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Game title |
Version |
Latest Report |
Message |
E FOOTBALL ASIA 2021 "By TRMD" |
v1.14.2 |
2023-03-31 |
UI scissor out of bounds in MainScreen: 0,556-720,724 / 1280,720 |
E FOOTBALL ASIA 2021 "By TRMD" |
v1.14.2 |
2023-03-31 |
UI scissor out of bounds in MainScreen: 0,641-720,639 / 1280,720 |
E FOOTBALL ASIA 2021 "By TRMD" |
v1.14.2 |
2023-03-31 |
UI scissor out of bounds in MainScreen: 0,966-720,67 / 1280,720 |
E FOOTBALL ASIA 2021 "By TRMD" |
v1.14.2 |
2023-03-31 |
UI scissor out of bounds in MainScreen: 200,966-520,67 / 1280,720 |
eFootball By TM ARTS |
v1.14.2 |
2023-03-31 |
UI scissor out of bounds in GameSettingsScreen: 0,64-480,750 / 888,480 |
eFootball By TM ARTS |
v1.14.2 |
2023-03-31 |
UI scissor out of bounds in GameSettingsScreen: 210,0-668,480 / 480,888 |
MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.14.2 |
2023-03-30 |
UI scissor out of bounds in GameSettingsScreen: 210,0-1220,900 / 956,541 |
eFootball By TM ARTS |
v1.14.2 |
2023-03-30 |
MIPSCompileOp: Invalid instruction 045e4518 |
eFootball By TM ARTS |
v1.14.2 |
2023-03-30 |
Jump to invalid address: 02209fb0 |
eFootball By TM ARTS |
v1.14.2 |
2023-03-30 |
ReadFromHardware: Invalid address deae3084 near PC 08bcf298 LR 089534ec |
eFootball By TM ARTS |
v1.14.2 |
2023-03-30 |
Jump in likely branch delay slot with link at 08bcf2a8 |
eFootball By TM ARTS |
v1.14.2 |
2023-03-30 |
MIPSCompileOp: Invalid instruction 442ac631 |
eFootball By TM ARTS |
v1.14.2 |
2023-03-30 |
MIPSCompileOp: Invalid instruction b12403b7 |
eFootball By TM ARTS |
v1.14.2 |
2023-03-30 |
MIPSCompileOp: Invalid instruction 9fc01940 |
eFootball By TM ARTS |
v1.14.2 |
2023-03-30 |
Unknown GetPointerWrite d3dfce2c PC 0888d3ec LR 0888d3fc |
Crash® of the Titans |
v1.14.2 |
2023-03-30 |
UI scissor out of bounds in MainScreen: 0,110-1323,609 / 720,1600 |
God of War: Ghost of Sparta Demo |
v1.14.2 |
2023-03-30 |
UI scissor out of bounds in GameSettingsScreen: 269,0-1006,544 / 1208,544 |
頭文字D STREET STAGE |
v1.14.2 |
2023-03-30 |
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 r9p0-01rel0 [Revision 96995].
01f38001:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:2 MatUp:3 Cull
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f38001:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:2 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec3 u_lightpos0;
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 vec3 u_lightpos2;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
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 = u_matambientalpha;
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;
lowp float angle;
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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos. |
頭文字D STREET STAGE |
v1.14.2 |
2023-03-30 |
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 r9p0-01rel0 [Revision 96995].
