Recent logs - v1.10.3-387-g6ca01d588

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Game title Version Latest Report Message
FlatOut Head On v1.10.3-387-g6ca01d588 2026-09-07 Texturing from framebuffer with incompatible format 565 != 8888 at 04110000
FlatOut Head On v1.10.3-387-g6ca01d588 2026-09-07 __KernelStopThread: thread 304 does not exist
BLEACH ~ヒート・ザ・ソウル7~ v1.10.3-387-g6ca01d588 2026-09-07 __KernelStopThread: thread 294 does not exist
Pirates of the Caribbean: At World's End v1.10.3-387-g6ca01d588 2026-09-02 __KernelStopThread: thread 297 does not exist
Silent Hill® Origins v1.10.3-387-g6ca01d588 2026-09-01 __KernelStopThread: thread 297 does not exist
FIFA 13 v1.10.3-387-g6ca01d588 2026-09-06 Texturing from framebuffer with incompatible format 8888 != 5551 at 04000000
The 3rd Birthday® v1.10.3-387-g6ca01d588 2026-08-31 __KernelStopThread: thread 297 does not exist
Disney•Pixar Cars 2 v1.10.3-387-g6ca01d588 2026-08-30 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 r5p1-01rel0 [Revision 96995]. 01f05555:00000305 HWX N LM Fog Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; 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); 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; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * 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 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * 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 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * 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 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpo
Disney•Pixar Cars 2 v1.10.3-387-g6ca01d588 2026-08-30 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 r5p1-01rel0 [Revision 96995]. 01f25955:00000b19 HWX C T N LM Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:2 3: c:1 t:1 MatUp:2 #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 mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; 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; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); 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 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); 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 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.
Disney•Pixar Cars 2 v1.10.3-387-g6ca01d588 2026-08-30 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 r5p1-01rel0 [Revision 96995]. 01f05955:00000b11 HWX T N LM Tex Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:2 3: c:1 t:1 #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 mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; 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 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; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * 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 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * 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 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.
Fate/EXTRA v1.10.3-387-g6ca01d588 2026-08-30 __KernelStopThread: thread 298 does not exist
KINGDOM HEARTS Birth by Sleep v1.10.3-387-g6ca01d588 2026-08-30 Texturing from framebuffer with incompatible format 4444 != 565 at 04154000
FIFA 14 v1.10.3-387-g6ca01d588 2026-08-29 __KernelStopThread: thread 298 does not exist
MONSTER HUNTER FREEDOM UNITE™ v1.10.3-387-g6ca01d588 2026-08-26 __KernelStopThread: thread 1482 does not exist
METAL GEAR SOLID PEACE WALKER v1.10.3-387-g6ca01d588 2026-08-26 __KernelStopThread: thread 1482 does not exist
Pro Evolution Soccer 2014 v1.10.3-387-g6ca01d588 2026-08-24 __KernelStopThread: thread 306 does not exist
