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Game title |
Version |
Latest Report |
Message |
Iso Super Heroes Tenkaichi V5 Final A.O |
v1.14.3 |
2023-11-08 |
Attempting to texture from current render target (src=04088000 / target=04088000 / flags=7), making a copy |
Spider-Man 3 |
v1.14.3 |
2023-11-06 |
UI scissor out of bounds in GameSettingsScreen: 348,0-1444,810 / 1705,810 |
Iso Super Heroes Tenkaichi V5 Final A.O |
v1.14.3 |
2023-11-05 |
Attempting to texture from current render target (src=04000000 / target=04000000 / flags=7), making a copy |
eFootball 2023 By [email protected] |
v1.14.3 |
2023-11-05 |
sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read |
NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.14.3 |
2023-09-16 |
UI scissor out of bounds in GameSettingsScreen: 280,0-1187,720 / 1384,720 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.3 |
2023-09-08 |
UI scissor out of bounds in GameSettingsScreen: 329,0-1308,720 / 1650,688 |
eFootball PES 2021 T. Bendezu "C19" |
v1.14.3 |
2023-08-28 |
UI scissor out of bounds in TouchControlLayoutScreen: 266,116-1238,588 / 1424,720 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.14.3 |
2023-09-04 |
UI scissor out of bounds in GameSettingsScreen: 434,0-1888,1080 / 2214,1080 |
討鬼伝 極 |
v1.14.3 |
2023-07-29 |
UI scissor out of bounds in GamePauseScreen: 168,40-128,1681 / 544,967 |
討鬼伝 極 |
v1.14.3 |
2023-07-29 |
UI scissor out of bounds in GamePauseScreen: 0,40-163,1681 / 544,967 |
討鬼伝 極 |
v1.14.3 |
2023-07-29 |
UI scissor out of bounds in GamePauseScreen: 610,22-340,521 / 544,967 |
Mortal Kombat: Unchained |
v1.14.3 |
2023-07-16 |
UI scissor out of bounds in MainScreen: 67,1012-1013,1328 / 2340,1080 |
KINGDOM HEARTS Birth by Sleep |
v1.14.3 |
2023-07-16 |
UI scissor out of bounds in GameSettingsScreen: 434,0-1888,1080 / 2214,1080 |
Efootball [email protected] |
v1.14.3 |
2023-07-16 |
sceDmacMemcpy(dest=040cc000, src=08701400, size=1043456): overlapping read |
Efootball [email protected] |
v1.14.3 |
2023-07-16 |
UI scissor out of bounds in GameSettingsScreen: 335,0-1252,720 / 1504,720 |
Resistance: Retribution™ |
v1.14.3 |
2023-06-20 |
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 r8p0-00dev0 [Revision 96995].
01700551:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01700551:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 Cull
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 = 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;
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)
|
Resistance: Retribution™ |
v1.14.3 |
2023-06-20 |
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 r8p0-00dev0 [Revision 96995].
01f15551:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f15551:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 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;
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 = 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;
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. |
Resistance: Retribution™ |
v1.14.3 |
2023-06-20 |
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 r8p0-00dev0 [Revision 96995].
