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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
|