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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 |
| (untitled homebrew) |
v1.8.0 |
2025-08-18 |
6 |
Savedata version requested: 3 |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.12.2 |
2025-02-23 |
2 |
MIPSCompileOp: Invalid instruction 00000037 |
| eFootball 2023 By SanaWEB |
v1.11.3 |
2024-06-19 |
9 |
sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read |
| Pro Evolution Soccer 2012 |
v1.11.3 |
2024-04-28 |
1 |
Unknown GetPointer 0000d0f1 PC 0881c374 LR 0881c384 |
| XV3 v7 by LegendCrack Z SUSCRIBE. |
v1.18.1 |
2025-02-14 |
2 |
WriteToHardware: Invalid address 0a000000 near PC 0883ad10 LR 0883ad10 |
| XV3 v7 by LegendCrack Z SUSCRIBE. |
v1.11.3 |
2024-04-28 |
1 |
MIPSCompileOp 69540100 failed |
| WWE SmackDown vs. RAW 2010 |
v1.11.3 |
2024-04-28 |
1 |
sceDmacMemcpy(dest=0418a590, src=094ed730, size=65552): overlapping read |
| EA-Sports FC PC-V |
v1.9.4 |
2026-11-07 |
3,986 |
Unknown GetPointer 00000000 PC 08815f0c LR 08000020 |
| WWE SmackDown vs. RAW 2007 |
v1.11.3 |
2024-04-28 |
1 |
sceDmacMemcpy(dest=0416c2b0, src=094d1ea0, size=65552): overlapping read |
| eFootball DATEGAMER |
v1.11.3 |
2024-05-08 |
3 |
Unknown GetPointer 00000000 PC 08815f0c LR 08000020 |
| WWE 2K24
|
v1.9.4 |
2025-10-17 |
104 |
80630007=sceAtracSetData(2, 08d4b180, 00004500): atracID uses different codec type than data |
| eFootball PES 2023 "SNE" |
v1.11.3 |
2024-05-02 |
2 |
Error in shader program link: info: L0001 Invalid shader type loaded
fs: 00000000:00000002 Tex TFuncMod
#version 320 es
#extension GL_ARM_shader_framebuffer_fetch : require
// Mali-G71 - GLSL 320
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
in lowp vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
fragColor0 = v;
}
vs: 00000000:0000001a THR C Tex
#version 320 es
// Mali-G71 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
| WWE 2K24
|
v1.9.4 |
2026-04-04 |
94 |
80630007=sceAtracSetData(2, 08d4b180, 00020000): atracID uses different codec type than data |
| WWE 2K24
|
v1.9.4 |
2026-10-30 |
575 |
80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data |
| WWE 2K24
|
v1.9.4 |
2026-10-30 |
300 |
80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data |
| WWE 2K24
|
v1.9.4 |
2026-10-30 |
612 |
80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data |
| WWE 2K24
|
v1.9.4 |
2026-10-30 |
1,042 |
80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data |
| WWE 2K24
|
v1.9.4 |
2026-10-30 |
309 |
80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data |
| WWE 2K24
|
v1.9.4 |
2026-10-30 |
1,051 |
80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data |
| WWE 2K24
|
v1.9.4 |
2026-10-30 |
942 |
80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data |
| WWE 2K24
|
v1.9.4 |
2026-10-30 |
610 |
80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data |
| WWE 2K24
|
v1.9.4 |
2026-10-30 |
1,895 |
80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data |
| WWE 2K24
|
v1.9.4 |
2026-10-30 |
270 |
Unknown GetPointer 00000000 PC 08bf6830 LR 08bf6840 |
| WWE 2K24
|
v1.9.4 |
2026-10-30 |
4,027 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
| EA-Sports FC PC-V |
v1.9.4 |
2026-10-23 |
209 |
sceMp3Init: invalid data: not MPEG v1 |
| eFootball 2024 Beta By T. Bendezu |
v1.11.3 |
2024-04-26 |
1 |
Unknown GetPointer 00000000 PC 088287f0 LR 08828800 |
| PES FL 2022 |
v1.18.1 |
2025-01-11 |
24 |
Unknown GetPointer 00000000 PC 0881c2c0 LR 0881c2d0 |
| Def Jam® Fight For NY™: The Takeover |
v1.11.3 |
2024-04-26 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(c06fbd1, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| Def Jam® Fight For NY™: The Takeover |
v1.11.3 |
2024-04-26 |
1 |
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 |
1 |
sceDmacMemcpy(dest=0971cc80, src=08400000, size=104640): overlapping read |
| EA-Sports FC PC-V |
v1.9.4 |
2026-11-04 |
5,399 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): invalid RIFF header |
| eFootball 2024 By Bendezu |
v1.11.3 |
