To see your stuff show here, enable Compatibility Server Reports in PPSSPP.
Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.
| Game title |
Version |
Latest Report |
Hits |
Message |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.10.3 |
2024-01-11 |
1 |
MIPSCompileOp: Invalid instruction b798e5e0 |
| Midnight Club L.A. Remix |
v1.10.3 |
2024-01-11 |
1 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167508176 |
| Midnight Club L.A. Remix |
v1.10.3 |
2024-01-11 |
1 |
sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006 |
| Midnight Club L.A. Remix |
v1.10.3 |
2024-01-11 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8 |
| Midnight Club L.A. Remix |
v1.10.3 |
2024-01-11 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x616403ba |
| Midnight Club L.A. Remix |
v1.10.3 |
2024-01-11 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999 |
| Midnight Club L.A. Remix |
v1.10.3 |
2024-01-11 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca |
| Midnight Club L.A. Remix |
v1.10.3 |
2024-01-11 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x18260574 |
| Midnight Club L.A. Remix |
v1.10.3 |
2024-01-11 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e |
| Midnight Club L.A. Remix |
v1.10.3 |
2024-01-11 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x86255ada |
| Midnight Club L.A. Remix |
v1.10.3 |
2024-01-11 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x8125221d |
| Midnight Club L.A. Remix |
v1.10.3 |
2024-01-11 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x4e3a1105 |
| Midnight Club L.A. Remix |
v1.10.3 |
2024-01-11 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x3f53e640 |
| Midnight Club L.A. Remix |
v1.10.3 |
2024-01-11 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x28b6489c |
| Midnight Club L.A. Remix |
v1.10.3 |
2024-01-11 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0xd6da4ba1 |
| Midnight Club L.A. Remix |
v1.10.3 |
2024-01-11 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x278c0df5 |
| SBK®09 Superbike World Championship |
v1.9.4 |
2026-04-03 |
5 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08ff6db0): duplicate handler |
| eFootball Libertadores 2K23 by lasso y total G |
v1.10.3 |
2024-01-11 |
1 |
Jump to invalid address: 0fc00000 PC 083e7b74 LR 08fcb260 |
| eFootball Libertadores 2K23 by lasso y total G |
v1.10.3 |
2024-01-11 |
1 |
Jump to invalid address: 0fc00000 PC 083e7b44 LR 08fcb260 |
| eFootball Libertadores 2K23 by lasso y total G |
v1.10.3 |
2024-01-11 |
1 |
Jump to invalid address: 0fc00000 PC 083e7b14 LR 08fcb260 |
| eFootball Libertadores 2K23 by lasso y total G |
v1.10.3 |
2024-01-11 |
4 |
MIPSCompileOp: Invalid instruction 00ff00ff |
| eFootball Libertadores 2K23 by lasso y total G |
v1.10.3 |
2024-01-11 |
1 |
Jump to invalid address: 0ffc03fc PC 083e7ac0 LR 08fcb260 |
| eFootball Libertadores 2K23 by lasso y total G |
v1.10.3 |
2024-01-11 |
1 |
MIPSCompileOp: Invalid instruction 00ffffff |
| eFootball Libertadores 2K23 by lasso y total G |
v1.10.3 |
2024-01-11 |
1 |
MIPSCompileOp: Invalid instruction 00ff0fff |
| eFootball Libertadores 2K23 by lasso y total G |
v1.10.3 |
2024-01-11 |
6 |
Trying to compile instruction 00000ff0 that can't be interpreted |
| eFootball Libertadores 2K23 by lasso y total G |
v1.10.3 |
2024-01-11 |
2 |
Trying to compile instruction 0000fff0 that can't be interpreted |
| eFootball Libertadores 2K23 by lasso y total G |
v1.10.3 |
2024-01-11 |
1 |
MIPSCompileOp: Invalid instruction 00000fff |
| eFootball Libertadores 2K23 by lasso y total G |
v1.10.3 |
2024-02-19 |
3 |
Jump to invalid address: 0326e294 PC 08fcb25c LR 08fcb22c |
| FIFA 13 |
v1.10.3 |
2024-01-10 |
21 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULJS00236DATA/DATA.CPK, 09f949b0, 00000002) |
| eFootball Asia 2024 Vito |
v1.9.3 |
2024-05-09 |
8 |
Savedata version requested on save: 3 |
| eFootball Chelito 19 |
v1.17.1 |
2025-10-11 |
5 |
WriteToHardware: Invalid address 00000000 near PC 08811210 LR 0882bc04 |
| eFootball Chelito 19 |
v1.10.3 |
2024-01-09 |
1 |
Render to texture with different strides 128 != 32 |
| SBK®09 Superbike World Championship |
v1.10.3 |
2024-01-09 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0908fc60): duplicate handler |
| NEED FOR SPEED™ UNDERCOVER |
v1.10.3 |
2024-01-09 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148992984 |
| NEED FOR SPEED™ UNDERCOVER |
