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Game title |
Version |
Latest Report |
Message |
PATCH SPARTAN11 |
v1.14.1 |
2025-09-14 |
UI scissor out of bounds in MainScreen: 78,0-1279,817 / 1768,816 |
PATCH SPARTAN11 |
v1.14.1 |
2025-09-14 |
UI scissor out of bounds in GameSettingsScreen: 348,0-1408,817 / 1768,816 |
eFootball RB - V. |
v1.14.1 |
2025-09-13 |
Unknown GetPointerWrite 00000000 PC 08a02a0c LR 0881615c |
EA-Sports FC PC-V |
v1.14.1 |
2025-09-09 |
Jump to invalid address: 0a0bc730 |
EA-Sports FC PC-V |
v1.14.1 |
2025-09-09 |
UI scissor out of bounds in GamePauseScreen: 650,40-400,1880 / 1920,1080 |
EA-Sports FC PC-V |
v1.14.1 |
2025-09-09 |
UI scissor out of bounds in GamePauseScreen: 0,40-630,1880 / 1920,1080 |
EA-Sports FC PC-V |
v1.14.1 |
2025-09-09 |
UI scissor out of bounds in GamePauseScreen: 391,71-241,3343 / 1080,1920 |
EA-Sports FC PC-V |
v1.14.1 |
2025-09-09 |
UI scissor out of bounds in GamePauseScreen: 0,71-380,3343 / 1080,1920 |
EA-Sports FC PC-V |
v1.14.1 |
2025-09-09 |
UI scissor out of bounds in GamePauseScreen: 1290,40-600,1040 / 1080,1920 |
EA-Sports FC PC-V |
v1.14.1 |
2025-09-09 |
UI scissor out of bounds in GamePauseScreen: 0,40-1270,1040 / 1080,1920 |
eFootball RB - V. |
v1.9.4 |
2025-09-17 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
eFootball RB - V. |
v1.18.1 |
2025-09-15 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
eFootball RB - V. |
v1.9.4 |
2025-09-17 |
Savedata version requested: 3 |
eFootball RB - V. |
v1.9.4 |
2025-09-17 |
Savedata version requested on save: 3 |
Pro Evolution Soccer 2013 |
v1.14.1 |
2025-09-03 |
UI scissor out of bounds in GameSettingsScreen: 238,0-1215,721 / 1520,720 |
eFootball Chelito 19 |
v1.14.1 |
2025-08-31 |
UI scissor out of bounds in GameSettingsScreen: 125,0-503,284 / 604,272 |
eFooTBall Play Cesar Patch |
v1.14.1 |
2025-08-25 |
UI scissor out of bounds in GameSettingsScreen: 148,0-754,481 / 909,480 |
eFootball Chelito 19 |
v1.14.1 |
2025-08-22 |
UI scissor out of bounds in GamePauseScreen: 0,26-420,1254 / 1280,720 |
eFootball Chelito 19 |
v1.14.1 |
2025-08-22 |
UI scissor out of bounds in GamePauseScreen: 860,26-400,694 / 720,1280 |
eFootball Chelito 19 |
v1.14.1 |
2025-08-22 |
UI scissor out of bounds in GamePauseScreen: 0,26-847,694 / 720,1280 |
eFootball Euro y Copa America By T. Bendezu |
v1.14.1 |
2025-08-18 |
Unknown GetPointer 1143d644 PC 1143d644 LR 088d2d5c |
eFooTBall Play Cesar Patch |
v1.14.1 |
2025-08-16 |
UI scissor out of bounds in MainScreen: 0,0-734,481 / 960,480 |
Grand Theft Auto®: Chinatown Wars™ |
v1.14.1 |
2025-08-11 |
UI scissor out of bounds in GamePauseScreen: 433,26-267,1586 / 1612,720 |
Grand Theft Auto®: Chinatown Wars™ |
v1.14.1 |
2025-08-11 |
UI scissor out of bounds in GamePauseScreen: 80,26-340,1586 / 1612,720 |
Grand Theft Auto®: Chinatown Wars™ |
v1.14.1 |
2025-08-11 |
UI scissor out of bounds in GamePauseScreen: 1192,106-400,614 / 720,1612 |
Grand Theft Auto®: Chinatown Wars™ |
v1.14.1 |
2025-08-11 |
UI scissor out of bounds in GamePauseScreen: 0,106-1179,614 / 720,1612 |
Assassin's Creed: Bloodlines™ |
v1.14.1 |
2025-08-07 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:65: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:66: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:67: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:76: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:79: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:125: '!=' : wrong o
01000000:80000b18 HWX C T N Tex Light: LightUberShader
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b18 HWX C T N Tex Light: LightUberShader
