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Game title |
Version |
Latest Report |
Message |
WWE 2K22 V1.50 BY GAMER MODDER. |
v1.11.1 |
2024-09-03 |
80630007=sceAtracSetData(2, 08d4b180, 000060a0): atracID uses different codec type than data |
WWE 2K22 V1.50 BY GAMER MODDER. |
v1.11.1 |
2024-09-02 |
80630007=sceAtracSetData(2, 08d4b180, 0000a9e8): atracID uses different codec type than data |
God of War: Chains of Olympus |
v1.11.1 |
2024-08-30 |
Jump to invalid address: 07a7b8c0 |
God of War: Chains of Olympus |
v1.11.1 |
2024-08-30 |
Jump to invalid address: 07a4c580 |
WWE 2K22 V1.50 BY GAMER MODDER. |
v1.11.1 |
2024-08-27 |
sceDmacMemcpy(dest=04163f50, src=09776f30, size=65552): overlapping read |
WWE 2K22 V1.50 BY GAMER MODDER. |
v1.11.1 |
2024-08-27 |
80630007=sceAtracSetData(2, 08d4b180, 0000fd08): atracID uses different codec type than data |
WWE 2K22 V1.50 BY GAMER MODDER. |
v1.11.1 |
2024-08-25 |
80630007=sceAtracSetData(2, 08d4b180, 00005038): atracID uses different codec type than data |
WWE 2K22 V1.50 BY GAMER MODDER. |
v1.11.1 |
2024-09-04 |
80630007=sceAtracSetData(2, 08d4b180, 00002e50): atracID uses different codec type than data |
WWE 2K22 V1.50 BY GAMER MODDER. |
v1.11.1 |
2024-08-24 |
80630007=sceAtracSetData(2, 08d4b180, 00006774): atracID uses different codec type than data |
eFottball Hend Asean |
v1.11.1 |
2024-09-08 |
Unknown GetPointer 00000000 PC 08a47880 LR 08a3fbb0 |
Resistance: Retribution™ |
v1.11.1 |
2024-08-06 |
MIPSCompileOp: Invalid instruction b278b278 |
Resistance: Retribution™ |
v1.11.1 |
2024-08-06 |
MIPSCompileOp: Invalid instruction b278b257 |
Resistance: Retribution™ |
v1.11.1 |
2024-08-06 |
MIPSCompileOp: Invalid instruction 9d91ae15 |
Resistance: Retribution™ |
v1.11.1 |
2024-08-06 |
MIPSCompileOp: Invalid instruction 9d6f950a |
Resistance: Retribution™ |
v1.11.1 |
2024-08-06 |
MIPSCompileOp: Invalid instruction 9d6ea5d2 |
WWE SmackDown vs. RAW 2011 |
v1.11.3 |
2024-08-18 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2011 |
v1.11.3 |
2024-08-18 |
sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid) |
EA FC 2024 BY MR-PATCH |
v1.9.4 |
2024-09-13 |
Savedata version requested on save: 3 |
EA FC 2024 BY MR-PATCH |
v1.9.4 |
2024-09-13 |
Savedata version requested: 3 |
eFootball |
v1.9.4 |
2024-09-13 |
Savedata version requested: 3 |
PES FL 2022 |
v1.11.1 |
2024-07-11 |
Unknown GetPointer 0000049b PC 08872ba4 LR 08872c0c |
PES FL 2022 |
v1.11.1 |
2024-07-11 |
Unknown GetPointer 00000000 PC 08872ba4 LR 08872c0c |
eFootball Euro y Copa America By T. Bendezu |
v1.11.3 |
2024-09-10 |
Unknown GetPointer 00000000 PC 08a063b4 LR 08a3fbe4 |
eFootball PES 2024 "SNE" |
v1.9.4 |
2024-09-13 |
Savedata version requested: 3 |
METAL SLUG Anthology |
v1.11.1 |
2024-06-19 |
D3D error in shader compilation: info: <anonymous>:8:51: E5017: Aborting due to not yet implemented feature: SM1 "(null)" expression.