v1.10.3 |
2024-01-09 |
2 |
sceKernelCreateSema(RealSignal) unsupported options parameter, size = 149032320 |
| NEED FOR SPEED™ UNDERCOVER |
v1.10.3 |
2024-01-09 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 151754240 |
| Crash™ Tag Team Racing |
v1.10.3 |
2024-01-08 |
2 |
80630006=sceAtracSetDataAndGetID(099a8840, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.10.3 |
2024-01-08 |
4 |
80630006=sceAtracSetDataAndGetID(09bd0700, 00014000): invalid RIFF header |
| eFootball |
v1.9.4 |
2026-02-24 |
2,124 |
Savedata version requested on save: 3 |
| eFootball Chelito 19 |
v1.9.4 |
2025-05-02 |
20 |
MIPSCompileOp: Invalid instruction cc092c0c |
| eFootball Chelito 19 |
v1.10.3 |
2024-01-07 |
1 |
MIPSCompileOp: Invalid instruction 02027f7f |
| eFootball Chelito 19 |
v1.7.2 |
2024-09-13 |
25 |
MIPSCompileOp: Invalid instruction 7f7f7f7f |
| eFootball Chelito 19 |
v1.10.3 |
2024-01-07 |
2 |
MIPSCompileOp: Invalid instruction 7f7f0202 |
| eFootball Chelito 19 |
v1.10.3 |
2024-01-07 |
14 |
MIPSCompileOp: Invalid instruction 47474747 |
| eFootball Chelito 19 |
v1.10.3 |
2024-01-07 |
1 |
MIPSCompileOp: Invalid instruction 47470202 |
| eFootball Chelito 19 |
v1.10.3 |
2024-01-07 |
1 |
MIPSCompileOp: Invalid instruction 00037777 |
| eFootball Chelito 19 |
v1.15.3 |
2026-02-08 |
3 |
MIPSCompileOp: Invalid instruction 00007201 |
| eFootball |
v1.9.4 |
2026-09-07 |
180 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| The Godfather® |
v1.10.3 |
2024-01-06 |
1 |
Render to texture with incompatible formats 0 != 3 at 0414c000 |
| PES FL 2022 |
v1.8.0 |
2024-11-30 |
1,022 |
Savedata version requested on save: 3 |
| PES FL 2022 |
v1.9.4 |
2026-10-13 |
2,764 |
Savedata version requested on save: 3 |
| PES FL 2022 |
v1.17.1 |
2024-11-25 |
178 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.12.3 |
2026-08-31 |
75 |
80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.10.3 |
2024-02-11 |
3 |
BJUMP to illegal address 0a33a568 - ignoring! data=ca0828 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.8.0 |
2024-07-05 |
2 |
Bad index address 0a5ef9b1! |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.10.3 |
2024-01-05 |
1 |
00000000=sceUtilityScreenshotInitStart(0989cda8) |
| God of War™: Ghost of Sparta |
v1.10.3 |
2024-01-05 |
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 r10p0-00rel0 [Revision 96995].
01f34515:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3
#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 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 vec4 u_ambient;
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 - 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 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
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 ;
}
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
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 * 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_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_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u |
| God of War™: Ghost of Sparta |
v1.10.3 |
2024-01-05 |
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 r10p0-00rel0 [Revision 96995].
01f34515:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3
#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 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 vec4 u_ambient;
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 - 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 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
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 ;
}
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
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 * 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_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_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffus |
| FIFA 12 |
v1.10.3 |
2024-01-04 |
1 |
Error in shader program link: info: Error: input v_texcoordNC0 not declared in output from previous stage.
Error: Linking failed.
fs: postshader
#ifdef GL_ES
precision mediump float;
#endif
//Note : Recommend to use PPSSPP v1.1.1-183-gb411fc0 or newer for full functionality, there were some bugs in earlier versions.
//Note2 : Upscaling, smoothing and sharpening filters are not set to be mixed between each other since the results are pointless(they counter each other).