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
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 mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
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 mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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);
vec4 ambientColor = ((u_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0u) {
uint comp = (u_lightControl >> 4) & 3u;
uint type = (u_lightControl >> 6) & 3u;
if (type == 0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, wo |
eFooTBall Play Cesar Patch |
v1.14.1 |
2025-08-16 |
UI scissor out of bounds in GameSettingsScreen: 148,0-805,481 / 960,480 |
EA-Sports FC Lop-Play |
v1.9.4 |
2025-09-17 |
Savedata version requested: 3 |
eFootball Chelito 19 |
v1.14.1 |
2025-08-01 |
UI scissor out of bounds in GameSettingsScreen: 840,63-4226,439 / 2357,1088 |
Dragon Ball Z Shin Budokai |
v1.14.1 |
2025-07-31 |
UI scissor out of bounds in GamePauseScreen: 485,20-300,460 / 480,800 |
eFootball Chelito 19 |
v1.14.1 |
2025-07-27 |
UI scissor out of bounds in SavedataScreen: 1004,75-0,74 / 854,480 |
eFootball Lop - Play |
v1.19.3 |
2025-09-16 |
sceNetAdhocMatchingInit(32768) at 08a719b8 |
Dragon Ball Z Shin Budokai |
v1.14.1 |
2025-07-31 |
UI scissor out of bounds in MainScreen: 0,412-480,388 / 800,480 |
Dragon Ball Z Shin Budokai |
v1.14.1 |
2025-07-31 |
UI scissor out of bounds in MainScreen: 0,348-480,452 / 800,480 |
Dragon Ball Z Shin Budokai |
v1.14.1 |
2025-07-22 |
UI scissor out of bounds in MainScreen: 490,10-300,470 / 480,800 |
eFootball Lop - Play |
v1.9.4 |
2025-09-17 |
Savedata version requested: 3 |
eFootball Lop - Play |
v1.9.4 |
2025-09-17 |
Savedata version requested on save: 3 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2025-07-17 |
UI scissor out of bounds in SavedataScreen: 1812,516-0,92 / 1612,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2025-07-17 |
UI scissor out of bounds in SavedataScreen: 1812,412-0,99 / 1612,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2025-07-17 |
UI scissor out of bounds in SavedataScreen: 1812,308-0,99 / 1612,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2025-07-17 |
UI scissor out of bounds in SavedataScreen: 1812,204-0,99 / 1612,720 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.1 |
2025-07-17 |
UI scissor out of bounds in SavedataScreen: 1812,100-0,99 / 1612,720 |
デジモンアドベンチャー |
v1.14.1 |
2025-07-12 |
UI scissor out of bounds in GameSettingsScreen: 210,0-1146,768 / 681,633 |
Dragon Ball Z Shin Budokai |
v1.14.1 |
2025-07-31 |
UI scissor out of bounds in GamePauseScreen: 265,20-200,780 / 800,480 |
Dragon Ball Z Shin Budokai |
v1.14.1 |
2025-07-31 |
UI scissor out of bounds in GamePauseScreen: 0,20-255,780 / 800,480 |
EA-Sports FC PC-V |
v1.14.1 |
2025-07-09 |
UI scissor out of bounds in GameSettingsScreen: 466,0-1915,1080 / 2265,1080 |
Mortal Kombat: Unchained |
v1.14.1 |
2025-07-06 |
UI scissor out of bounds in MainScreen: 0,0-734,481 / 960,480 |
NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.14.1 |
2025-07-05 |
UI scissor out of bounds in GameSettingsScreen: 148,0-805,481 / 960,480 |
Mortal Kombat: Unchained |
v1.14.1 |
2025-07-14 |
UI scissor out of bounds in GameSettingsScreen: 148,0-805,481 / 960,480 |
eFootball PES 2021 By GABRIEL |
v1.14.1 |
2025-06-27 |
UI scissor out of bounds in ScreenshotViewScreen: 866,51-1112,189 / 1280,576 |
SOCOM: U.S. Navy SEALs Portable |
v1.14.1 |
2025-07-09 |
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 r8p0-01rel0 [Revision 96995].