KINGDOM HEARTS Birth by Sleep v1.10.3-387-g6ca01d588 2026-08-30 Ignoring possible texturing from framebuffer at 04154000 +0x65 / 128x128
KINGDOM HEARTS Birth by Sleep v1.10.3-387-g6ca01d588 2026-08-26 Texturing from framebuffer with incompatible format 5551 != 4444 at 04154000
KINGDOM HEARTS Birth by Sleep v1.10.3-387-g6ca01d588 2026-08-24 Ignoring possible texturing from framebuffer at 04154000 +0x50 / 128x128
KINGDOM HEARTS Birth by Sleep v1.10.3-387-g6ca01d588 2026-08-28 Texturing from framebuffer with incompatible format 5551 != 4444 at 040cc000
KINGDOM HEARTS Birth by Sleep v1.10.3-387-g6ca01d588 2026-08-23 __KernelStopThread: thread 308 does not exist
KINGDOM HEARTS Birth by Sleep v1.10.3-387-g6ca01d588 2026-08-23 Texturing from framebuffer with incompatible format 8888 != 4444 at 04154000
FIFA 14 v1.10.3-387-g6ca01d588 2026-08-18 __KernelStopThread: thread 285 does not exist
KINGDOM HEARTS Birth by Sleep v1.10.3-387-g6ca01d588 2026-08-18 Ignoring possible texturing from framebuffer at 04154000 +0x81 / 128x128
KINGDOM HEARTS Birth by Sleep v1.10.3-387-g6ca01d588 2026-08-18 Texturing from framebuffer with incompatible format 8888 != 5551 at 04044000
KINGDOM HEARTS Birth by Sleep v1.10.3-387-g6ca01d588 2026-08-18 __KernelStopThread: thread 285 does not exist
FIFA 14 v1.10.3-387-g6ca01d588 2026-08-15 __KernelStopThread: thread 297 does not exist
Medal of Honor Heroes™ 2 v1.10.3-387-g6ca01d588 2026-08-15 __KernelStopThread: thread 306 does not exist
Medal of Honor Heroes™ 2 v1.10.3-387-g6ca01d588 2026-08-14 __KernelStopThread: thread 297 does not exist
Virtua Tennis 3 v1.10.3-387-g6ca01d588 2026-08-14 __KernelStopThread: thread 285 does not exist
Grand Theft Auto: Vice City Stories v1.10.3-387-g6ca01d588 2026-08-13 __KernelStopThread: thread 3797 does not exist
METAL GEAR SOLID PEACE WALKER v1.10.3-387-g6ca01d588 2026-08-13 __KernelStopThread: thread 3797 does not exist
FIFA 14 v1.10.3-387-g6ca01d588 2026-08-12 __KernelStopThread: thread 306 does not exist
Hero of Sparta™ v1.10.3-387-g6ca01d588 2026-08-11 __KernelStopThread: thread 298 does not exist
Silent Hill® Origins v1.10.3-387-g6ca01d588 2026-08-11 __KernelStopThread: thread 298 does not exist
Hero of Sparta™ v1.10.3-387-g6ca01d588 2026-08-31 Texturing from framebuffer with incompatible format 8888 != 565 at 04044000
DRAGONBALL: EVOLUTION v1.10.3-387-g6ca01d588 2024-12-02 __KernelStopThread: thread 298 does not exist
eFootball PES 2021 By GABRIEL v1.10.3-387-g6ca01d588 2024-11-26 __KernelStopThread: thread 378 does not exist
eFootball PES 2021 By GABRIEL v1.10.3-387-g6ca01d588 2024-11-28 __KernelStopThread: thread 298 does not exist
eFootball PES 2021 By GABRIEL v1.10.3-387-g6ca01d588 2024-11-28 __KernelStopThread: thread 366 does not exist
eFootball PES 2021 By GABRIEL v1.10.3-387-g6ca01d588 2024-11-25 __KernelStopThread: thread 390 does not exist
Def Jam® Fight For NY™: The Takeover v1.10.3-387-g6ca01d588 2024-06-04 sceDmacMemcpy(dest=09b370c0, src=08400000, size=724736): overlapping read
FIFA STREET 2 v1.10.3-387-g6ca01d588 2024-04-14 __KernelStopThread: thread 633 does not exist
Def Jam® Fight For NY™: The Takeover v1.10.3-387-g6ca01d588 2024-06-02 sceDmacMemcpy(dest=097d2000, src=08400000, size=203968): overlapping read
Fieldrunners v1.10.3-387-g6ca01d588 2024-02-28 __KernelStopThread: thread 288 does not exist
Def Jam® Fight For NY™: The Takeover v1.10.3-387-g6ca01d588 2024-02-28 sceDmacMemcpy(dest=099c07c0, src=08400000, size=203968): overlapping read
Def Jam® Fight For NY™: The Takeover v1.10.3-387-g6ca01d588 2024-02-27 sceDmacMemcpy(dest=09a5ba00, src=08400000, size=724736): overlapping read