2024-04-25 |
1 |
Unknown GetPointer 00000000 PC 088287f0 LR 08828800 |
| eFootball Play-C |
v1.9.4 |
2026-11-06 |
48 |
sceDmacMemcpy(dest=086ce8c0, src=040cc000, size=1251136): overlapping read |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.11.3 |
2024-04-24 |
1 |
Unknown GetPointer 00000000 PC 08816148 LR 0881615c |
| WWE SmackDown vs. RAW 2010 Revamped Edition |
v1.11.3 |
2025-03-03 |
3 |
80630007=sceAtracSetData(2, 08bd5600, 00001560): atracID uses different codec type than data |
| eFooTBall Play Cesar Patch |
v1.11.3 |
2024-09-10 |
2 |
FBO created from existing depthbuffer as color, 04000000/04128000 and 04178000/04000000 |
| EA-Sports FC PC-V |
v1.9.4 |
2026-11-07 |
2,187 |
sceDmacMemcpy(dest=040cc000, src=086ce940, size=1251008): overlapping read |
| Pro Evolution Soccer 2012 |
v1.11.3 |
2024-05-19 |
2 |
Unknown GetPointer 0000da97 PC 0881c374 LR 0881c384 |
| Pro Evolution Soccer 2012 |
v1.11.3 |
2024-04-24 |
1 |
Unknown GetPointer 00006243 PC 0881c374 LR 0881c384 |
| SOCOM: Fireteam Bravo 3 |
v1.11.3 |
2024-04-24 |
1 |
sceDmacMemcpy(dest=08e2c5a0, src=08e3a5a0, size=8768): overlapping read |
| EA-Sports FC PC-V |
v1.9.4 |
2026-11-03 |
49 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08a1f464 |
| Dead to Rights: Reckoning |
v1.17.4-1 |
2026-07-12 |
38 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2 |
| Pro Evolution Soccer 2012 |
v1.11.3 |
2024-04-24 |
1 |
Unknown GetPointer 00007471 PC 0881c374 LR 0881c384 |
| PES MY 2024 |
v1.9.4 |
2025-08-01 |
23 |
Unknown GetPointer 00000000 PC 08815ef4 LR 08000020 |
| Pro Evolution Soccer 2012 |
v1.11.3 |
2024-04-24 |
1 |
Unknown GetPointer 00000d1d PC 0881c374 LR 0881c384 |
| Pro Evolution Soccer 2012 |
v1.11.3 |
2024-04-24 |
1 |
Unknown GetPointer 00008a95 PC 0881c374 LR 0881c384 |
| Pro Evolution Soccer 2012 |
v1.11.3 |
2024-04-24 |
1 |
Unknown GetPointer 0000f209 PC 0881c374 LR 0881c384 |
| Def Jam® Fight For NY™: The Takeover |
v1.11.3 |
2024-04-24 |
1 |
sceDmacMemcpy(dest=09878600, src=08400000, size=641344): overlapping read |
| EA-Sports FC PC-V |
v1.9.4 |
2026-10-23 |
1,331 |
sceMp3Init: invalid data: not layer 3 |
| PES FL 2022 |
v1.18.1 |
2025-03-15 |
1,199 |
Savedata version requested: 3 |
| EAFC24 BY RAFZZ |
v1.17.1 |
2024-09-23 |
28 |
sceMp3Init: invalid data: not layer 3 |
| eFootball Libertadores 2022 By T. Bendezu. |
v1.11.3 |
2024-04-23 |
1 |
sceDmacMemcpy(dest=092ed040, src=086ce8c0, size=1251136): overlapping read |
| Prince of Persia® Rival Swords |
v1.11.3 |
2024-04-23 |
1 |
Unknown GE command : d1bcdd6a |
| eFootball Play-C |
v1.11.3 |
2024-04-23 |
3 |
sceSasSetVoice: invalid loop mode 202 |
| EA-Sports FC PC-V |
v1.7.2 |
2026-11-08 |
3,017 |
Unknown GetPointer 00000000 PC 0884a918 LR 0884a938 |
| Pro Evolution Soccer 2012 |
v1.11.3 |
2024-04-23 |
1 |
Unknown GetPointer 0000d895 PC 0881c374 LR 0881c384 |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2026-11-04 |
496 |
80630006=sceAtracSetDataAndGetID(09aa2200, 00004000): fmt definition too small (16) |
| WWE SmackDown vs. RAW 2010 Revamped Edition |
v1.6.3 |
2025-03-11 |
25 |
80630007=sceAtracSetData(2, 08bd5600, 00004c00): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2010 Revamped Edition |
v1.18.1 |
2026-09-17 |
3 |
80630007=sceAtracSetData(2, 08bd5600, 00006a20): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2010 Revamped Edition |
v1.11.3 |
2026-09-17 |
2 |
80630007=sceAtracSetData(2, 08bd5600, 00005760): atracID uses different codec type than data |
| Pro Evolution Soccer 2012 |
v1.11.3 |
2024-04-23 |
1 |
Unknown GetPointer 00005edf PC 0881c374 LR 0881c384 |
| God of War™: Ghost of Sparta |
v1.11.3 |
2024-04-22 |
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 r10p0-00rel0 [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 |
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 r10p0-00rel0 [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) |
v1.12.3 |
2024-09-21 |
2 |
Unknown GetPointer 00000000 PC 088287f0 LR 08828800 |
| eFootball Chelito 19 |
v1.11.3 |
