Recent logs - v1.10.3

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Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
EA SPORTS™ FIGHT NIGHT Round 3 v1.10.3 2023-10-13 1 Unknown syscall in known module 'sceNpService': 0x75dacb57
EA SPORTS™ FIGHT NIGHT Round 3 v1.10.3 2023-10-13 1 Unknown syscall in known module 'sceNpService': 0x72a1ce0d
EA SPORTS™ FIGHT NIGHT Round 3 v1.10.3 2023-10-13 1 Unknown syscall in known module 'sceNpService': 0x66c64821
SOULCALIBUR: Broken Destiny v1.10.3 2023-10-13 1 Unknown syscall in known module 'sceNpAuth': 0x5a3cb57a
MotorStorm®: Arctic Edge v1.10.3 2023-10-13 1 80020001=sceKernelCreateSema(): invalid name
Mortal Kombat: Unchained v1.10.3 2023-10-13 1 Render to texture with incompatible formats 3 != 1 at 04000000
eFootball By TM ARTS v1.9.4 2025-05-04 259 80630006=sceAtracSetDataAndGetID(09a25200, 00001000): invalid RIFF header
Pro Evolution Soccer 6 v1.18.1 2025-05-06 5 MIPSCompileOp: Invalid instruction 01010101
eFootball Chelito 19 v1.9.4 2025-12-13 67 807f00fd=sceMp3Init(00000000): invalid sample rate v3 l3 rate 03
eFootball 2024 Beta By Tutoriales Bendezu v1.9.4 2025-07-30 1,020 MIPSCompileOp: Invalid instruction 01010101
eFootball Chelito 19 v1.9.4 2026-11-06 8,246 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header
SBK®09 Superbike World Championship v1.10.3 2023-10-11 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08f9aa60): duplicate handler
WWE SmackDown vs. RAW 2K23 v1.9.2 2024-11-29 9 80630007=sceAtracSetData(2, 08d4b180, 0000bc80): atracID uses different codec type than data
EFOOTBALL NEW PATCH SEASON 2024 v1.9.4 2024-10-24 196 807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0000
EFOOTBALL NEW PATCH SEASON 2024 v1.9.4 2025-11-23 641 sceMp3Init: invalid data: not layer 3
EFOOTBALL NEW PATCH SEASON 2024 v1.9.4 2026-11-07 45,811 Savedata version requested on save: 3
eFootball Libertadores 2K23 by lasso y total G v1.18.1 2025-02-04 6 MIPSCompileOp: Invalid instruction 780a3e11
BLEACH ~ヒート・ザ・ソウル7~ v1.10.3 2023-10-09 1 80020001=sceKernelCreateSema(): invalid name
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-10-17 55 80630007=sceAtracSetData(2, 08d4b180, 000033c8): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-08-22 55 80630007=sceAtracSetData(2, 08d4b180, 000040e8): atracID uses different codec type than data
SBK-07 v1.16.6 2023-11-25 4 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0920eeb0): duplicate handler
SBK-07 v1.10.3 2023-10-09 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0925a490): duplicate handler
SBK-07 v1.12.2 2023-11-13 7 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 090aed60): duplicate handler
eFootball Chelito 19 v1.8.0 2026-09-14 27 WriteToHardware: Invalid address 00000004 near PC 08863d74 LR 08856c34
RESISTANCE® ~報復の刻~ v1.10.3 2023-10-09 1 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 r8p0-00dev0 [Revision 96995]. 01f05551:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 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; 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 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 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); 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; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); 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 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u
RESISTANCE® ~報復の刻~ v1.10.3 2023-10-09 1 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 r8p0-00dev0 [Revision 96995]. 01f05551:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 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; 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 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 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); 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; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); 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 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal);
RESISTANCE® ~報復の刻~ v1.10.3 2023-10-09 1 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 r8p0-00dev0 [Revision 96995]. 01f15551:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp: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 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 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); 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; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); 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 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0