Def Jam® Fight For NY™: The Takeover v1.10.3-387-g6ca01d588 2024-02-27 sceDmacMemcpy(dest=096bb740, src=08400000, size=72384): overlapping read
Def Jam® Fight For NY™: The Takeover v1.10.3-387-g6ca01d588 2024-02-27 sceDmacMemcpy(dest=0997f900, src=08400000, size=72384): overlapping read
Def Jam® Fight For NY™: The Takeover v1.10.3-387-g6ca01d588 2024-02-27 sceDmacMemcpy(dest=096b6040, src=08400000, size=72384): overlapping read
Def Jam® Fight For NY™: The Takeover v1.10.3-387-g6ca01d588 2024-02-27 sceDmacMemcpy(dest=0971a740, src=08400000, size=72384): overlapping read
Def Jam® Fight For NY™: The Takeover v1.10.3-387-g6ca01d588 2024-02-26 sceDmacMemcpy(dest=09a1ec00, src=08400000, size=641344): overlapping read
Def Jam® Fight For NY™: The Takeover v1.10.3-387-g6ca01d588 2024-02-25 __KernelStopThread: thread 298 does not exist
Grand Theft Auto: Vice City Stories v1.10.3-387-g6ca01d588 2024-02-25 __KernelStopThread: thread 275 does not exist
Twisted Metal: Head-On v1.10.3-387-g6ca01d588 2024-02-18 Ignoring possible texturing from framebuffer at 04154000 +0x64 / 64x256
BOMBERMAN v1.10.3-387-g6ca01d588 2024-02-14 __KernelStopThread: thread 298 does not exist
eFootball Chelito 19 v1.10.3-387-g6ca01d588 2024-03-28 __KernelStopThread: thread 298 does not exist
Fieldrunners v1.10.3-387-g6ca01d588 2024-02-11 Texturing from framebuffer with incompatible format 4444 != 565 at 04110000
Cars: Race-O-Rama v1.10.3-387-g6ca01d588 2023-12-26 0 depal unsupported: shift=1 mask=ff offset=0
SEGA Rally v1.10.3-387-g6ca01d588 2023-10-16 __KernelStopThread: thread 304 does not exist
Cars: Race-O-Rama v1.10.3-387-g6ca01d588 2023-12-26 Texturing from framebuffer with incompatible format 565 != 5551 at 04088000
I MUST RUN! v1.10.3-387-g6ca01d588 2023-06-09 Texturing from framebuffer with incompatible format 8888 != 565 at 04054000
Star Wars: The Force Unleashed v1.10.3-473-gbf18817fe 2026-08-31 Texturing from framebuffer with incompatible format 8888 != 5551 at 04154000
Burnout Legends v1.10.3-387-g6ca01d588 2026-09-06 Texturing from framebuffer with incompatible format 8888 != 5551 at 04110000
Need for Speed™ Shift v1.10.3-387-g6ca01d588 2023-01-11 Texturing from framebuffer with incompatible format 5551 != 8888 at 04110000
The Sims™ 2 Pets v1.10.3-387-g6ca01d588 2023-01-12 Texturing from framebuffer with incompatible format 8888 != 565 at 04000000
The Sims™ 2 Castaway v1.10.3-387-g6ca01d588 2023-01-10 Texturing from framebuffer with incompatible format 8888 != 565 at 04000000
eFootball Chelito 19 v1.9.4 2026-09-17 sceDmacMemcpy(dest=040cc000, src=086ce940, size=1251008): overlapping read
eFootball Chelito 19 v1.13.2 2026-03-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 34520
Die Simpsons™ - Das Spiel v1.10.3-387-g6ca01d588 2022-11-14 3 depal unsupported: shift=7 mask=fe offset=0
Burnout™ Legends v1.10.3-387-g6ca01d588 2022-10-31 Texturing from framebuffer with incompatible format 8888 != 5551 at 04110000
Tactics Ogre™: Let Us Cling Together™ v1.10.3-387-g6ca01d588 2022-10-31 Texturing from framebuffer with incompatible format 8888 != 5551 at 04000000
Tom Clancy's Ghost Recon® Predator v1.10.3-387-g6ca01d588 2023-02-14 Texturing from framebuffer with incompatible format 5551 != 8888 at 04198000
Star Wars: The Force Unleashed v1.10.3-387-g6ca01d588 2022-10-22 Texturing from framebuffer with incompatible format 565 != 5551 at 04154000
Grand Theft Auto: Liberty City Stories v1.10.3-387-g6ca01d588 2022-11-12 Texturing from framebuffer with incompatible format 565 != 8888 at 04000000
eFootball Chelito 19 v1.9.4 2026-09-17 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball Chelito 19 v1.9.4 2026-09-17 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball Chelito 19 v1.9.4 2026-09-17 Savedata version requested on save: 3
