Recent logs - v1.13.2

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

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 Message
God of War®: Ghost of Sparta v1.13.2 2022-10-04 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]. 01f34551:00000f3d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:0 1: c:1 t:1 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; 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_depthRange; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(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; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); 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 * 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 * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.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 * 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
God of War®: Ghost of Sparta v1.13.2 2022-10-04 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]. 01f34551:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; 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_depthRange; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(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; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); 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 * 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 * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.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 * 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_light
God of War®: Ghost of Sparta v1.13.2 2022-10-04 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]. 01730551:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; 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 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_depthRange; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(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; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); 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 * 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 * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.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 * 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; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord
God of War®: Ghost of Sparta v1.13.2 2022-10-04 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]. 01730551:00000f3d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; 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 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_depthRange; 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; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(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; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); 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 * 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 * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.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 * 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; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_te
Neopets®: Petpet Adventures™ - The Wand of Wishing™ v1.12.3-1300-g4b78224d2 2022-06-25 sceDmacMemcpy(dest=04088000, src=0983e400, size=557056): overlapping read
Samurai Shodown Anthology v1.12.3-1300-g4b78224d2 2022-06-22 sceNetAdhocMatchingInit(32768) at 0884e798
eFootball By TM ARTS v1.9.4 2022-12-01 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball By TM ARTS v1.9.4 2022-12-02 Savedata version requested: 3
eFootball By TM ARTS v1.9.4 2022-12-02 Savedata version requested on save: 3
DRAGON BALL Z SHIN BUDOKAI 2 v1.13.2-1942-g3f133befa 2022-12-02 sceNetAdhocMatchingInit(3000) at 088f31c0
METAL SLUG XX™ v1.13.2-951-g776c65001 2022-12-02 sceNetAdhocMatchingInit(65536) at 08864640
偶像大师:闪耀祭典 魅惑旋律 v1.12.3-397-gd3d87894b 2022-07-14 Waiting thread for 20 that was already waiting for 20
FAR CRY ISO BY LBORELLI MODS v1.9.4 2022-12-01 sceKernelRegisterSubIntrHandler(30, 0, 0894ef80, 00000000): duplicate handler
FAR CRY ISO BY LBORELLI MODS v1.9.4 2022-12-01 80020001=sceKernelCreateMutex(): invalid name
MLB 21 The Show LBORELLIMODS v1.12.3-1300-g4b78224d2 2022-10-19 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 040de000 offset: 0 (128x128 stride 128, 5551)
MLB 21 The Show LBORELLIMODS v1.9.4 2022-12-01 sceKernelLoadModule: unsupported options size=00000014, flags=08806b20, pos=0, access=-80, data=0, text=0
MLB 21 The Show LBORELLIMODS v1.9.4 2022-12-01 sceKernelLoadModule: unsupported options size=00000014, flags=08806b20, pos=0, access=20, data=0, text=0
MLB 21 The Show LBORELLIMODS v1.9.4 2022-12-01 sceKernelLoadModule: unsupported options size=00000014, flags=088b37b4, pos=0, access=20, data=0, text=0