01f38001:00000321 HWX N LM Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:2 MatUp:3 Cull
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f38001:00000321 HWX N LM Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:2 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec3 u_lightpos0;
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 vec3 u_lightpos2;
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_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
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 = u_matambientalpha;
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;
lowp float angle;
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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
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 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - |
eFootball 2023 By Tutoriales Bendezu |
v1.14.2 |
2023-03-30 |
UI scissor out of bounds in GamePauseScreen: 1108,23-351,697 / 1423,720 |
Mortal Kombat: Unchained |
v1.14.2 |
2023-03-29 |
UI scissor out of bounds in GameSettingsScreen: 334,0-1213,720 / 1464,720 |
PES 2014 |
v1.14.2 |
2023-03-29 |
UI scissor out of bounds in GameSettingsScreen: 280,1080-1627,1 / 1920,1080 |
eFootball PES 2020 "C19" |
v1.14.2 |
2023-03-29 |
UI scissor out of bounds in GameSettingsScreen: 344,0-1243,720 / 1512,720 |
PES 2014 |
v1.14.2 |
2023-03-29 |
UI scissor out of bounds in GamePauseScreen: 433,26-267,1494 / 1520,720 |
PES 2014 |
v1.14.2 |
2023-03-29 |
UI scissor out of bounds in GamePauseScreen: 0,26-420,1494 / 1520,720 |
eFootball 2023 By Tutoriales Bendezu |
v1.14.2 |
2023-03-29 |
UI scissor out of bounds in GameSettingsScreen: 298,0-1251,720 / 1476,720 |
eFootball 2023 By Tutoriales Bendezu |
v1.14.2 |
2023-03-29 |
UI scissor out of bounds in GamePauseScreen: 1192,23-351,697 / 1476,720 |
MONSTER HUNTER FREEDOM(TM) |
v1.14.2 |
2023-03-29 |
UI scissor out of bounds in DisplayLayoutScreen: 1203,0-341,721 / 1600,720 |
MONSTER HUNTER FREEDOM(TM) |
v1.14.2 |
2023-03-29 |
UI scissor out of bounds in DisplayLayoutScreen: 0,0-477,721 / 1600,720 |
METAL GEAR SOLID PEACE WALKER |
v1.14.2 |
2023-03-28 |
UI scissor out of bounds in GameSettingsScreen: 334,0-1214,720 / 1477,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-03-28 |
UI scissor out of bounds in GameSettingsScreen: 284,0-1304,721 / 1600,720 |
eFootball By TM ARTS |
v1.14.2 |
2023-03-28 |
UI scissor out of bounds in GameSettingsScreen: 358,0-1384,810 / 1661,810 |
God of War®: Ghost of Sparta |
v1.14.2 |
2023-03-28 |
UI scissor out of bounds in GameSettingsScreen: 336,0-1171,720 / 1424,720 |
METAL SLUG XX™ |
v1.14.2 |
2023-03-28 |
UI scissor out of bounds in GameSettingsScreen: 210,0-1060,720 / 613,630 |
God of War: Chains of Olympus |
v1.14.2 |
2023-03-28 |
UI scissor out of bounds in GamePauseScreen: 982,17-279,527 / 1208,544 |
MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.14.2 |
2023-03-27 |
UI scissor out of bounds in SavedataScreen: 1407,231-0,74 / 1293,748 |
MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.14.2 |
2023-03-27 |
UI scissor out of bounds in SavedataScreen: 1407,153-0,74 / 1293,748 |
MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.14.2 |
2023-03-27 |
UI scissor out of bounds in SavedataScreen: 1407,75-0,74 / 1293,748 |
MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.14.2 |
2023-03-27 |
UI scissor out of bounds in SavedataScreen: 1443,231-0,74 / 1293,748 |
MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.14.2 |
2023-03-27 |
UI scissor out of bounds in SavedataScreen: 1443,153-0,74 / 1293,748 |
MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.14.2 |
2023-03-27 |
UI scissor out of bounds in SavedataScreen: 1443,75-0,74 / 1293,748 |
God of War™: Ghost of Sparta |
v1.14.2 |
2023-03-27 |
UI scissor out of bounds in GameSettingsScreen: 377,0-1523,816 / 1813,816 |
MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.14.2 |
2023-03-30 |
UI scissor out of bounds in MainScreen: 76,0-1131,720 / 1598,719 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-03-27 |
UI scissor out of bounds in MainScreen: 0,975-268,1274 / 544,1106 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-03-27 |
UI scissor out of bounds in MainScreen: 0,1280-75,175 / 544,1106 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-03-27 |
UI scissor out of bounds in MainScreen: 0,1106-268,1143 / 544,1106 |
eFootball By TM ARTS |
v1.14.2 |
2023-03-27 |
UI scissor out of bounds in GameSettingsScreen: 0,64-544,968 / 1106,544 |
eFootball By TM ARTS |
v1.14.2 |
2023-03-27 |
UI scissor out of bounds in GameSettingsScreen: 430,0-1799,268 / 1106,544 |
PES 2013 |
v1.14.2 |
2023-03-27 |
UI scissor out of bounds in GameSettingsScreen: 150,0-803,540 / 908,540 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-03-27 |
UI scissor out of bounds in SavedataScreen: 1638,360-0,87 / 1560,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-03-27 |
UI scissor out of bounds in SavedataScreen: 1638,269-0,87 / 1560,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-03-27 |
UI scissor out of bounds in SavedataScreen: 1638,178-0,87 / 1560,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-03-27 |
UI scissor out of bounds in SavedataScreen: 1638,87-0,87 / 1560,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-03-27 |
