Recent logs - v1.11.1

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Game title Version Latest Report Message
WWE 2K22 V1.50 BY GAMER MODDER. v1.11.1 2024-12-22 sceDmacMemcpy(dest=0414dcb0, src=095e35d0, size=65552): overlapping read
WWE 2K22 V1.50 BY GAMER MODDER. v1.11.1 2024-12-20 80630007=sceAtracSetData(2, 08d4b180, 0000a8d0): atracID uses different codec type than data
WWE 2K22 V1.50 BY GAMER MODDER. v1.11.1 2024-12-20 80630007=sceAtracSetData(2, 08d4b180, 00009adc): atracID uses different codec type than data
WWE 2K22 V1.50 BY GAMER MODDER. v1.11.1 2024-12-19 80630007=sceAtracSetData(2, 08d4b180, 0000bc80): atracID uses different codec type than data
WWE 2K22 V1.50 BY GAMER MODDER. v1.11.1 2024-12-16 80630007=sceAtracSetData(2, 08d4b180, 00007680): atracID uses different codec type than data
WWE 2K22 V1.50 BY GAMER MODDER. v1.11.1 2024-12-16 80630007=sceAtracSetData(2, 08d13140, 000034e0): atracID uses different codec type than data
WWE 2K22 V1.50 BY GAMER MODDER. v1.11.1 2024-12-16 80630007=sceAtracSetData(2, 08d4b180, 00009520): atracID uses different codec type than data
eFootball v1.9.4 2025-01-18 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball v1.9.4 2025-01-18 Savedata version requested on save: 3
WWE 2K22 V1.50 BY GAMER MODDER. v1.11.1 2024-12-14 80630007=sceAtracSetData(2, 08d4b180, 000071bc): atracID uses different codec type than data
WWE 2K22 V1.50 BY GAMER MODDER. v1.11.1 2024-12-17 80630007=sceAtracSetData(2, 08d4b180, 000052e4): atracID uses different codec type than data
eFootball v1.9.4 2025-01-18 Savedata version requested: 3
WWE 2K22 V1.50 BY GAMER MODDER. v1.11.1 2024-12-13 80630007=sceAtracSetData(2, 08d4b180, 00010168): atracID uses different codec type than data
WWE 2K22 V1.50 BY GAMER MODDER. v1.11.1 2024-12-13 80630007=sceAtracSetData(2, 08d4b180, 00004b8c): atracID uses different codec type than data
WWE 2K22 V1.50 BY GAMER MODDER. v1.11.1 2024-12-09 Unknown GetPointer 00000000 PC 08bf4028 LR 08bf4038
WWE 2K22 V1.50 BY GAMER MODDER. v1.11.1 2024-12-09 80630007=sceAtracSetData(2, 08d4b180, 0000806c): atracID uses different codec type than data
eFootball 2024 Beta By Tutoriales Bendezu v1.11.1 2024-11-10 Jump to invalid address: 0744fe40
PATCH SPARTAN11 v1.9.4 2025-01-18 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
PATCH SPARTAN11 v1.9.4 2025-01-18 Unknown GetPointer 00000000 PC 0881c2d8 LR 0881c2e8
PATCH SPARTAN11 v1.9.4 2025-01-18 Savedata version requested on save: 3
PATCH SPARTAN11 v1.9.4 2025-01-18 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
PATCH SPARTAN11 v1.9.4 2025-01-18 Savedata version requested: 3
eFootball 2025 STAR PATCH v1.9.4 2025-01-18 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball 2025 STAR PATCH v1.9.4 2025-01-18 Savedata version requested on save: 3
eFootball 2025 STAR PATCH v1.9.4 2025-01-18 Savedata version requested: 3
Real Football 24 C19 v1.11.3 2024-12-14 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
Real Football 24 C19 v1.11.3 2024-12-22 Savedata version requested on save: 3
Bomba Patch Nova Era 2024 JP Gameplay's v1.9.4 2025-01-17 Savedata version requested: 3
Bomba Patch Nova Era 2024 JP Gameplay's v1.7.5 2025-01-05 Savedata version requested on save: 3
Bomba Patch Nova Era 2024 JP Gameplay's v1.9.4 2025-01-14 Unknown GetPointer 000000a0 PC 08819664 LR 08819670
Bomba Patch Nova Era 2024 JP Gameplay's v1.18.1 2025-01-13 PSPMsgDialog options not coded : 0x80808000
Bomba Patch Nova Era 2024 JP Gameplay's v1.9.4 2025-01-18 UNIMPL sceUtilityLoadUsbModule(1)
Real Football 24 C19 v1.18.1 2024-12-24 Savedata version requested: 3
eFootball Chelito 19 v1.9.4 2025-01-18 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball Chelito 19 v1.9.4 2025-01-18 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball Chelito 19 v1.9.4 2025-01-18 Savedata version requested on save: 3