01710551:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01710551:00000b31 HWX T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 = 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;
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)
lightSum1 + |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.16.6-333-gecab50346 |
2023-11-28 |
Texture cache ran out of GPU memory; switching to low memory mode |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.9.4 |
2023-11-28 |
Savedata version requested: 3 |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.9.4 |
2023-11-28 |
Savedata version requested on save: 3 |
eFootball 2024 Beta By Tutoriales Bendezu |
v1.16.6-333-gecab50346 |
2023-11-28 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
WWE'12 |
v1.14.3 |
2023-06-18 |
UI scissor out of bounds in GameSettingsScreen: 206,0-942,544 / 1088,544 |
WWE'12 |
v1.14.3 |
2023-06-18 |
UI scissor out of bounds in GameSettingsScreen: 385,0-1757,1080 / 2030,1080 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.14.3 |
2023-06-12 |
UI scissor out of bounds in GameSettingsScreen: 294,0-1417,817 / 1722,816 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.14.3 |
2023-06-12 |
UI scissor out of bounds in MainScreen: 66,0-1308,817 / 1722,816 |
NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.14.3 |
2023-06-12 |
UI scissor out of bounds in MainScreen: 66,0-1308,817 / 1722,816 |
ISO CRIADA POR: VICTOR MODDER TTT |
v1.14.3 |
2023-06-12 |
UI scissor out of bounds in GameSettingsScreen: 294,0-1417,817 / 1722,816 |
ISO CRIADA POR: VICTOR MODDER TTT |
v1.14.3 |
2023-06-12 |
UI scissor out of bounds in MainScreen: 66,0-1308,817 / 1722,816 |
CRISIS CORE -FINAL FANTASY VII- |
v1.14.3 |
2023-06-10 |
Attempting to texture from current render target (src=04000000 / target=04000000 / flags=7), making a copy |
God of War®: Ghost of Sparta |
v1.14.3 |
2023-06-09 |
__KernelStopThread: thread 359 does not exist (helper deleted) |
Yu-Gi-Oh! GX Tag Force 2 |
v1.14.3 |
2023-06-03 |
sceKernelCreateThread(name=god_g999_Base): unsupported attributes 00000006 |
Yu-Gi-Oh! GX Tag Force 2 |
v1.14.3 |
2023-06-03 |
sceKernelCreateThread(name=god_g997_Save_test): unsupported attributes 00000006 |
Yu-Gi-Oh! GX Tag Force 2 |
v1.14.3 |
2023-06-03 |
sceKernelCreateThread(name=god_g001_Demo): unsupported attributes 00000006 |
Yu-Gi-Oh! GX Tag Force 2 |
v1.14.3 |
2023-06-03 |
sceKernelCreateThread(name=god_g998_Result_test): unsupported attributes 00000006 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.14.3 |
2023-05-31 |
UI scissor out of bounds in MainScreen: 0,76-2550,272 / 1704,816 |
Dragon Ball Z: Tenkaichi Tag Team |
v1.14.3 |
2023-05-31 |
UI scissor out of bounds in MainScreen: 0,29-2550,319 / 1704,816 |
Prince of Persia - Rival Swords |
v1.14.3 |
2023-05-23 |
Unknown GE command : 342fde02 |
MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.14.3 |
2023-05-15 |
UI scissor out of bounds in GamePauseScreen: 1447,30-450,1050 / 1920,944 |
MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.14.3 |
2023-05-15 |
UI scissor out of bounds in GamePauseScreen: 0,30-1433,1050 / 1920,944 |
PES 2014 |
v1.14.3 |
2023-05-08 |
UI scissor out of bounds in ReportFinishScreen: 1825,14-701,441 / 1440,810 |
PES 2014 |
v1.14.3 |
2023-05-08 |
UI scissor out of bounds in ReportFinishScreen: 0,14-1791,438 / 1440,810 |
Grand Theft Auto: Vice City Stories |
v1.14.3 |
2023-05-05 |
UI scissor out of bounds in GameSettingsScreen: 257,0-907,544 / 1088,544 |
Grand Theft Auto: Vice City Stories |
v1.14.3 |
2023-05-04 |
80630007=sceAtracSetData(2, 08bd5600, 000071a0): atracID uses different codec type than data |