UI scissor out of bounds in SavedataScreen: 1681,360-0,87 / 1560,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-03-27 |
UI scissor out of bounds in SavedataScreen: 1681,269-0,87 / 1560,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-03-27 |
UI scissor out of bounds in SavedataScreen: 1681,178-0,87 / 1560,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.2 |
2023-03-27 |
UI scissor out of bounds in SavedataScreen: 1681,87-0,87 / 1560,720 |
METAL GEAR SOLID PEACE WALKER |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1656,516-0,92 / 1480,720 |
METAL GEAR SOLID PEACE WALKER |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1656,412-0,99 / 1480,720 |
METAL GEAR SOLID PEACE WALKER |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1656,308-0,99 / 1480,720 |
METAL GEAR SOLID PEACE WALKER |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1656,204-0,99 / 1480,720 |
METAL GEAR SOLID PEACE WALKER |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1656,100-0,99 / 1480,720 |
METAL GEAR SOLID PEACE WALKER |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1530,516-0,92 / 1480,720 |
METAL GEAR SOLID PEACE WALKER |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1530,412-0,99 / 1480,720 |
METAL GEAR SOLID PEACE WALKER |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1530,308-0,99 / 1480,720 |
METAL GEAR SOLID PEACE WALKER |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1530,204-0,99 / 1480,720 |
METAL GEAR SOLID PEACE WALKER |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1530,100-0,99 / 1480,720 |
METAL GEAR SOLID PEACE WALKER |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1512,516-0,92 / 1480,720 |
METAL GEAR SOLID PEACE WALKER |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1512,412-0,99 / 1480,720 |
METAL GEAR SOLID PEACE WALKER |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1512,308-0,99 / 1480,720 |
METAL GEAR SOLID PEACE WALKER |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1512,204-0,99 / 1480,720 |
METAL GEAR SOLID PEACE WALKER |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1512,100-0,99 / 1480,720 |
METAL GEAR SOLID PEACE WALKER |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1680,516-0,92 / 1480,720 |
METAL GEAR SOLID PEACE WALKER |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1680,412-0,99 / 1480,720 |
METAL GEAR SOLID PEACE WALKER |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1680,308-0,99 / 1480,720 |
METAL GEAR SOLID PEACE WALKER |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1680,204-0,99 / 1480,720 |
METAL GEAR SOLID PEACE WALKER |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1680,100-0,99 / 1480,720 |
SBK-07 |
v1.14.2 |
2023-03-26 |
807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 0000 |
SBK-07 |
v1.14.2 |
2023-03-26 |
sceMp3Init: invalid data: not layer 3 |
eFootball Chelito 19 |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in TouchControlLayoutScreen: 266,481-438,783 / 1280,720 |
eFootball Chelito 19 |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in TouchControlLayoutScreen: 0,0-267,1280 / 1280,720 |
eFootball Chelito 19 |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in TouchControlLayoutScreen: 474,79-1774,317 / 1280,720 |
Gran Turismo® |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 2641,125-0,124 / 2400,1080 |
Gran Turismo® |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 2596,125-0,124 / 2400,1080 |
Gran Turismo® |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 2555,125-0,124 / 2400,1080 |
Gran Turismo® |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 2466,125-0,124 / 2400,1080 |
Gran Turismo® |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 2642,125-0,124 / 2400,1080 |
Gran Turismo® |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 2650,125-0,124 / 2400,1080 |
Harvest Moon®: Boy & Girl |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in GameSettingsScreen: 538,0-1854,1080 / 2280,1080 |
BlazBlue: Calamity Trigger Portable |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in GameSettingsScreen: 505,0-1876,1080 / 2284,1080 |
Yu-Gi-Oh! GX Tag Force |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1526,100-0,99 / 1440,720 |
Yu-Gi-Oh! GX Tag Force |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1640,100-0,99 / 1440,720 |
EFOOTBALL 2023 PSP FINAL UPDATE |
v1.14.2 |
2023-03-26 |
80630006=sceAtracSetDataAndGetID(09a25200, 00001000): invalid RIFF header |
MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1378,231-0,74 / 1259,748 |
MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1378,153-0,74 / 1259,748 |
MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.14.2 |
2023-03-26 |
UI scissor out of bounds in SavedataScreen: 1378,75-0,74 / 1259,748 |
Dragon Ball Z: Forever Tenkaichi Tag Team |
v1.14.4-951-gaa66cc03f |
2023-03-31 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.2 |
2023-03-26 |
80630006=sceAtracSetDataAndGetID(09c7c150, 0001fff0): invalid RIFF header |
Tom Clancy's Rainbow Six Vegas |
v1.14.2 |
2023-03-25 |
UI scissor out of bounds in GameSettingsScreen: 280,0-1187,720 / 1384,720 |
Killzone™: Liberation |
v1.14.2 |
2023-03-25 |
__KernelStopThread: thread 281 does not exist (ApctlThread deleted) |