RESISTANCE® ~報復の刻~ v1.10.3 2023-10-09 1 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 r8p0-00dev0 [Revision 96995]. 01f15551:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 #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 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 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); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); 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 * color0.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 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_light
WWE SmackDown vs. RAW 2K23 v1.9.2 2026-05-02 9 80630007=sceAtracSetData(2, 08d4b180, 00005a10): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-08-01 8 80630007=sceAtracSetData(2, 08d4b180, 0000c770): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2025-08-04 10 80630007=sceAtracSetData(2, 08d4b180, 00006848): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2025-12-04 11 80630007=sceAtracSetData(2, 08d4b180, 00002f68): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-11-07 72 80630007=sceAtracSetData(2, 08d4b180, 00002c20): atracID uses different codec type than data
Equipe Passe de Pacths v1.11.3 2025-10-08 602 Savedata version requested on save: 3
Sharing Station v1.9.3 2026-05-03 6 Trying to relocate non-loaded section .debug_info, ignoring
Sharing Station v1.9.3 2026-05-03 5 Trying to relocate non-loaded section .pdr, ignoring
Sharing Station v1.9.3 2026-05-03 6 Trying to relocate non-loaded section .debug_frame, ignoring
Sharing Station v1.9.3 2026-05-03 6 Trying to relocate non-loaded section .debug_aranges, ignoring
Sharing Station v1.9.3 2026-05-03 6 Trying to relocate non-loaded section .debug_line, ignoring
Sharing Station v1.9.3 2026-05-03 6 Trying to relocate non-loaded section .debug_pubnames, ignoring
eFootball Chelito 19 v1.9.4 2025-10-23 95 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 000f
eFootball PES 2023 Danilo Gamer v1.16.6 2024-01-11 36 MIPSCompileOp: Invalid instruction 4420a800
eFootball 2024 Beta By Tutoriales Bendezu v1.4.2 2025-01-02 15 WriteToHardware: Invalid address 00000004 near PC 08863d6c LR 08849a58
EFOOTBALL 2023 BY TEGA GAMING v1.9.4 2025-09-02 18 Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a
EFOOTBALL 2023 BY TEGA GAMING v1.9.4 2025-09-02 21 Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f
eFooTBall Play Cesar Patch v1.9.4 2026-08-22 2,835 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header
SBK-07 v1.10.3 2023-10-06 2 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09a61b40): duplicate handler
SBK-07 v1.10.3 2023-10-06 4 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 096a7260): duplicate handler
SBK-07 v1.10.3 2023-10-06 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08eb9300): duplicate handler
SBK-07 v1.10.3 2023-10-06 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 099f8940): duplicate handler
SBK-07 v1.10.3 2023-10-06 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 092e6af0): duplicate handler
SBK-07 v1.10.3 2023-10-06 2 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 093f6420): duplicate handler
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.9.4 2024-09-11 35 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 0000
eFootball Chelito 19 v1.9.4 2026-05-28 5 Render to texture with different formats 0 != 3
eFootball Chelito 19 v1.9.4 2024-03-03 3 Render to texture with different strides 1024 != 512
eFootball Chelito 19 v1.9.4 2024-10-03 5 Render to area containing texture at 04162000 +256x0
eFootball By TM ARTS v1.9.4 2024-08-09 792 sceMp3Init: invalid data: not layer 3
EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON v1.10.3 2023-10-05 1 807f00fd=sceMp3Init(00000000): invalid bitrate v0 l1 rate 000f
EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON v1.9.4 2024-07-15 11 sceMp3Init: invalid data: not MPEG v1
Kenka Bancho: Badass Rumble v1.10.3 2023-10-05 1 00000000=sceUtilityScreenshotInitStart(093c2e30)
Kenka Bancho: Badass Rumble v1.10.3 2023-10-05 1 00000000=sceUtilityScreenshotInitStart(093c43e0)
Kenka Bancho: Badass Rumble v1.10.3 2023-10-05 1 00000000=sceUtilityScreenshotInitStart(093c4250)
Kenka Bancho: Badass Rumble v1.10.3 2023-10-05 1 00000000=sceUtilityScreenshotInitStart(093c2f90)
Spider-Man 3 v1.10.3 2023-10-05 2 80000107=sceDisplaySetFrameBuf(00000000, 512, 3, 0): must change latched framebuf first
eFootball Chelito 19 v1.17.1 2026-06-16 131 807f00fd=sceMp3Init(00000000): invalid sample rate v2 l2 rate 03