eFootball Chelito 19 v1.9.4 2026-09-17 Savedata version requested: 3
God of War™: Ghost of Sparta v1.10.3-387-g6ca01d588 2022-01-12 Ignoring possible texturing from framebuffer at 04118000 +0x147 / 480x272
eFootball PES 2021 By GABRIEL v1.9.4 2026-09-17 Savedata version requested: 3
eFootball PES 2021 By GABRIEL v1.9.4 2026-09-17 Savedata version requested on save: 3
DISSIDIA® 012[duodecim]™ FINAL FANTASY® v1.10.3-495-g738549748 2026-08-28 Texturing from framebuffer with incompatible format 5551 != 8888 at 040cc000
Midnight Club 3: DUB Edition v1.6.3 2025-02-28 WriteToHardware: Invalid address 44d63207 near PC 08833eb4 LR 08833ca0
Midnight Club 3: DUB Edition v1.6.3 2025-02-28 ReadFromHardware: Invalid address 44d6320f near PC 08833eb0 LR 08833ca0
Midnight Club 3: DUB Edition v1.6.3 2025-02-28 ReadFromHardware: Invalid address 44d631ff near PC 08833c54 LR 08836a94
Split/Second Velocity v1.10.3-387-g6ca01d588 2021-08-15 Texturing from framebuffer with incompatible format 4444 != 565 at 041bc000
Split/Second Velocity v1.10.3-534-g77ac80dc0 2021-08-16 Ignoring possible texturing from framebuffer at 041b8000 +0x128 / 256x256
Prince of Persia - Revelations v1.10.3-387-g6ca01d588 2021-06-08 Unknown GetPointer 00000000 PC 0881744c LR 08c028ac
FIFA 14 v1.10.3-495-g738549748 2026-09-07 Texturing from framebuffer with incompatible format 8888 != 5551 at 04000000
GTA: Liberty City Stories v1.10.3-495-g738549748 2023-01-12 Texturing from framebuffer with incompatible format 565 != 8888 at 04000000
Prince of Persia - Rival Swords v1.10.3-387-g6ca01d588 2021-04-13 Texturing from framebuffer with incompatible format 5551 != 8888 at 04110000
Silent Hill®: Origins v1.10.3-387-g6ca01d588 2021-04-12 sceDmacMemcpy(dest=09925e20, src=0989de00, size=557056): overlapping read
FIFA 14 v1.10.3-495-g738549748 2022-05-05 Texturing from framebuffer with incompatible format 8888 != 5551 at 04000000
Prince of Persia - Revelations v1.10.3-495-g738549748 2022-03-17 Texturing from framebuffer with incompatible format 5551 != 8888 at 04110000
FIFA 14 v1.10.3-495-g738549748 2022-12-02 Texturing from framebuffer with incompatible format 8888 != 5551 at 04000000
Star Wars: The Force Unleashed v1.10.3-495-g738549748 2023-02-08 Texturing from framebuffer with incompatible format 8888 != 5551 at 04154000
Split/Second v1.10.3-387-g6ca01d588 2020-12-30 Texturing from framebuffer with incompatible format 4444 != 565 at 04114000
NBA STREET Showdown v1.11.3 2026-09-12 Module linking debug info: sceNetIfhandle_driver ver=0000, flags=0009, size=5, numVars=0, numFuncs=10, nidData=0822f114, firstSym=0822ee1c, varData=00000000, extra=00000000 sceMemab_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=11, nidData=0822f0e8, firstSym=0822edc4, varData=00000000, extra=00000000 SysclibForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=3, nidData=0822f098, firstSym=0822ed24, varData=00000000, extra=00000000 ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=17, nidData=0822f0a4, firstSym=0822ed3c, varData=00000000, extra=00000000 InterruptManagerForKernel ver=0000, flags=0009, size=5, numVars=0, numFuncs=2, nidData=0822f090, firstSym=0822ed14, varData=00000000, extra=00000000
NBA STREET Showdown v1.11.3 2026-09-12 Module linking debug info: ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08228844, firstSym=082286c0, varData=00000000, extra=00000000 sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228854, firstSym=082286e0, varData=00000000, extra=00000000 semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228858, firstSym=082286e8, varData=00000000, extra=00000000