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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 |
| eFootball Chelito 19 |
v1.9.4 |
2025-08-26 |
6 |
MIPSCompileOp: Invalid instruction 0000000e |
| Patapon 3 Overhaul Public Demo |
v1.10.3 |
2025-07-02 |
3 |
WriteToHardware: Invalid address 00000024 near PC 08ac80b4 LR 08ac80b4 |
| Pro Evolution Soccer 2011 |
v1.10.3 |
2024-03-04 |
5 |
sceKernelCreateThread(name=ScePafJob): unsupported attributes 00000008 |
| Pro Evolution Soccer 2011 |
v1.10.3 |
2024-03-04 |
1 |
sceKernelCreateThread(name=ScePafThread): unsupported attributes 00000008 |
| eFOOTBALL PSP GAME BY NEXTGEN |
v1.9.4 |
2025-05-05 |
16 |
Savedata version requested on save: 3 |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-10-07 |
163 |
80630007=sceAtracSetData(2, 08d4b180, 00006000): atracID uses different codec type than data |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
1 |
Unknown syscall in known module 'SysclibForKernel': 0xb49a7697 |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145349120 |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
2 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = -65536 |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
2 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771616 |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1 |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
2 |
sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006 |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8 |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0x616403ba |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999 |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0x18260574 |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0x86255ada |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0x8125221d |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0x278c0df5 |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
2 |
sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006 |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
5 |
Unknown syscall in known module 'ThreadManForKernel': 0xd6da4ba1 |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
2 |
sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006 |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
2 |
Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE. |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
2 |
Ignoring func export sceNetIfhandle/c80181a2, already implemented in HLE. |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0x39810265 |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0xaf36d708 |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0x89b3d48c |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0x56c039b5 |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0x1fb15a32 |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
2 |
Unknown syscall in known module 'ThreadManForKernel': 0x58b1f937 |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
6 |
Unknown syscall in known module 'ThreadManForKernel': 0x4e3a1105 |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
6 |
Unknown syscall in known module 'ThreadManForKernel': 0x3f53e640 |
| eFootball 2024 By Master Pes |
v1.10.3 |
2024-03-04 |
6 |
Unknown syscall in known module 'ThreadManForKernel': 0x28b6489c |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.9.4 |
2024-11-08 |
22 |
Render to area containing texture at 040cc000 +64x0 |
| WWE 2K BY ANTP |
v1.10.3 |
2024-03-03 |
1 |
Render to area containing texture at 040cc000 +64x0 |
| Mortal Kombat: Unchained |
v1.10.3 |
2024-03-03 |
1 |
MIPSCompileOp: Invalid instruction 479d0000 |
| Mortal Kombat: Unchained |
v1.10.3 |
2024-03-03 |
2 |
MIPSCompileOp: Invalid instruction 00006739 |
| Mortal Kombat: Unchained |
v1.10.3 |
2024-03-03 |
1 |
MIPSCompileOp: Invalid instruction 7fff7fff |
| FIFA 22 By Tutoriales Bendezu |
v1.10.3 |
2024-03-03 |
1 |
Branch in RSZeroComp delay slot at 44249b7a in block starting at 44249782 |
| FIFA 22 By Tutoriales Bendezu |
v1.10.3 |
2024-03-03 |
4 |
MIPSCompileOp: Invalid instruction 7fff6739 |
| FIFA 22 By Tutoriales Bendezu |
v1.10.3 |
2024-03-03 |
4 |
MIPSCompileOp: Invalid instruction 00006739 |
| Pro Evolution Soccer 2014 |
v1.13.1 |
2024-11-26 |
23 |
Savedata version requested on save: 3 |
| PES 2020 By [email protected] |
v1.10.3 |
2024-03-11 |
7 |
Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a |
| PES 2020 By [email protected] |
v1.10.3 |
2024-03-11 |
6 |
Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.17.1 |
2024-08-02 |
3 |
sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006 |
| WWE GOD MODE 23 |
v1.8.0 |
2024-05-22 |
2 |
Render to area containing texture at 040cc000 +64x0 |
| WWE 2K14 |
v1.10.3 |
2024-03-01 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 0001f0f0): atracID uses different codec type than data |
| SOULCALIBUR: Broken Destiny |
v1.10.3 |
2024-03-01 |
1 |
Render to area containing texture at 04088000 +128x32 |
| eFootball MP New Season Patch 2024 |
v1.10.3 |
2024-03-01 |
1 |
Error in shader program link: info: cannot find a matched output for input v_texcoordNC0
cannot find a matched output for input v_texcoordNC1
cannot find a matched output for input v_texcoordNC2
cannot find a matched output for input v_texcoordNC3
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 |
| eFootball Play-C |
v1.18 |
2025-10-26 |
37 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 0000 |
| TEKKEN 6 |
v1.10.3 |
2024-02-29 |
1 |
Trying to write block exit to illegal destination 03e10008: pc = 03e00008 |
| eFootball PES By HAROUN Z |
v1.7.5 |
2026-02-22 |
4 |
Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a |
| eFootball PES By HAROUN Z |
v1.7.5 |
2026-02-22 |
5 |
Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f |
| RA-PATCH EDISI FIFA WORLD CUP 2022 |
