4 oColor0; varying vec2 oTexCoord0; uniform mat4 WorldViewProj; void main() { gl_Position = WorldViewProj * vec4(Position, 1.0); oColor0 = Color0; oTexCoord0 = TexCoord0; } vs: (null)
(homebrew) v1.10.2 2022-06-16 Could not setup streams, unexpected stream count: 35208
(homebrew) v1.10.2 2022-06-16 Could not setup streams, unexpected stream count: 24195
(homebrew) v1.10.2 2022-06-16 Unexpected mpeg first timestamp: 30000000000 / 3298534883328
(homebrew) v1.10.2 2022-06-13 sceDmacMemcpy(dest=04000000, src=09288980, size=557056): overlapping read
(homebrew) v1.10.2 2022-06-10 MFIC instruction hit (70020024) at 08a386b0
(homebrew) v1.9.3 2022-06-04 MFIC instruction hit (70020024) at 08b0f334
(homebrew) v1.9.3-260-g81118454f 2022-06-06 MFIC instruction hit (70020024) at 0889dc24
(homebrew) v1.10.3 2022-05-31 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09739900): duplicate handler
(homebrew) v1.10.3 2022-05-31 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0971f210): duplicate handler
(homebrew) v1.10.3 2022-05-31 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0971bc60): duplicate handler
(homebrew) v1.10.3 2022-05-31 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08ebe120): duplicate handler
(homebrew) v1.10.3 2022-05-31 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09718c00): duplicate handler
(homebrew) v1.10.3 2022-05-31 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08f6e830): duplicate handler
(homebrew) v1.10.3 2022-05-31 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096b64d0): duplicate handler
(homebrew) v1.10.3 2022-05-31 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0966c970): duplicate handler
(homebrew) v1.10.3 2022-05-31 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0963cb10): duplicate handler
(homebrew) v1.10.3 2022-05-31 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09642ff0): duplicate handler
(homebrew) v1.10.3 2022-05-31 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092b9980): duplicate handler
(homebrew) v1.10.3 2022-06-26 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 095ee5e0): duplicate handler
(homebrew) v1.10.3 2022-05-31 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 095243e0): duplicate handler
(homebrew) v1.10.3 2022-06-26 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090c5af0): duplicate handler
(homebrew) v1.8.0 2022-05-30 Unknown GetPointer 00000000 PC 089ad208 LR 089ad280
(homebrew) v1.8.0 2022-05-30 Unknown GetPointer 00000000 PC 0892bf90 LR 0892c008
(homebrew) v1.4.2 2022-05-28 Wrong magic number 40329628
(homebrew) v1.4.2 2022-05-28 Wrong magic number 40331828
(homebrew) v1.4.2 2022-05-28 Wrong magic number 4033a8e8
(homebrew) v1.4.2 2022-05-28 Wrong magic number 40330b68
(homebrew) v1.4.2 2022-05-28 Wrong magic number 4033c928
(homebrew) v1.10.2 2022-05-25 Failed decrypting the PRX (ret = -4, size = 2025996, psp_size = 2026336)!
(homebrew) v1.11.2 2022-05-21 Error in shader program link: info: L0100 A program cannot be linked unless there are any shaders attached to it fs: |p (null) vs: |p (null)
(homebrew) v1.9.4 2022-05-20 Suspicious address a274dd68, skipping reloc, type = 9
(homebrew) v1.9.4 2022-05-20 Bad segment number 59
(homebrew) v1.9.4 2022-05-20 Suspicious address 088043bd, skipping reloc, type = 6
(homebrew) v1.9.4 2022-05-20 Suspicious address aef0c29c, skipping reloc, type = 15
(homebrew) v1.9.4 2022-05-20 Suspicious address afff75d1, skipping reloc, type = 5
(homebrew) v1.9.4 2022-05-20 ReadFromHardware: Invalid address 002ea83c near PC 08220cb0 LR 08220cb0
(homebrew) v1.4.2-308-g945f57af3 2022-05-20 Wrong magic number ba345300
(homebrew) v1.4.2-308-g945f57af3 2022-05-20 Wrong magic number ba345d88
(homebrew) v1.4.2-308-g945f57af3 2022-05-20 Wrong magic number ffbce9a8
(homebrew) v1.4.2-308-g945f57af3 2022-05-20 Wrong magic number b99b2d88
(homebrew) v1.4.2-308-g945f57af3 2022-05-20 Wrong magic number ba2ad300
(homebrew) v1.10.2 2022-05-19 Unknown GetPointer 00000000 PC 088c29fc LR 088c29fc
(homebrew) v1.10.2 2022-05-19 Unexpected mpeg first timestamp: b000 / 45056
(homebrew) v1.11.2 2022-05-17 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: |p (null) vs: thin3d #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec3 Position; attribute vec4 Color0; varying vec4 oColor0; uniform mat4 WorldViewProj; void main() { gl_Position = WorldViewProj * vec4(Position, 1.0); oColor0 = Color0; }
(homebrew) v1.10.3 2022-05-15 MIPSCompileOp: Invalid instruction 9d16fc6c
(homebrew) v1.10.3 2022-05-15 Unknown GetPointer bc6bea0a PC 0884d5a0 LR 0884d7c4
(homebrew) v1.6.3 2022-05-14 00000000=sceAtracLowLevelDecode(0, 09fce250, 09fce4b0[00000130], 93e1c834, 09fce4b4[00001000]): invalid pointers
(homebrew) v1.10.3 2022-05-07 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09062750): duplicate handler
(homebrew) v1.10.3 2022-06-26 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 095ecae0): duplicate handler
(homebrew) v1.10.3 2022-05-07 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08fb08d0): duplicate handler
(homebrew) v1.10.3 2022-06-26 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08f8f850): duplicate handler
(homebrew) v1.10.3 2022-06-26 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08f919d0): duplicate handler
(homebrew) v1.9.4 2022-05-05 VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=0 NW=1 IDX=0 MC=2
(homebrew) v1.10.3 2022-05-04 Texture with unexpected bufw (full=45276)
(homebrew) v1.10.3 2022-05-03 Unknown GetPointer 00000000 PC 0895bbd4 LR 0895bbd4
(homebrew) v1.10.3 2022-04-30 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146122760
(homebrew) v1.10.3 2022-04-30 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 12845132
(homebrew) v1.10.3 2022-04-30 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143598472
(homebrew) v1.10.3 2022-04-30 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148439040
(homebrew) v1.4.2 2022-04-30 Wrong magic number 0bd48090
(homebrew) v1.9.3 2022-05-18 MFIC instruction hit (70020024) at 08882760
(homebrew) v1.10.3 2022-04-30 MFIC instruction hit (70020024) at 08accfc4
(homebrew) v1.10-6-g8ac4efd3c 2022-04-27 MFIC instruction hit (70020024) at 088e437c
(homebrew) v1.10.3 2022-04-24 Texture with unexpected bufw (full=31043)
(homebrew) v1.7 2022-04-23 Trying to write block exit to illegal destination 0058dd60: pc = 0057dd60
(homebrew) v1.7 2022-04-23 Trying to write block exit to illegal destination 0057dd60: pc = 0056dd60
(homebrew) v1.7 2022-04-23 Trying to write block exit to illegal destination 005add60: pc = 0059dd60
(homebrew) v1.7 2022-04-23 Trying to write block exit to illegal destination 0054dd60: pc = 0053dd60
(homebrew) v1.7 2022-04-23 Trying to write block exit to illegal destination 004cdd60: pc = 004bdd60