2024-04-22 |
1 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000001e, pos=0, access=1, data=2, text=2 |
| WWE'13 REMASTERED VERSION |
v1.17.1 |
2024-09-18 |
5 |
80630007=sceAtracSetData(2, 08d4b180, 00003100): atracID uses different codec type than data |
| eFootball Chelito 19 |
v1.9.4 |
2025-06-19 |
6 |
MIPSCompileOp: Invalid instruction 00010001 |
| eFootball Chelito 19 |
v1.9.4 |
2025-03-25 |
5 |
MIPSCompileOp: Invalid instruction 00000101 |
| WWE'13 REMASTERED VERSION |
v1.17 |
2024-06-16 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 00003a58): atracID uses different codec type than data |
| EFOOTBALL NEW PATCH SEASON 2024 |
v1.9.4 |
2025-01-05 |
2 |
Unknown GetPointer 00000000 PC 08808430 LR 08808448 |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.11.3 |
2024-04-22 |
1 |
WriteToHardware: Invalid address 00000080 near PC 088639a0 LR 088608e0 |
| eFootball 2024 By RH12 Official |
v1.9.4 |
2025-06-14 |
26 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08a1f464 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Jump to invalid address: 03040310 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Branch in Jump delay slot at 08c100cc in block starting at 08c10000 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Jump to invalid address: 02ecd2e0 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Branch in Jump delay slot at 08c100c8 in block starting at 08c10000 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Jump to invalid address: 03146480 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Branch in Jump delay slot at 08c100c4 in block starting at 08c10000 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Jump to invalid address: 030402e0 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Branch in Jump delay slot at 08c100c0 in block starting at 08c10000 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Jump to invalid address: 02eccf90 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Branch in Jump delay slot at 08c100bc in block starting at 08c10000 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Jump to invalid address: 0314c080 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Branch in Jump delay slot at 08c100b8 in block starting at 08c10000 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Jump to invalid address: 030402b0 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Branch in Jump delay slot at 08c100b4 in block starting at 08c10000 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Branch in Jump delay slot at 08c100b0 in block starting at 08c10000 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Jump to invalid address: 0314bfe0 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Branch in Jump delay slot at 08c100ac in block starting at 08c10000 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Branch in Jump delay slot at 08c100a8 in block starting at 08c10000 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Jump to invalid address: 02ecc8f0 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Branch in Jump delay slot at 08c100a4 in block starting at 08c10000 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Branch in Jump delay slot at 08c100a0 in block starting at 08c10000 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Jump to invalid address: 03040250 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Branch in Jump delay slot at 08c1009c in block starting at 08c10000 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Branch in Jump delay slot at 08c10098 in block starting at 08c10000 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Jump to invalid address: 031463e0 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Branch in Jump delay slot at 08c10094 in block starting at 08c10000 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Jump to invalid address: 02ecc250 |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2024-04-21 |
1 |
Branch in Jump delay slot at 08c1007c in block starting at 08c10000 |