eFootball Chelito 19 v1.9.4 2026-03-31 172 807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 0005
WWE 2K20 REMASTERED VERSION v1.17.1 2024-04-30 20 80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data
eFootball PES 2021 By GABRIEL v1.10.3 2023-10-05 1 MIPSCompileOp: Invalid instruction 6e4df882
eFootball PES 2021 By GABRIEL v1.10.3 2023-10-05 1 MIPSCompileOp: Invalid instruction 46a1df88
eFootball By TM ARTS v1.10.3 2023-10-04 1 WriteToHardware: Invalid address 13ad8e4c near PC 0886727c LR 08867fc4
Split/Second Velocity v1.10.3 2023-10-04 1 Render to area containing texture at 04044000 +0x28
eFootball Chelito 19 v1.10.3 2023-10-04 1 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 149850768
eFootball Chelito 19 v1.10.3 2023-10-04 1 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 149849880
eFootball Chelito 19 v1.10.3 2023-10-04 1 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146951504
eFootball Chelito 19 v1.10.3 2023-10-04 1 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145972200
eFootball Chelito 19 v1.10.3 2023-10-04 1 Module linking debug info: sceNetIfhandle_driver ver=0000, flags=0009, size=5, numVars=0, numFuncs=10, nidData=0822ef14, firstSym=0822ec1c, varData=00000000, extra=00000000 sceMemab_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=11, nidData=0822eee8, firstSym=0822ebc4, varData=00000000, extra=00000000 SysclibForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=3, nidData=0822ee98, firstSym=0822eb24, varData=00000000, extra=00000000 ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=17, nidData=0822eea4, firstSym=0822eb3c, varData=00000000, extra=00000000 InterruptManagerForKernel ver=0000, flags=0009, size=5, numVars=0, numFuncs=2, nidData=0822ee90, firstSym=0822eb14, varData=00000000, extra=00000000
WWE SmackDown vs. RAW 2K23 v1.9.4 2024-11-02 9 80630007=sceAtracSetData(2, 08d4b180, 0000cf18): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.7.5 2024-08-23 8 80630007=sceAtracSetData(2, 08d4b180, 000060a0): atracID uses different codec type than data
eFootball PES 2020 "C19" v1.10.3 2023-10-03 2 __KernelStopThread: thread 418 does not exist
PRO EVOLUTION SOCCER MYMAXFFY EDITION v1.13.1 2024-05-13 3,632 Savedata version requested on save: 3
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.10.3 2023-10-01 2 __KernelStopThread: thread 367 does not exist
PES ASIA (SeziaMod) v1.7.5 2026-11-03 20 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball PES 2020 "C19" v1.10.3 2023-10-01 2 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
PRO EVOLUTION SOCCER MYMAXFFY EDITION v1.17.1 2024-05-13 157 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
SBK®09 Superbike World Championship v1.10.3 2023-10-01 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092ac820): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-04-04 5 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0905ab30): duplicate handler
eFootball Chelito 19 v1.10.3 2023-10-01 6 MIPSCompileOp: Invalid instruction 71e66038
WWE SmackDown vs. RAW 2K23 v1.16.3 2024-02-25 2 80630007=sceAtracSetData(2, 08d4b180, 00004548): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.2 2026-10-04 11 80630007=sceAtracSetData(2, 08d4b180, 00006ca8): atracID uses different codec type than data
Buzz!™: Master Quiz v1.10.3 2023-09-30 54 scePsmfPlayerChangePlayMode(08debeac, 0, 0): play speed not changed
EFOOTBALL HEND ASEAN v1.9.4 2025-03-12 188 Savedata version requested on save: 3
WWE SmackDown vs. RAW 2K23 v1.16.6 2024-04-28 6 80630007=sceAtracSetData(2, 08d4b180, 0000b820): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.16.6 2024-09-15 4 80630007=sceAtracSetData(2, 08d4b180, 00001988): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2025-02-05 11 80630007=sceAtracSetData(2, 08d4b180, 000061b8): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2025-10-05 29 80630007=sceAtracSetData(2, 08d4b180, 00007f00): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-05-21 18 80630007=sceAtracSetData(2, 08d4b180, 00009638): atracID uses different codec type than data
TEKKEN DARK RESURRECTION v1.10.3 2023-09-30 1 WriteToHardware: Invalid address 00000000 near PC 08a24df8 LR 08a24d38
Def Jam® Fight For NY™: The Takeover v1.16.6 2024-03-23 2 sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 00000685): duplicate handler
SBK-07 v1.10.3 2023-09-30 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0909ee50): duplicate handler
SBK-07 v1.10.3 2023-09-30 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 094947d0): duplicate handler

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