Grand Theft Auto: Vice City Stories |
v1.14.3 |
2023-05-04 |
80630007=sceAtracSetData(2, 08bd5600, 00003060): atracID uses different codec type than data |
Grand Theft Auto: Vice City Stories |
v1.14.3 |
2023-05-04 |
80630007=sceAtracSetData(2, 08bd5600, 0000f060): atracID uses different codec type than data |
Grand Theft Auto: Vice City Stories |
v1.14.3 |
2023-05-04 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
Grand Theft Auto: Vice City Stories |
v1.14.3 |
2023-05-04 |
80630007=sceAtracSetData(2, 08bd5600, 00004000): atracID uses different codec type than data |
Grand Theft Auto: Vice City Stories |
v1.14.3 |
2023-05-04 |
80630007=sceAtracSetData(2, 08bd5600, 0000d260): atracID uses different codec type than data |
Grand Theft Auto: Vice City Stories |
v1.15.4 |
2023-08-08 |
80630007=sceAtracSetData(2, 08bd5600, 00020000): atracID uses different codec type than data |
Grand Theft Auto: Vice City Stories |
v1.14.3 |
2023-05-04 |
80630007=sceAtracSetData(2, 08bd5600, 00015c60): atracID uses different codec type than data |
Grand Theft Auto: Vice City Stories |
v1.15.4 |
2023-08-08 |
80630007=sceAtracSetData(2, 08b9d5c0, 00037f10): atracID uses different codec type than data |
Grand Theft Auto: Vice City Stories |
v1.14.3 |
2023-05-04 |
80630007=sceAtracSetData(2, 08bd5600, 000107a0): atracID uses different codec type than data |
MONSTER HUNTER PORTABLE 3rd |
v1.14.3 |
2023-05-04 |
UI scissor out of bounds in GamePauseScreen: 792,20-300,578 / 1107,596 |
MONSTER HUNTER PORTABLE 3rd |
v1.14.3 |
2023-05-04 |
UI scissor out of bounds in GamePauseScreen: 0,20-782,578 / 1107,596 |
MONSTER HUNTER PORTABLE 3rd |
v1.14.3 |
2023-05-04 |
UI scissor out of bounds in GamePauseScreen: 1051,20-300,706 / 1107,598 |
MONSTER HUNTER PORTABLE 3rd |
v1.14.3 |
2023-05-04 |
UI scissor out of bounds in GamePauseScreen: 0,20-1041,706 / 1107,598 |
Dragon Ball Z Shin Budokai |
v1.14.3 |
2023-05-03 |
UI scissor out of bounds in MainScreen: 650,10-300,470 / 888,480 |
Dragon Ball Z Shin Budokai |
v1.14.3 |
2023-05-03 |
80630007=sceAtracSetData(2, 08bd5600, 00003420): atracID uses different codec type than data |
Dragon Ball Z Shin Budokai |
v1.14.3 |
2023-05-03 |
80630007=sceAtracSetData(2, 08bd5600, 000020a0): atracID uses different codec type than data |
Dragon Ball Z Shin Budokai |
v1.14.3 |
2023-05-03 |
80630007=sceAtracSetData(2, 08bd5600, 00005000): atracID uses different codec type than data |
Dragon Ball Z Shin Budokai |
v1.14.3 |
2023-05-03 |
80630007=sceAtracSetData(2, 08bd5600, 00015700): atracID uses different codec type than data |
eFootball PES 2020 C19 & Nibeck Tv |
v1.15.4 |
2023-06-16 |
Unknown GetPointer 00000008 PC 08a0a208 LR 08a01a10 |
WWE SmackDown vs. RAW 2010 |
v1.14.3 |
2023-05-01 |
Attempting to texture from current render target (src=04162000 / target=04162000 / flags=7), making a copy |
WWE SmackDown vs. RAW 2010 |
v1.14.3 |
2023-05-01 |
Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272 |
WWE SmackDown vs. RAW 2010 |
v1.15.4 |
2023-08-19 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
God of War: Chains of Olympus |
v1.14.3 |
2023-05-01 |
80630007=sceAtracSetData(2, 08bd5600, 0000d800): atracID uses different codec type than data |
God of War: Chains of Olympus |
v1.14.3 |
2023-05-01 |
80630007=sceAtracSetData(2, 08bd5600, 00002f00): atracID uses different codec type than data |
God of War: Chains of Olympus |
v1.14.3 |
2023-05-01 |
80630007=sceAtracSetData(2, 08bd5600, 00015700): atracID uses different codec type than data |
God of War: Chains of Olympus |
v1.14.4 |
2023-07-09 |
sceGeBreak(mode=0, unknown=08b90d1c): unknown ptr (valid) |
