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Game title |
Version |
Latest Report |
Message |
eFootball 2024 Beta By T. Bendezu |
v1.11.3 |
2024-04-26 |
Unknown GetPointer 00000000 PC 088287f0 LR 08828800 |
ロコロコデモ |
v1.11.3 |
2024-04-26 |
sceKernelLoadModule: unsupported options size=00000014, flags=ffffabcd, pos=0, access=1, data=2, text=2 |
ロコロコデモ |
v1.11.3 |
2024-04-26 |
sceKernelLoadModule: unsupported options size=00000014, flags=0883d34c, pos=0, access=1, data=1, text=1 |
eFootball By TM ARTS |
v1.11.3 |
2024-04-26 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=0 |
eFootball By TM ARTS |
v1.11.3 |
2024-04-26 |
Unimplemented HLE function sceKernelDcacheWritebackAll |
Def Jam® Fight For NY™: The Takeover |
v1.11.3 |
2024-04-26 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(c06fbd1, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
Def Jam® Fight For NY™: The Takeover |
v1.11.3 |
2024-04-26 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(f4768ea, 1a:fc:96:2d:3c:ee, 20000000, 0) at 0897eeec |
Def Jam® Fight For NY™: The Takeover |
v1.11.3 |
2024-04-25 |
sceDmacMemcpy(dest=0971cc80, src=08400000, size=104640): overlapping read |
eFootball 2024 By Bendezu |
v1.11.3 |
2024-04-25 |
Unknown GetPointer 00000000 PC 088287f0 LR 08828800 |
NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.11.3 |
2024-04-24 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
eFooTBall Play Cesar Patch |
v1.11.3 |
2024-04-24 |
FBO created from existing depthbuffer as color, 04000000/04128000 and 04178000/04000000 |
Pro Evolution Soccer 2012 |
v1.11.3 |
2024-04-24 |
Unknown GetPointer 0000da97 PC 0881c374 LR 0881c384 |
Pro Evolution Soccer 2012 |
v1.11.3 |
2024-04-24 |
Unknown GetPointer 00006243 PC 0881c374 LR 0881c384 |
SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2024-04-24 |
sceDmacMemcpy(dest=08e2c5a0, src=08e3a5a0, size=8768): overlapping read |
Pro Evolution Soccer 2012 |
v1.11.3 |
2024-04-24 |
Unknown GetPointer 00007471 PC 0881c374 LR 0881c384 |
Pro Evolution Soccer 2012 |
v1.11.3 |
2024-04-24 |
Unknown GetPointer 00000d1d PC 0881c374 LR 0881c384 |
Pro Evolution Soccer 2012 |
v1.11.3 |
2024-04-24 |
Unknown GetPointer 00008a95 PC 0881c374 LR 0881c384 |
Pro Evolution Soccer 2012 |
v1.11.3 |
2024-04-24 |
Unknown GetPointer 0000f209 PC 0881c374 LR 0881c384 |
Def Jam® Fight For NY™: The Takeover |
v1.11.3 |
2024-04-24 |
sceDmacMemcpy(dest=09878600, src=08400000, size=641344): overlapping read |
eFootball Libertadores 2022 By T. Bendezu. |
v1.11.3 |
2024-04-23 |
sceDmacMemcpy(dest=092ed040, src=086ce8c0, size=1251136): overlapping read |
Prince of Persia® Rival Swords |
v1.11.3 |
2024-04-23 |
Unknown GE command : d1bcdd6a |
eFootball Play-C |
v1.11.3 |
2024-04-23 |
sceSasSetVoice: invalid loop mode 202 |
Pro Evolution Soccer 2012 |
v1.11.3 |
2024-04-23 |
Unknown GetPointer 0000d895 PC 0881c374 LR 0881c384 |
Pro Evolution Soccer 2012 |
v1.11.3 |
2024-04-23 |
Unknown GetPointer 00005edf PC 0881c374 LR 0881c384 |
God of War™: Ghost of Sparta |
v1.11.3 |
2024-04-22 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r10p0-00rel0 [Revision 96995].