// Awas ngelag! :u
//======================================================================================================================================================================
//SMOOTHING FILTERS: //If you love smooth graphics ~ those are also great for downscaling - to do that, you need to use higher rendering res than your display res
//================
#define FXAA 1 //ON:1/OFF:0 /default FXAA, orginal info below
//================
#define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering
#define Gsmoothing 2.5 //Default: 3.5 /increase for smoother(blurry) graphics
//================
#define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242
//================
//SHARPENING FILTERS: //if you need very sharp image, add lots of aliasing
//================
#define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default
#define value 0.98 //Default: 7.5 /higher = more visible effect
//================
#define S_COM_V2 0 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate
#define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect
//================
//UPSCALING FILTERS: //To use those, you have to set rendering res to smaller than window/display size(x1 for best results) and screen scaling filter to "nearest"
//Starting from v1.1.1-28-g70e9979 you can also add Upscaling=True to ini file(check example) to do it automatically
//================
#define xBR 1 //ON:1/OFF:0 /5xBR upscale, nice for 2D games especially those that might be buggy with higher rendering res, initially made by Hyllian - license below
#define VariantB 0 //ON:1/OFF:0 /slightly less effect on fonts, dots and other small details
//================
#define xHQ 0 //ON:1/OFF:0 same as 4xHQ in PPSSPP, but actually using output resolution
#define scaleoffset 0.75 //Default: 0.75 /you can tweek it between 0.5 and 1.0, Note: to little = no effect, to high = ugliness
//================
//OTHER FILTERS: //Most effects from here on can be fully mixed without loosing previous effects. Exceptions: Natural Colors, Advanced Cartoon
//================
#define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/
#define KIMOCHI 1 //Senpai!
#define samples 3 //Default: 4 /higher = more glow, worse performance
#define quality 0.22 //Default: 0.18 /lower = smaller glow, better quality
#define Bpower 1.0 //Default: 1.0 /amount of bloom mixed
//================
#define COLORED 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o
#define Cpower 0.69 //Default: 0.5 /strenght of the effect
//================
#define NATURALC 0 //ON:1/OFF:0 /by popular demand, natular colors, note: this shader can't be fully mixed with smoothing/sharpening/upscaling effects
#define ncpower 0.5 //Default:0.5 / higher = more natural color, check note line above
//================
#define ACARTOON 0 //ON:1/OFF:0 Advanced Cartoon from Guest shader pack
#define th 0.10 //Default: 0.10 /outlines sensitivity, recommended from 0.00...0.50
#define |
| テイルズ オブ ザ ワールド レディアント マイソロジー3 |
v1.10.3 |
2024-01-04 |
1 |
Jump to invalid address: 02a34550 PC 08d331c0 LR 08d331c0 |
| eFootball PES PPSSPP Mazdy Official |
v1.10.3 |
2024-01-04 |
1 |
sceMp3Init: invalid data: not layer 3 |
| Fate/EXTRA CCC |
v1.10.3 |
2024-01-05 |
5 |
Render to area containing texture at 04044000 +0x138 |
| eFootball Chelito 19 |
v1.7.1 |
2025-05-22 |
3 |
MIPSCompileOp: Invalid instruction 00000075 |
| eFootball Chelito 19 |
v1.7.1 |
2025-05-22 |
3 |
MIPSCompileOp: Invalid instruction 00000fce |
| eFootball Chelito 19 |
v1.7.1 |
2025-05-22 |
12 |
MIPSCompileOp: Invalid instruction 05060502 |
| eFootball Chelito 19 |
v1.7.1 |
2025-05-22 |
3 |
MIPSCompileOp: Invalid instruction 00000fbc |
| eFootball Chelito 19 |
v1.7.1 |
2025-05-22 |
3 |
MIPSCompileOp: Invalid instruction 00000fbb |
| eFootball Chelito 19 |
v1.7.1 |
2025-05-22 |
3 |
MIPSCompileOp: Invalid instruction 00000fba |
| eFootball Chelito 19 |
v1.7.1 |
2025-05-22 |
12 |
MIPSCompileOp: Invalid instruction 06070502 |
| eFootball Chelito 19 |
v1.7.1 |
2025-05-22 |