Resistance: Retribution™ v1.13.2-1942-g3f133befa 2022-12-01 Failed to read valid video stream data from header
太鼓の達人ぽ~たぶるDX v1.13.2-2139-gd34e38c02 2022-12-01 Waiting thread for 20 that was already waiting for 20
Burnout Legends v1.13.2 2022-12-01 FBO created from existing depthbuffer as color, 04110000/00000000 and 04170f00/04110000
Hellboy™: The Science of Evil v1.13.2 2022-11-28 FBO created from existing depthbuffer as color, 04088000/00000000 and 040ec000/04088000
Hellboy™: The Science of Evil v1.13.2 2022-11-29 FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000
Hellboy™: The Science of Evil v1.13.2 2022-11-29 FBO created from existing depthbuffer as color, 04088000/00000000 and 04044000/04088000
Burnout Legends v1.13.2 2022-12-02 FBO created from existing depthbuffer as color, 04110000/00000000 and 04171000/04110000
Mega Drops (PD Roms compo 3.99) v1.13.2 2022-11-27 FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000
Cave Story v1.13.2 2022-11-28 FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000
Cave Story v1.13.2-953-ge2768b9e0 2022-11-28 MFIC instruction hit (70020024) at 089941c4
ガンダムバトルユニバース v1.13.2 2022-12-01 FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000
ガンダムバトルユニバース v1.13.2 2022-12-01 FBO created from existing depthbuffer as color, 04088000/00000000 and 04044000/04088000
Ultimate Ghosts'n Goblins v1.13.2-1500-g901f698a1 2022-11-28 Ignoring possible texturing from framebuffer at 04187000 +336x90 / 480x272
Prince of Persia: The Forgotten Sands™ v1.13.2 2022-12-02 FBO created from existing depthbuffer as color, 04110000/00000000 and 04154000/04110000
Burnout Legends v1.13.2 2022-12-02 FBO created from existing depthbuffer as color, 04110000/00000000 and 04174000/04110000
Ratchet v1.13.2 2022-12-01 Ignoring possible texturing from framebuffer at 0416c000 +0x64 / 64x272
Prince of Persia: The Forgotten Sands™ v1.13.2 2022-12-02 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
Prince of Persia: The Forgotten Sands™ v1.13.2 2022-12-02 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
幻想水滸伝 紡がれし百年の時 v1.12.3-905-g4c095ce06 2022-11-29 GetFramebufferCandidates(DEPTH): Multiple (2) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, CLUT16)
Daxter v1.12.3-1300-g4b78224d2 2022-06-30 Unexpected mpeg first timestamp: 5a1180948ab / 6189451135147
Resistance: Retribution™ v1.12.3-985-g81fcb3cd0 2022-11-30 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 040dc000 offset: 0 (128x128 stride 128, 5551)
God of War®: Ghost of Sparta v1.12.3-599-geee62849f 2022-12-01 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 04162000 offset: 0 (256x256 stride 512, 8888)
Ratchet and Clank: Size Matters v1.13.2 2022-12-01 Ignoring possible texturing from framebuffer at 0416c000 +0x64 / 64x272
Silent Hill® Origins v1.13.2 2022-12-02 FBO created from existing depthbuffer as color, 04000000/00000000 and 04020000/04000000
Prince of Persia - Rival Swords v1.13.2 2022-12-02 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
Prince of Persia - Rival Swords v1.13.2 2022-12-02 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
Burnout Legends v1.13.2 2022-12-02 FBO created from existing depthbuffer as color, 04110000/00000000 and 04154000/04110000
Burnout Legends v1.13.2 2022-12-02 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
Burnout Legends v1.13.2 2022-12-02 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
Assassin's Creed: Bloodlines™ v1.13.2 2022-12-02 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
Assassin's Creed: Bloodlines™ v1.13.2 2022-12-02 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
Need for Speed™ Shift v1.12.3-324-gaa12c9b39 2022-12-01 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 04120000 offset: 0 (256x128 stride 256, 5551)
Need for Speed™ Shift v1.13.2 2022-12-02 FBO created from existing depthbuffer as color, 04110000/00000000 and 04154000/04110000
Need for Speed™ Shift v1.13.2 2022-12-02 FBO created from existing depthbuffer as color, 04110000/00000000 and 04170000/04110000
Need for Speed™ Shift v1.13.2 2022-12-02 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
Need for Speed™ Shift v1.13.2 2022-12-02 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
クロヒョウ 龍が如く新章 v1.13.2 2022-12-02 FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000
Assassin's Creed: Bloodlines™ v1.13.2 2022-12-02 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
Assassin's Creed: Bloodlines™ v1.13.2 2022-12-02 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.13.2 2022-12-02 FBO created from existing depthbuffer as color, 04088000/00000000 and 040cc000/04088000
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.13.2 2022-12-02 FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.13.2 2022-12-02 FBO created from existing depthbuffer as color, 04088000/00000000 and 04044000/04088000