01710551:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01710551:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1
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 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_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);
vec4 ambientColor = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + 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 * diffuseColor) * 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 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.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 * diffuseColor) * 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 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * 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)
|
SOCOM: U.S. Navy SEALs Portable |
v1.14.1 |
2025-06-25 |
sceDmacMemcpy(dest=087748e0, src=099c39e0, size=11552): overlapping read |
eFootball Chelito 19 |
v1.14.1 |
2025-06-22 |
UI scissor out of bounds in GamePauseScreen: 451,25-250,1575 / 1600,720 |
eFootball Chelito 19 |
v1.14.1 |
2025-06-22 |
UI scissor out of bounds in GamePauseScreen: 58,25-381,1575 / 1600,720 |
eFootball Chelito 19 |
v1.14.1 |
2025-06-22 |
UI scissor out of bounds in GamePauseScreen: 1206,83-375,637 / 720,1600 |
eFootball Chelito 19 |
v1.14.1 |
2025-06-22 |
UI scissor out of bounds in GamePauseScreen: 0,83-1194,637 / 720,1600 |
MONSTER HUNTER FREEDOM UNITE™ |
v1.14.1 |
2025-06-18 |
sceDmacMemcpy(dest=0414e000, src=0960cf20, size=149152): overlapping read |
eFootball SM - V. |
v1.14.1 |
2025-06-18 |
UI scissor out of bounds in GameSettingsScreen: 303,0-1246,720 / 1476,720 |
eFootball PC - V. |
v1.14.1 |
2025-06-16 |
UI scissor out of bounds in SavedataScreen: 1761,100-0,99 / 1600,688 |
eFootball PC - V. |
v1.14.1 |
2025-06-16 |
UI scissor out of bounds in SavedataScreen: 1800,100-0,99 / 1600,688 |
BETEGAMING12 |
v1.9.4 |
2025-09-17 |
Savedata version requested on save: 3 |
BETEGAMING12 |
v1.9.4 |
2025-09-17 |
Savedata version requested: 3 |
eFootball PC - V. |
v1.14.1 |
2025-09-12 |
UI scissor out of bounds in GameSettingsScreen: 0,85-720,1096 / 1280,720 |
eFootball PC - V. |
v1.14.1 |
2025-09-12 |
UI scissor out of bounds in GameSettingsScreen: 497,0-1755,405 / 1280,720 |
METAL SLUG XX |
v1.14.1 |
2025-05-31 |
UI scissor out of bounds in MainScreen: 64,0-1186,721 / 1612,720 |
EA-Sports FC PC-V |
v1.9.4 |
2025-09-09 |
Jump to invalid address: 0a0bc330 |
EA-Sports FC PC-V |
v1.9.4 |
2025-09-09 |
Jump to invalid address: 055bc020 |
EA-Sports FC PC-V |
v1.9.4 |
2025-09-09 |
Jump to invalid address: 0a0bc230 |
EA-Sports FC PC-V |
v1.9.4 |
2025-09-09 |
Jump to invalid address: 0a0bc430 |
Dragon Ball Z Shin Budokai |
v1.14.1 |
2025-05-26 |
UI scissor out of bounds in GameSettingsScreen: 302,0-1299,721 / 1612,720 |
Dragon Ball Z Shin Budokai |
v1.14.1 |
2025-05-27 |
UI scissor out of bounds in MainScreen: 64,0-1186,721 / 1612,720 |
Dante's Inferno™ |
v1.14.1 |
2025-05-31 |
UI scissor out of bounds in MainScreen: 64,0-1186,721 / 1612,720 |
Dante's Inferno™ |
v1.14.1 |
2025-05-25 |