v1.11.3 |
2024-04-03 |
69 |
Savedata version requested on save: 3 |
| WWE 2K20 REMASTERED VERSION |
v1.17.1 |
2024-04-30 |
55 |
80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data |
| WWE 2K20 REMASTERED VERSION |
v1.17.1 |
2024-04-30 |
5 |
80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data |
| WWE 2K20 REMASTERED VERSION |
v1.10.3 |
2024-04-03 |
5 |
Render to area containing texture at 040cc000 +64x0 |
| WWE 2K20 REMASTERED VERSION |
v1.10.3 |
2024-04-03 |
5 |
Rendering to framebuffer offset: 040cc000 +65x0 |
| EFOOTBALL 2023 BY TEGA GAMING |
v1.12.3-1384-gaa495cab1 |
2024-07-22 |
288 |
Savedata version requested on save: 3 |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.9.4 |
2026-05-30 |
12 |
Render to area containing texture at 040cc000 +64x0 |
| Prince of Persia - Rival Swords |
v1.10.3 |
2024-02-25 |
2 |
BlockTransfer: Bad source transfer address 38000000! |
| Prince of Persia - Rival Swords |
v1.10.3 |
2024-02-25 |
1 |
Unknown GE command : 34281b6e |
| eFootball Chelito 19 |
v1.10.3 |
2024-02-25 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 000032b0): atracID uses different codec type than data |
| eafc24 By PUTRAag07 |
v1.10.3 |
2024-02-28 |
101 |
MIPSCompileOp: Invalid instruction 01010101 |
| WWE 2K16 REMASTERED VERSION |
v1.17.1 |
2024-04-25 |
2 |
80630007=sceAtracSetData(2, 08d4b180, 00005a10): atracID uses different codec type than data |
| WWE 2K16 REMASTERED VERSION |
v1.10.3 |
2024-02-25 |
2 |
80630007=sceAtracSetData(3, 08d4b180, 00005038): atracID uses different codec type than data |
| Resistance: Retribution™ |
v1.10.3 |
2024-02-25 |
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 r10p0-00dev0 [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 |
| Resistance: Retribution™ |
v1.10.3 |
2024-02-25 |
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 r10p0-00dev0 [Revision 96995].
01f15551:00030b1d HWX C T N LM Fog Tex UVUnk 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 |
| Resistance: Retribution™ |
v1.10.3 |
2024-02-25 |
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 r10p0-00dev0 [Revision 96995].
01f05551:00030b15 HWX T N LM Fog Tex UVUnk 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 |
| Resistance: Retribution™ |
v1.10.3 |
2024-02-25 |
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 r10p0-00dev0 [Revision 96995].
01f15551:00030b15 HWX T N LM Fog Tex UVUnk 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 = c |
| Resistance: Retribution™ |
v1.10.3 |
2024-02-25 |
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 r10p0-00dev0 [Revision 96995].
01f05551:00030b1d HWX C T N LM Fog Tex UVUnk 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, worldnor |
| Resistance: Retribution™ |
v1.10.3 |
2024-02-25 |
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 r10p0-00dev0 [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_lig |
| WWE 2K16 REMASTERED VERSION |
v1.10.3 |
2024-02-25 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 0000c1f8): atracID uses different codec type than data |
| WWE 2K16 REMASTERED VERSION |
v1.10.3 |
2024-02-25 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00006848): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2K23 |
v1.10.3 |
2024-02-25 |
2 |
80020001=sceKernelCreateMutex(): invalid name |
| WWE SmackDown vs. RAW 2K23 |
v1.8.0 |
2024-04-20 |
2 |
80630007=sceAtracSetData(2, 08d4b180, 00011860): atracID uses different codec type than data |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.10.3 |
2024-02-24 |
1 |
Ignoring func export sceSasCore/42778a9f, already implemented in HLE. |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.10.3 |
2024-02-24 |
1 |
Ignoring func export sceSasCore/cbcd4f79, already implemented in HLE. |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.10.3 |
2024-02-24 |
1 |
Ignoring func export sceSasCore/74ae582a, already implemented in HLE. |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.10.3 |
2024-02-24 |
1 |
Ignoring func export sceSasCore/5f9529f6, already implemented in HLE. |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.10.3 |
2024-02-24 |
1 |
Ignoring func export sceSasCore/9ec3676a, already implemented in HLE. |
| DRAGON BALL BUDOKAI TENKAICHI 4 |
v1.9.4 |
2026-08-22 |
1,525 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| Medal of Honor Heroes™ |
v1.10.3 |
2024-02-24 |
1 |
Render to texture with incompatible formats 3 != 1 at 04000000 |
| CHILI CON CARNAGE |
v1.10.3 |
2024-02-24 |
1 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167508176 |
| CHILI CON CARNAGE |
v1.10.3 |
2024-02-24 |
1 |
sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006 |
| CHILI CON CARNAGE |
v1.10.3 |
2024-02-24 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8 |
| CHILI CON CARNAGE |
v1.10.3 |
2024-02-24 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x616403ba |
| CHILI CON CARNAGE |
v1.10.3 |
2024-02-24 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999 |
| CHILI CON CARNAGE |
v1.10.3 |
2024-02-24 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x6652b8ca |
| CHILI CON CARNAGE |
v1.10.3 |
2024-02-24 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x18260574 |
| CHILI CON CARNAGE |
v1.10.3 |
2024-02-24 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e |
| CHILI CON CARNAGE |
v1.10.3 |
2024-02-24 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x86255ada |
| CHILI CON CARNAGE |
v1.10.3 |
2024-02-24 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x8125221d |
| CHILI CON CARNAGE |
v1.10.3 |
2024-02-24 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x3f53e640 |
| CHILI CON CARNAGE |
v1.10.3 |
2024-02-24 |
1 |
Unknown syscall in known module 'ThreadManForKernel': 0x278c0df5 |
| CHILI CON CARNAGE |
v1.10.3 |
2024-02-24 |
1 |
sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006 |