God of War: Chains of Olympus v1.13.2-957-g7923e87ba 2022-12-01 Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272
Midnight Club: L.A. Remix® v1.12.3-999-g97bc7a1ae 2022-11-25 GetFramebufferCandidates(DEPTH): Multiple (4) candidate framebuffers. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16)
God of War®: Ghost of Sparta v1.12.3-999-g97bc7a1ae 2022-12-02 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 04162000 offset: 0 (256x256 stride 512, 8888)
Silent Hill® Origins v1.13.2 2022-12-02 FBO created from existing depthbuffer as color, 04000000/00000000 and 0404c000/04000000
Silent Hill® Origins v1.13.2 2022-12-02 FBO created from existing depthbuffer as color, 04000000/00000000 and 040d4000/04000000
The Simpsons™ Game v1.12.3-1385-g6c54ab69e 2022-11-13 GetFramebufferCandidates(DEPTH): Multiple (2) candidate framebuffers. texaddr: 04710000 offset: 0 (512x512 stride 512, CLUT16)
God of War™: Ghost of Sparta v1.12.3-999-g97bc7a1ae 2022-12-01 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 04162000 offset: 0 (256x256 stride 512, 8888)
Silent Hill® Origins v1.12.3-985-g81fcb3cd0 2022-12-02 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. texaddr: 0404c000 offset: 0 (128x128 stride 512, 8888)
Ratchet v1.13.2 2022-11-30 Ignoring possible texturing from framebuffer at 0416e000 +0x192 / 64x272
God of War®: Ghost of Sparta v1.13.2-1734-gcf27d1413 2022-12-02 Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272
God of War™: Ghost of Sparta v1.13.2-957-g7923e87ba 2022-12-02 Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272
Midnight Club: L.A. Remix® v1.13.2 2022-12-02 Ignoring possible texturing from framebuffer at 04156000 +0x128 / 128x272
God of War®: Ghost of Sparta v1.13.2-997-g143be816c 2022-12-02 Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272
God of War: Chains of Olympus v1.13.2-989-g7c2b4b60a 2022-12-02 Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272
Burnout Legends v1.13.2 2022-12-01 Ignoring possible texturing from framebuffer at 04174000 +0x128 / 64x272
eFootball PES 2021 By TM ARTS v1.9.4 2022-12-02 Savedata version requested on save: 3
eFootball PES 2021 By TM ARTS v1.9.4 2022-12-02 Savedata version requested: 3
Daxter v1.9.4 2022-11-29 Unexpected mpeg first timestamp: b22150948ab / 12241009723563
Ratchet v1.9.4 2022-11-20 sceKernelCreateThread(name=rtpspnet): unsupported attributes 00000006
God of War: Chains of Olympus v1.9.4 2022-12-02 Rendering to framebuffer offset: 04161800 +64x0
Neopets®: Petpet Adventures™ - The Wand of Wishing™ v1.9.4 2022-11-29 FBO created from existing depthbuffer as color, 04088000/04110000 and 04000000/04088000
Neopets®: Petpet Adventures™ - The Wand of Wishing™ v1.9.4 2022-11-29 FBO created from existing depthbuffer as color, 04088000/04110000 and 04044000/04088000
Ratchet v1.9.4 2022-12-01 FBO created from existing depthbuffer as color, 04164000/04110000 and 04154000/04164000
God of War®: Ghost of Sparta v1.9.4 2022-12-02 Rendering to framebuffer offset: 04161800 +64x0
God of War: Chains of Olympus v1.9.4 2022-12-01 Rendering to framebuffer offset: 04162000 +256x0
Colin McRae Rally 2005 Plus v1.9.4 2022-12-01 FBO created from existing depthbuffer as color, 04110000/04088000 and 04000000/04110000
Colin McRae Rally 2005 Plus v1.9.4 2022-12-01 Rendering from framebuf with offset 04044000 -> 04000000+0x136
Colin McRae Rally 2005 Plus v1.9.4 2022-12-01 FBO created from existing depthbuffer as color, 04088000/04110000 and 04044000/04088000
Resistance: Retribution™ v1.9.4 2022-12-01 FBO created from existing depthbuffer as color, 04088000/04110000 and 04000000/04088000
Resistance: Retribution™ v1.9.4 2022-12-01 FBO created from existing depthbuffer as color, 04088000/04110000 and 04044000/04088000
Tom Clancy's Splinter Cell® Essentials v1.9.4 2022-12-02 Rendering to framebuffer offset: 04110000 +256x0
Ratchet and Clank: Size Matters v1.9.4 2022-12-01 FBO created from existing depthbuffer as color, 04164000/04110000 and 04154000/04164000
God of War®: Ghost of Sparta v1.9.4 2022-12-01 Rendering to framebuffer offset: 04161800 +64x0
GTA: Liberty City Stories v1.9.4 2022-12-02 FBO created from existing depthbuffer as color, 04000000/04128000 and 04178000/04000000
God of War: Chains of Olympus v1.9.4 2022-12-02 Rendering to framebuffer offset: 04162000 +256x0
God of War®: Ghost of Sparta v1.9.4 2022-12-02 Rendering to framebuffer offset: 04162000 +256x0
Grand Theft Auto: Vice City Stories v1.9.4 2022-12-02 FBO created from existing depthbuffer as color, 04000000/04128000 and 04178000/04000000
Burnout Legends v1.9.4 2022-12-02 Attempted set for logic op: f
PES 2014 v1.9.4 2022-12-02 Savedata version requested on save: 3
PES 2014 v1.9.4 2022-12-02 Savedata version requested: 3