UI scissor out of bounds in GameSettingsScreen: 302,0-1299,721 / 1612,720 |
eFootball PC - V. |
v1.14.1 |
2025-05-22 |
UI scissor out of bounds in GameSettingsScreen: 72,85-648,1384 / 1600,688 |
eFootball PC - V. |
v1.14.1 |
2025-05-22 |
UI scissor out of bounds in GameSettingsScreen: 280,72-1307,616 / 720,1568 |
eFootball PC - V. |
v1.14.1 |
2025-05-22 |
UI scissor out of bounds in GameSettingsScreen: 352,0-1235,720 / 1600,688 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.14.1 |
2025-05-22 |
UI scissor out of bounds in GamePauseScreen: 450,40-600,2420 / 2460,1080 |
DRAGON BALL Z SHIN BUDOKAI 2 |
v1.14.1 |
2025-05-22 |
UI scissor out of bounds in GamePauseScreen: 108,40-322,2420 / 2460,1080 |
eFootball 2025 STAR PATCH |
v1.14.1 |
2025-05-22 |
GE Interrupt: newState might be 6 |
eFootball 2025 STAR PATCH |
v1.14.1 |
2025-05-22 |
GE Interrupt: newState might be 5 |
eFootball 2025 STAR PATCH |
v1.14.1 |
2025-05-22 |
GE Interrupt: newState might be 4 |
eFootball 2025 STAR PATCH |
v1.14.1 |
2025-05-22 |
GE Interrupt: newState might be 3 |
eFootball 2025 STAR PATCH |
v1.14.1 |
2025-05-22 |
GE Interrupt: newState might be 1 |
eFootball 2025 STAR PATCH |
v1.14.1 |
2025-05-22 |
GE Interrupt: newState might be 0 |
eFootball 2025 STAR PATCH |
v1.14.1 |
2025-05-22 |
GE Interrupt: newState might be 7 |
EA-Sports FC PC-V |
v1.14.1 |
2025-05-20 |
UI scissor out of bounds in GameSettingsScreen: 246,0-1024,544 / 1208,544 |
Grand Theft Auto 5 LBORELLIMODS |
v1.14.1 |
2025-05-19 |
UI scissor out of bounds in GameSettingsScreen: 461,0-1861,1080 / 2210,1080 |
FIFA 22 By Tutoriales Bendezu |
v1.14.1 |
2025-05-17 |
UI scissor out of bounds in SavedataScreen: 1090,75-0,74 / 1003,437 |
FIFA 22 By Tutoriales Bendezu |
v1.14.1 |
2025-05-17 |
UI scissor out of bounds in SavedataScreen: 1153,309-0,44 / 1003,437 |
FIFA 22 By Tutoriales Bendezu |
v1.14.1 |
2025-05-17 |
UI scissor out of bounds in SavedataScreen: 1153,231-0,74 / 1003,437 |
FIFA 22 By Tutoriales Bendezu |
v1.14.1 |
2025-05-17 |
UI scissor out of bounds in SavedataScreen: 1153,75-0,74 / 1003,437 |
God of War™: Ghost of Sparta |
v1.14.1 |
2025-05-12 |
UI scissor out of bounds in CwCheatScreen: 528,0-1084,721 / 1612,720 |
NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.14.1 |
2025-05-11 |
UI scissor out of bounds in GameSettingsScreen: 622,24-2904,300 / 1600,720 |
God of War™: Ghost of Sparta |
v1.14.1 |
2025-05-11 |
UI scissor out of bounds in GamePauseScreen: 412,22-227,1590 / 1612,720 |
God of War™: Ghost of Sparta |
v1.14.1 |
2025-05-11 |
UI scissor out of bounds in GamePauseScreen: 0,22-401,1590 / 1612,720 |
God of War™: Ghost of Sparta |
v1.14.1 |
2025-05-11 |
UI scissor out of bounds in GamePauseScreen: 1255,86-341,634 / 720,1612 |
God of War™: Ghost of Sparta |
v1.14.1 |
2025-05-11 |
UI scissor out of bounds in GamePauseScreen: 0,86-1244,634 / 720,1612 |
God of War™: Ghost of Sparta |
v1.14.1 |
2025-05-30 |
UI scissor out of bounds in GameSettingsScreen: 302,0-1299,721 / 1612,720 |
God of War™: Ghost of Sparta |
v1.14.1 |
2025-05-11 |
UI scissor out of bounds in GameSettingsScreen: 342,0-1471,817 / 1826,816 |