Recent logs - v1.11.1

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Game title Version Latest Report Message
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 2024-07-23 Unknown GetPointer 00000000 PC 08a063b4 LR 08a3fbe4
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 2024-07-26 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball Euro y Copa America By T. Bendezu v1.9.4 2024-07-26 Savedata version requested on save: 3
eFootball Euro y Copa America By T. Bendezu v1.9.4 2024-07-26 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 2024-07-26 Savedata version requested on save: 3
eFootball 24 Idandroid Official v1.9.4 2024-07-24 Unknown GetPointer 00000000 PC 08816130 LR 08816144
eFootball 24 Idandroid Official v1.9.4 2024-07-26 Savedata version requested: 3
eFootball 24 Idandroid Official v1.9.4 2024-07-26 Savedata version requested on save: 3
eFootball 2024 By Komo Valeri v1.9.4 2024-07-26 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball 2024 By Komo Valeri v1.9.4 2024-07-26 Savedata version requested: 3
EFOOTBALL NEW PATCH SEASON 2025.... v1.9.4 2024-07-26 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 2024-07-26 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 2024-07-26 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 v1.17.3 2024-07-26 sceKernelCreateThread(name=nipvp): unsupported attributes 00001007
EA SPORTS FC 24 PPSSPP BY MP v1.9.4 2024-07-08 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 2024-07-26 Savedata version requested on save: 3
EA SPORTS FC 24 PPSSPP BY MP v1.9.4 2024-07-26 Savedata version requested: 3
PES MY 2024 v1.8.0 2024-07-25 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 2024-07-26 Savedata version requested: 3
EA SPORTS FC 2024 NEW SEASON 2024 v1.7.2 2024-07-24 Savedata version requested: 3
eFootball PC - V. v1.9.4 2024-07-26 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball PC - V. v1.9.4 2024-07-26 Savedata version requested on save: 3
eFootball PC - V. v1.9.4 2024-07-26 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 2024-07-26 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
EA SPORTS FC 24 BY BENDEZU (DEJEN DE ROBAR MIS MODS) v1.9.4 2024-07-25 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
EA SPORTS FC 24 BY BENDEZU (DEJEN DE ROBAR MIS MODS) v1.9.4 2024-07-27 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 2024-06-20 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 2024-06-20 80630007=sceAtracSetData(2, 08d4b180, 00004000): atracID uses different codec type than data
WWE 2K24 v1.9.4 2024-06-20 80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data
WWE 2K24 v1.9.4 2024-06-20 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 2024-07-24 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball v1.9.4 2024-07-25 Savedata version requested on save: 3
PES FL 2022 v1.17.1 2024-07-10 sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read
PES FL 2022 v1.8.0 2024-06-26 Unknown GetPointer 00000000 PC 08808430 LR 08808448
PES FL 2022 v1.8.0 2024-07-13 Savedata version requested on save: 3
PES FL 2022 v1.8.0 2024-07-13 Unknown GetPointer 00000000 PC 088287e0 LR 088287f0
PES FL 2022 v1.17.1 2024-07-11 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball v1.9.4 2024-07-26 Savedata version requested: 3
PES FL 2022 v1.8.0 2024-07-26 Savedata version requested: 3
WWE 2K24 v1.9.4 2024-06-20 80630007=sceAtracSetData(3, 08d4b180, 00018000): atracID uses different codec type than data
WWE 2K24 v1.8.0 2024-05-03 80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data
WWE 2K24 v1.16.6 2024-01-16 80630007=sceAtracSetData(2, 08d4b180, 00003100): atracID uses different codec type than data
eFootball 2024 By RH12 Official v1.9.4 2024-07-24 Savedata version requested on save: 3
WWE 2K24 v1.9.4 2024-06-20 80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data
WWE 2K24 v1.8.0 2024-06-20 Unknown GetPointer 00000000 PC 08bf6830 LR 08bf6840
WWE 2K24 v1.16.5 2024-01-16 80630007=sceAtracSetData(2, 08d4b180, 00004500): atracID uses different codec type than data
WWE 2K24 v1.9.4 2024-07-01 80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data
WWE 2K24 v1.9.4 2024-07-01 80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data
WWE 2K24 v1.9.4 2024-07-01 80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data
WWE 2K24 v1.9.4 2024-06-20 Rendering to framebuffer offset: 040cc000 +65x0
Prince of Persia - Revelations v1.11.1 2023-12-15 80630006=sceAtracSetDataAndGetID(0978f2c0, 00000800): invalid RIFF header
WWE 2K24 v1.16.6 2024-01-25 80630007=sceAtracSetData(3, 08d4b180, 00019800): atracID uses different codec type than data
WWE 2K24 v1.9.4 2024-07-12 80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data
WWE 2K24 v1.9.4 2024-06-20 80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data
WWE 2K24 v1.9.4 2024-07-01 80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data