<anonymous>:8:51: E5017: Aborting due to not yet implemented feature: SM1 "(null)" expression.
<anonymous>:12:15: E5017: Aborting due to not yet implemented feature: SM1 "(null)" expression.
<anonymous>:12:8: E5017: Aborting due to not yet implemented feature: SM1 non-float expression.
<anonymous>:12:8: E5017: Aborting due to not yet implemented feature: Instruction type HLSL_IR_IF.
/ code:
sampler tex: register(s0);
// TODO: Don't use fixed registers? Or don't overlap?
float4 u_stencilValue : register(c10);
struct PS_IN {
float2 v_texcoord0 : TEXCOORD0;
};
float roundAndScaleTo255f(in float x) { return floor(x * 255.99); }
float4 main(PS_IN In) : COLOR {
float4 index = tex2D(tex, In.v_texcoord0);
float shifted = roundAndScaleTo255f(index.a) / roundAndScaleTo255f(u_stencilValue.x);
clip(fmod(floor(shifted), 2.0) - 0.99);
return index.aaaa;
}
|
METAL SLUG Anthology |
v1.11.1 |
2024-06-19 |
D3D error in shader compilation: info: <anonymous>:8:51: E5017: Aborting due to not yet implemented feature: SM1 "(null)" expression.
<anonymous>:8:51: E5017: Aborting due to not yet implemented feature: SM1 "(null)" expression.
<anonymous>:12:15: E5017: Aborting due to not yet implemented feature: SM1 "(null)" expression.
<anonymous>:12:8: E5017: Aborting due to not yet implemented feature: SM1 non-float expression.
<anonymous>:12:8: E5017: Aborting due to not yet implemented feature: Instruction type HLSL_IR_IF.
� / code:
sampler tex: register(s0);
// TODO: Don't use fixed registers? Or don't overlap?
float4 u_stencilValue : register(c10);
struct PS_IN {
float2 v_texcoord0 : TEXCOORD0;
};
float roundAndScaleTo255f(in float x) { return floor(x * 255.99); }
float4 main(PS_IN In) : COLOR {
float4 index = tex2D(tex, In.v_texcoord0);
float shifted = roundAndScaleTo255f(index.a) / roundAndScaleTo255f(u_stencilValue.x);
clip(fmod(floor(shifted), 2.0) - 0.99);
return index.aaaa;
}
|
eFootball Euro y Copa America By T. Bendezu |
v1.9.4 |
2024-09-13 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
eFootball Euro y Copa America By T. Bendezu |
v1.9.4 |
2024-09-13 |
Savedata version requested on save: 3 |
eFootball Euro y Copa America By T. Bendezu |
v1.9.4 |
2024-09-13 |
Savedata version requested: 3 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.1 |
2024-06-14 |
sceDmacMemcpy(dest=0415aa00, src=09127820, size=128): overlapping read |
eFootball 2024 By Komo Valeri |
v1.9.4 |
2024-09-13 |
Savedata version requested on save: 3 |
eFootball 24 Idandroid Official |
v1.9.4 |
2024-09-10 |
Unknown GetPointer 00000000 PC 08816130 LR 08816144 |
eFootball 24 Idandroid Official |
v1.9.4 |
2024-09-13 |
Savedata version requested: 3 |
eFootball 24 Idandroid Official |
v1.9.4 |
2024-09-11 |
Savedata version requested on save: 3 |
eFootball 2024 By Komo Valeri |
v1.9.4 |
2024-09-13 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
eFootball 2024 By Komo Valeri |
v1.9.4 |
2024-09-13 |
Savedata version requested: 3 |
EFOOTBALL NEW PATCH SEASON 2025.... |
v1.9.4 |
2024-09-13 |
Savedata version requested: 3 |
eFootball 2023-2024"LassO D" |
v1.11.1 |
2024-05-20 |
Savedata version requested: 3 |
PES MY 2024 |
v1.11.1 |
2024-07-16 |
Savedata version requested on save: 3 |
PES MY 2024 |
v1.17.1 |
2024-07-16 |
sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read |
PES MY 2024 |
v1.8.0 |
2024-09-13 |
Savedata version requested: 3 |
eFootball PES 2024 "SN3" |
v1.9.4 |
2024-09-13 |
Savedata version requested on save: 3 |
eFootball PES 2024 "SN3" |
v1.9.4 |
2024-09-13 |
Savedata version requested: 3 |
SplinterCell |
v1.11.1 |
2024-05-02 |
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 r7p0-00rel1 [Revision 96995].