eFootball Chelito 19 v1.9.4 2025-01-18 Savedata version requested: 3
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 2024-12-12 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 2024-12-14 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
eFootball 2025 by MP v1.9.4 2025-01-18 Savedata version requested on save: 3
eFootball 2025 by MP v1.9.4 2025-01-18 Savedata version requested: 3
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)
eFootball 2024 v1.9.4 2025-01-18 Savedata version requested: 3
eFootball v1.9.4 2025-01-17 Savedata version requested on save: 3
EA FC 2024 BY MR-PATCH v1.9.4 2025-01-18 Savedata version requested on save: 3
EA FC 2024 BY MR-PATCH v1.9.4 2025-01-18 Savedata version requested: 3
eFootball v1.9.4 2025-01-18 Savedata version requested: 3
PES FL 2022 v1.11.1 2024-07-11 Unknown GetPointer 0000049b PC 08872ba4 LR 08872c0c
PES FL 2022 v1.11.3 2024-09-26 Unknown GetPointer 00000000 PC 08872ba4 LR 08872c0c
eFootball Euro y Copa America By T. Bendezu v1.11.3 2025-01-16 Unknown GetPointer 00000000 PC 08a063b4 LR 08a3fbe4
eFootball PES 2024 "SNE" v1.9.4 2025-01-18 Savedata version requested: 3
eFootball PES 2024 "SNE" v1.9.4 2025-01-18 Savedata version requested on save: 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 2025-01-18 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball Euro y Copa America By T. Bendezu v1.9.4 2025-01-18 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball Euro y Copa America By T. Bendezu v1.9.4 2025-01-18 Savedata version requested on save: 3
eFootball Euro y Copa America By T. Bendezu v1.9.4 2025-01-18 Savedata version requested: 3
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.1 2024-06-14 sceDmacMemcpy(dest=0415aa00, src=09127820, size=128): overlapping read
EA-Sports FC PC-V v1.9.4 2025-01-14 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header
eFootball 2024 By Komo Valeri v1.9.4 2025-01-18 Savedata version requested on save: 3
eFootball 24 Idandroid Official v1.9.4 2025-01-18 Unknown GetPointer 00000000 PC 08816130 LR 08816144
eFootball 24 Idandroid Official v1.9.4 2025-01-18 Savedata version requested: 3
eFootball 24 Idandroid Official v1.9.4 2025-01-18 Savedata version requested on save: 3
eFootball 2024 By Komo Valeri v1.9.4 2025-01-18 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
eFootball 2024 By Komo Valeri v1.9.4 2025-01-18 Savedata version requested: 3
EFOOTBALL NEW PATCH SEASON 2025.... v1.9.4 2025-01-18 Savedata version requested: 3
eFootball 2024 Beta By Tutoriales Bendezu v1.11.3 2024-11-10 Branch in RSRTComp delay slot at 0001004c in block starting at 00010000
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 2024-11-03 sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read
EA-Sports FC PC-V v1.9.4 2025-01-18 80630006=sceAtracSetDataAndGetID(09a25200, 00001000): invalid RIFF header
PES MY 2024 v1.8.0 2024-12-25 Savedata version requested: 3
eFootball PES 2024 "SN3" v1.9.4 2025-01-18 Unknown GetPointer 00000000 PC 08815ef4 LR 08000020
eFootball PES 2024 "SN3" v1.9.4 2025-01-18 Savedata version requested on save: 3
eFootball PES 2024 "SN3" v1.9.4 2025-01-18 Savedata version requested: 3
eFootball 2024 By RH12 Official v1.8.0 2025-01-07 Unknown GetPointer 00000000 PC 088287f0 LR 08828800
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 2025-01-18 Savedata version requested: 3
EA SPORTS FC 2024 NEW SEASON 2024 v1.12.3 2024-06-24 Savedata version requested on save: 3
EA-Sports FC PC-V v1.9.4 2025-01-18 sceDmacMemcpy(dest=040cc000, src=086ce940, size=1251008): overlapping read
PES MY 2024 v1.9.4 2024-12-12 Unknown GetPointer 00000000 PC 08815ef4 LR 08000020
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.11.1 2024-04-21 Jump to invalid address: 0716d980
EA-Sports FC PC-V v1.9.4 2025-01-18 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
EA-Sports FC PC-V v1.9.4 2025-01-18 Savedata version requested on save: 3