01f34515:00000f3d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 Cull
#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;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = 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 * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= dis |
God of War™: Ghost of Sparta |
v1.11.3 |
2024-04-22 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r10p0-00rel0 [Revision 96995].
01f34515:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 Cull
#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;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = 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 * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance; |
EA SPORTS FC 24 BY BENDEZU (DEJEN DE ROBAR MIS MODS) |
v1.11.3 |
2024-04-22 |
Unknown GetPointer 00000000 PC 088287f0 LR 08828800 |
PES 22 BY HAROUN Z |
v1.11.3 |
2024-04-22 |
Unexpected mpeg first timestamp: fffffffffff / 17592186044415 |
eFootball Chelito 19 |
v1.11.3 |
2024-04-22 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000001e, pos=0, access=1, data=2, text=2 |
EFOOTBALL NEW PATCH SEASON 2024 |
v1.11.3 |
2024-04-22 |
Unknown GetPointer 00000000 PC 08808430 LR 08808448 |
NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.11.3 |
2024-04-22 |
WriteToHardware: Invalid address 00000080 near PC 088639a0 LR 088608e0 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 03040310 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c100cc in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 02ecd2e0 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c100c8 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 03146480 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c100c4 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 030402e0 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c100c0 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 02eccf90 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c100bc in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 0314c080 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c100b8 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 030402b0 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c100b4 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c100b0 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 0314bfe0 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c100ac in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c100a8 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 02ecc8f0 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c100a4 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c100a0 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 03040250 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c1009c in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c10098 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 031463e0 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c10094 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 02ecc250 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c1007c in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 0314bd60 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 030401b0 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c10074 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 02ecbf00 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 0314bcc0 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c1006c in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 03040180 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 02ecbbb0 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c10064 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 0314bc20 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 03040150 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c1005c in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c10058 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 0314bb80 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c10054 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c10050 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 02ecb510 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c1004c in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 0314bae0 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 030400f0 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c10044 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c10040 in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 0314ba40 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c1003c in block starting at 08c10000 |
Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c10038 in block starting at 08c10000 |
Medal of Honor Heroes™ 2 |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c10034 in block starting at 08c10000 |
Medal of Honor Heroes™ 2 |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 0314b9a0 |
Medal of Honor Heroes™ 2 |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 03040090 |
Medal of Honor Heroes™ 2 |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c1002c in block starting at 08c10000 |
Medal of Honor Heroes™ 2 |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 02ecab20 |
Medal of Honor Heroes™ 2 |
v1.11.3 |
2024-04-21 |
Jump to invalid address: 0314b900 |
Medal of Honor Heroes™ 2 |
v1.11.3 |
2024-04-21 |
Branch in Jump delay slot at 08c10024 in block starting at 08c10000 |
Pro Evolution Soccer 2012 |
v1.11.3 |
2024-04-21 |
Unknown GetPointer 00002263 PC 0881c374 LR 0881c384 |
Pro Evolution Soccer 2012 |
v1.11.3 |
2024-04-24 |
Unknown GetPointer 0000c20d PC 0881c374 LR 0881c384 |
Pro Evolution Soccer 2012 |
v1.11.3 |
2024-04-21 |
Unknown GetPointer 000097e1 PC 0881c374 LR 0881c384 |
Pro Evolution Soccer 2012 |
v1.11.3 |
2024-04-21 |
Unknown GetPointer 00006099 PC 0881c374 LR 0881c384 |
God of War: Chains of Olympus |
v1.11.3 |
2024-04-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=00001234, pos=0, access=1, data=2, text=2 |
God of War: Chains of Olympus |
v1.11.3 |
2024-04-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=00001234, pos=0, access=1, data=1, text=1 |
eFootball 2024 Beta By T. Bendezu |
v1.11.3 |
2024-04-20 |
Jump to invalid address: 00000080 |
eFootball v.2 by Tbose Jama |
v1.11.3 |
2024-04-21 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
FIFA 22 By Tutoriales Bendezu |
v1.11.3 |
2024-04-20 |
Unknown GetPointer 00000000 PC 08a41a94 LR 08a417ec |