God of War: Chains of Olympus |
v1.14.3 |
2023-05-01 |
80630007=sceAtracSetData(2, 08bd5600, 000023a0): atracID uses different codec type than data |
God of War: Chains of Olympus |
v1.14.3 |
2023-05-01 |
80630007=sceAtracSetData(2, 08bd5600, 000065a0): atracID uses different codec type than data |
God of War: Chains of Olympus |
v1.14.3 |
2023-05-01 |
80630007=sceAtracSetData(2, 08b9d5c0, 00038000): atracID uses different codec type than data |
GOD EATER 2 |
v1.14.3 |
2023-04-28 |
UI scissor out of bounds in SavedataScreen: 1118,389-0,70 / 967,544 |
GOD EATER 2 |
v1.14.3 |
2023-04-28 |
UI scissor out of bounds in SavedataScreen: 1118,311-0,75 / 967,544 |
GOD EATER 2 |
v1.14.3 |
2023-04-28 |
UI scissor out of bounds in SavedataScreen: 1118,232-0,75 / 967,544 |
GOD EATER 2 |
v1.14.3 |
2023-04-28 |
UI scissor out of bounds in SavedataScreen: 1118,154-0,75 / 967,544 |
GOD EATER 2 |
v1.14.3 |
2023-04-28 |
UI scissor out of bounds in SavedataScreen: 1118,75-0,75 / 967,544 |
BLAZBLUE Portable |
v1.14.3 |
2023-04-28 |
sceKernelLoadModule: unsupported options size=00000014, flags=08bead40, pos=0, access=1, data=2, text=2 |
BLAZBLUE Portable |
v1.14.3 |
2023-04-28 |
sceKernelLoadModule: unsupported options size=00000014, flags=08bead40, pos=0, access=1, data=1, text=1 |
BLAZBLUE Portable |
v1.14.3 |
2023-04-28 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5f0, pos=0, access=1, data=2, text=2 |
BLAZBLUE Portable |
v1.14.3 |
2023-04-28 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5f0, pos=0, access=1, data=1, text=1 |
Daxter |
v1.14.3 |
2023-04-27 |
UI scissor out of bounds in GamePauseScreen: 1051,20-300,706 / 1096,590 |
Daxter |
v1.14.3 |
2023-04-27 |
UI scissor out of bounds in GamePauseScreen: 0,20-1041,706 / 1096,590 |
Daxter |
v1.14.3 |
2023-04-27 |
UI scissor out of bounds in GamePauseScreen: 1051,20-300,748 / 1366,726 |
Daxter |
v1.14.3 |
2023-04-27 |
UI scissor out of bounds in GamePauseScreen: 0,20-1041,748 / 1366,726 |
PES 2019 BY CHELITO 19 |
v1.14.3 |
2023-04-25 |
UI scissor out of bounds in GameSettingsScreen: 290,0-1259,721 / 1560,720 |
PES 2019 BY CHELITO 19 |
v1.14.3 |
2023-04-25 |
UI scissor out of bounds in MainScreen: 52,0-1146,721 / 1560,720 |
ARMORED CORE FORMULA FRONT |
v1.14.4 |
2023-08-02 |
Ignoring possible texturing from framebuffer at 04154000 +0x136 / 480x272 |
GODS EATER BURST |
v1.14.4 |
2023-04-23 |
Replacement rowPitch=128, but w=1024 (level=0) |
TEKKEN 6 |
v1.14.3 |
2023-04-20 |
UI scissor out of bounds in GameSettingsScreen: 118,0-515,272 / 604,272 |
Sonic Rivals™ 2 |
v1.14.3 |
2023-04-19 |
UI scissor out of bounds in GameSettingsScreen: 324,0-1404,816 / 1632,816 |
Sonic Rivals™ 2 |
v1.14.3 |
2023-04-19 |
UI scissor out of bounds in GameSettingsScreen: 178,0-774,480 / 899,480 |
Pro Evolution Soccer 2009 |
v1.14.3 |
2023-04-18 |
UI scissor out of bounds in GamePauseScreen: 1155,11-538,295 / 967,544 |
God of War™: Ghost of Sparta |
v1.14.3 |
2023-04-17 |
UI scissor out of bounds in SavedataScreen: 1485,516-0,92 / 1440,720 |
God of War™: Ghost of Sparta |
v1.14.3 |
2023-04-17 |
UI scissor out of bounds in SavedataScreen: 1485,412-0,99 / 1440,720 |
God of War™: Ghost of Sparta |
v1.14.3 |
2023-04-17 |
UI scissor out of bounds in SavedataScreen: 1485,308-0,99 / 1440,720 |
God of War™: Ghost of Sparta |
v1.14.3 |
2023-04-17 |
UI scissor out of bounds in SavedataScreen: 1485,204-0,99 / 1440,720 |
God of War™: Ghost of Sparta |
v1.14.3 |
2023-04-17 |
UI scissor out of bounds in SavedataScreen: 1485,100-0,99 / 1440,720 |
God of War™: Ghost of Sparta |
v1.14.3 |
2023-04-17 |
UI scissor out of bounds in SavedataScreen: 1570,516-0,92 / 1440,720 |