01f18444:00000b14 HWX T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:2 MatUp:1
#version 100
// Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
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 mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalize(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 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);
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);
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);
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight);
if (angle >= u_lightangle_spotCoef3.x) {
lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
gl_Position = outPos;
}
|
SplinterCell |
v1.11.1 |
2024-05-02 |
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 r7p0-00rel1 [Revision 96995].
01f14484:00000b14 HWX T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:1 MatUp:1
#version 100
// Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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 vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
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 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 mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalize(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 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);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
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);
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_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
gl_Position = outPos;
}
|
eFootball |
v1.9.4 |
2024-09-13 |
Savedata version requested: 3 |
EA SPORTS FC 2024 NEW SEASON 2024 |
v1.12.3 |
2024-06-24 |
Savedata version requested on save: 3 |
PES MY 2024 |
v1.8.0 |
2024-07-25 |
Unknown GetPointer 00000000 PC 08815ef4 LR 08000020 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.11.1 |
2024-04-21 |
Jump to invalid address: 0716d980 |
PES FL 2022 |
v1.11.3-1276-g192a43c1c |
2024-07-21 |
Savedata version requested on save: 3 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.4-1 |
2024-09-13 |
sceKernelCreateThread(name=nipvp): unsupported attributes 00001007 |
EA SPORTS FC 24 PPSSPP BY MP |
v1.9.4 |
2024-08-10 |
Unknown GetPointer 00000000 PC 08816130 LR 08816144 |
WWE SmackDown vs. RAW 2024 |
v1.11.1 |
2024-04-06 |
80630007=sceAtracSetData(3, 08d4b180, 00015700): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2024 |
v1.11.1 |
2024-04-06 |
Rendering to framebuffer offset: 040cc000 +65x0 |
WWE SmackDown vs. RAW 2024 |
v1.11.1 |
2024-04-06 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2024 |
v1.11.1 |
2024-04-06 |
sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid) |
WWE SmackDown vs. RAW 2011 |
v1.11.1 |
2024-04-06 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2011 |
v1.11.1 |
2024-04-06 |
sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid) |
EA SPORTS FC 24 PPSSPP BY MP |
v1.9.4 |
2024-09-01 |
Savedata version requested on save: 3 |
EA SPORTS FC 24 PPSSPP BY MP |
v1.9.4 |
2024-09-09 |
Savedata version requested: 3 |
PES MY 2024 |
v1.8.0 |
2024-09-12 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball 2024 LaLiga Hypermotion By Bendezu |
v1.11.3 |
2024-05-27 |
Unknown GetPointer 00000000 PC 08815f0c LR 08000020 |
PES MY 2024 |
v1.9.4 |
2024-09-13 |
Savedata version requested: 3 |
EA SPORTS FC 2024 NEW SEASON 2024 |
v1.7.2 |
2024-09-13 |
Savedata version requested: 3 |
eFootball PC - V. |
v1.9.4 |
2024-09-13 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
eFootball PC - V. |
v1.9.4 |
2024-09-13 |
Savedata version requested on save: 3 |
eFootball PC - V. |
v1.9.4 |
2024-09-13 |
Savedata version requested: 3 |