3 |
MIPSCompileOp: Invalid instruction 00000fb9 |
| eFootball Chelito 19 |
v1.9.2 |
2025-05-22 |
4 |
MIPSCompileOp: Invalid instruction 002b393e |
| eFootball Chelito 19 |
v1.8.0 |
2025-05-22 |
3 |
MIPSCompileOp: Invalid instruction 0000313e |
| eFootball Chelito 19 |
v1.7.1 |
2025-05-22 |
2 |
MIPSCompileOp: Invalid instruction 00133e3e |
| eFootball Chelito 19 |
v1.10.3 |
2024-01-04 |
1 |
MIPSCompileOp: Invalid instruction b6afe23e |
| eFootball Chelito 19 |
v1.10.3 |
2024-01-04 |
1 |
MIPSCompileOp: Invalid instruction 434343e2 |
| eFootball Chelito 19 |
v1.10.3 |
2024-01-04 |
1 |
MIPSCompileOp: Invalid instruction cfeb43af |
| eFootball Chelito 19 |
v1.10.3 |
2024-01-04 |
1 |
MIPSCompileOp: Invalid instruction 43af002b |
| eFootball Chelito 19 |
v1.7.5 |
2025-05-22 |
4 |
Branch in RSZeroComp delay slot at 0001000c in block starting at 00010000 |
| eFootball Chelito 19 |
v1.7.5 |
2025-05-22 |
4 |
MIPSCompileOp: Invalid instruction 63163801 |
| WWE 2K16 REMASTERED VERSION |
v1.10.3 |
2024-02-25 |
2 |
80630007=sceAtracSetData(2, 08d4b180, 00005150): atracID uses different codec type than data |
| WWE 2K16 REMASTERED VERSION |
v1.17.1 |
2024-05-09 |
4 |
80630007=sceAtracSetData(3, 08d4b180, 00018000): atracID uses different codec type than data |
| WWE 2K16 REMASTERED VERSION |
v1.10.3 |
2024-04-19 |
8 |
Render to area containing texture at 040cc000 +64x0 |
| Resistance: Retribution™ |
v1.10.3 |
2024-01-03 |
1 |
80631003=sceAtracSetAA3DataAndGetID(04060004, 10090000, 00000000, 09fcc9b8[ffffffff]): invalid ea3 magic bytes |
| eFootball Chelito 19 |
v1.8.0 |
2025-08-26 |
47 |
MIPSCompileOp: Invalid instruction 00ffffff |
| EFOOTBALL 2023 BY TEGA GAMING |
v1.10.3 |
2024-10-31 |
46 |
sceMp3Init: invalid data: not 44.1kHz |
| SBK®08 Superbike World Championship |
v1.10.3 |
2024-01-03 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 094c8b70): duplicate handler |
| WWE SmackDown vs. RAW 2K23 |
v1.9.2 |
2025-02-26 |
7 |
80630007=sceAtracSetData(2, 08d4b180, 00007568): atracID uses different codec type than data |
| eFootball Chelito 19 |
v1.10.3 |
2024-01-02 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 14 |
| eFootball Chelito 19 |
v1.13.2 |
2026-04-21 |
52 |
sceKernelCreateSema(RealSignal) unsupported options parameter, size = 612 |
| eFootball Chelito 19 |
v1.11.3 |
2024-07-04 |
4 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145232488 |
| eFootball Chelito 19 |
v1.11.3 |
2024-07-04 |
4 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145224280 |
| Dragon Ball Z: Budokai Tenkaichi 3 PSP JJake_J |
v1.10.3 |
2024-01-02 |
1 |
WriteToHardware: Invalid address 0000000c near PC 0880de04 LR 0880de08 |
| Dragon Ball Z: Budokai Tenkaichi 3 PSP JJake_J |
v1.17.1 |
2024-08-11 |
14 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| Need For Speed™ ProStreet |
v1.10.3 |
2024-01-02 |
1 |
Module linking debug info:
ThreadManForKernel ver=0000, flags=0001, size=5, numVars=0, numFuncs=4, nidData=08228644, firstSym=082284c0, varData=00000000, extra=00000000
sceIdStorage_driver ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228654, firstSym=082284e0, varData=00000000, extra=00000000
semaphore ver=0000, flags=0001, size=5, numVars=0, numFuncs=1, nidData=08228658, firstSym=082284e8, varData=00000000, extra=00000000
|
| Need For Speed™ ProStreet |
v1.10.3 |
2024-01-02 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145042384 |
| Need For Speed™ ProStreet |
v1.10.3 |
2024-01-02 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771644 |
| eFootball Chelito 19 |
v1.9.4 |
2026-11-06 |
3,486 |
80630006=sceAtracSetDataAndGetID(09a25200, 00002000): invalid RIFF header |
| FIFA 22 By Tutoriales Bendezu |
v1.10.3 |
2024-01-01 |
1 |
Render to texture with different formats 0 != 3 |
| FIFA 22 By Tutoriales Bendezu |
v1.10.3 |
2024-01-01 |
1 |
Render to texture with different strides 1024 != 512 |
| EFOOTBALL 2023 PSP OFFICIAL |
v1.10.3 |
2023-12-31 |
1 |
80630006=sceAtracSetDataAndGetID(09a25200, 00003800): invalid RIFF header |