eFootball 2024 By Anggzzxch |
v1.11.1 |
2024-03-03 |
sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read |
EFOOTBALL NEW PATCH SEASON 2024 |
v1.11.1 |
2024-03-02 |
Unknown GetPointer 46f93676 PC 0884d5a0 LR 0884d7c4 |
PES FL 2022 |
v1.11.1 |
2024-03-01 |
Unknown GetPointer 000004a4 PC 08872ba4 LR 08872c0c |
EFOOTBALL NEW PATCH SEASON 2024 |
v1.11.1 |
2024-02-27 |
80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first |
EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON |
v1.11.2-917-g89e70c319 |
2024-07-09 |
Unknown GetPointer 00000000 PC 08824cf4 LR 088113dc |
PES FL 2022 |
v1.17.1 |
2024-07-23 |
sceDmacMemcpy(dest=040cc000, src=08701400, size=1043456): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Heroes 3 |
v1.11.1 |
2024-02-02 |
00000000=sceUtilityScreenshotInitStart(09a8fec8) |
PES FL 2022 |
v1.17 |
2024-02-14 |
sceDmacMemcpy(dest=092ed040, src=086ce8c0, size=1251136): overlapping read |
Dragon Ball Z: Forever Tenkaichi Tag Team |
v1.17.1 |
2024-06-29 |
WriteToHardware: Invalid address 00000000 near PC 0887d15c LR 0887d15c |
EA SPORTS FC 24 BY BENDEZU (DEJEN DE ROBAR MIS MODS) |
v1.9.4 |
2024-09-12 |
Savedata version requested on save: 3 |
EA SPORTS FC 24 BY BENDEZU (DEJEN DE ROBAR MIS MODS) |
v1.9.4 |
2024-09-13 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
EA SPORTS FC 24 BY BENDEZU (DEJEN DE ROBAR MIS MODS) |
v1.9.4 |
2024-09-09 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
EA SPORTS FC 24 BY BENDEZU (DEJEN DE ROBAR MIS MODS) |
v1.9.4 |
2024-09-13 |
Savedata version requested: 3 |
WWE SmackDown vs. RAW 2011 |
v1.11.1 |
2024-01-27 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2011 |
v1.11.1 |
2024-01-27 |
sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid) |
PES FL 2022 |
v1.11.2 |
2024-02-18 |
Unknown GetPointer 00000000 PC 08815ef4 LR 08000020 |
WWE 2K24
|
v1.9.4 |
2024-09-03 |
80630007=sceAtracSetData(2, 08d4b180, 00005b00): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2011 |
v1.11.1 |
2024-01-23 |
80630007=sceAtracSetData(2, 08d4b180, 000090c0): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2011 |
v1.11.1 |
2024-01-23 |
80630007=sceAtracSetData(2, 08d4b180, 00001cd0): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2011 |
v1.11.1 |
2024-01-23 |
80630007=sceAtracSetData(2, 08d4b180, 00004890): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2011 |
v1.11.1 |
2024-01-23 |
Rendering to framebuffer offset: 040cc000 +65x0 |
Der Goldene Kompass™ |
v1.11.1 |
2024-01-22 |
Unexpected mpeg first timestamp: 4341 / 17217 |
Der Goldene Kompass™ |
v1.11.1 |
2024-01-22 |
80630006=sceAtracSetDataAndGetID(09b1fb40, 00020000): invalid RIFF header |
WWE SmackDown vs. RAW 2011 |
v1.11.1 |
2024-01-23 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2011 |
v1.11.1 |
2024-01-23 |
sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid) |
WWE 2K24
|
v1.9.4 |
2024-09-03 |
80630007=sceAtracSetData(2, 08d4b180, 00004000): atracID uses different codec type than data |
WWE 2K24
|
v1.9.4 |
2024-08-25 |
80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data |
WWE 2K24
|
v1.9.4 |
2024-09-03 |
80630007=sceAtracSetData(2, 08d4b180, 00004d00): atracID uses different codec type than data |
WWE 2K24
|
v1.11.1 |
2024-01-16 |
Unknown GetPointer 00000000 PC 089fe548 LR 08000020 |
WWE SmackDown vs. RAW 2011 |
v1.11.1 |
2024-01-14 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
WWE SmackDown vs. RAW 2011 |
v1.11.1 |
2024-01-14 |
sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid) |
PES FL 2022 |
v1.11.3 |
2024-06-29 |
Unknown GetPointer 00000000 PC 08816130 LR 08816144 |
eFootball |
v1.9.4 |
2024-09-10 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |