Recent logs - v1.14.3

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
GUILTYGEAR XX ΛCORE PLUS v1.14.3 2024-04-03 sceDmacMemcpy(dest=04144000, src=04088000, size=26496): overlapping read
GUILTYGEAR XX ΛCORE PLUS v1.14.3 2024-04-01 UI scissor out of bounds in GameSettingsScreen: 262,0-1280,720 / 1521,720
PES FL 2022 v1.14.3 2024-03-09 Savedata version requested on save: 3
PES FL 2022 v1.17.1 2024-04-23 Savedata version requested: 3
PES MY 2024 v1.7.5 2024-04-24 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
PES MY 2024 v1.7.5 2024-04-04 Savedata version requested on save: 3
PES MY 2024 v1.7.5 2024-04-25 Savedata version requested: 3
PES FL 2022 v1.14.3 2024-03-14 Savedata version requested on save: 3
MONSTER HUNTER PORTABLE 3rd v1.14.3 2024-01-30 UI scissor out of bounds in MainScreen: 0,481-540,479 / 960,540
MONSTER HUNTER PORTABLE 3rd v1.14.3 2024-01-30 UI scissor out of bounds in MainScreen: 0,417-540,543 / 960,540
MONSTER HUNTER PORTABLE 3rd v1.14.3 2024-01-30 UI scissor out of bounds in MainScreen: 1155,5-534,299 / 960,540
MONSTER HUNTER PORTABLE 3rd v1.14.3 2024-01-30 UI scissor out of bounds in MainScreen: 0,0-1138,304 / 960,540
MONSTER HUNTER PORTABLE 3rd v1.14.3 2024-01-30 UI scissor out of bounds in MainScreen: 0,36-1138,268 / 960,540
PES FL 2022 v1.6.3 2024-04-07 Savedata version requested: 3
MONSTER HUNTER PORTABLE 3rd v1.14.3 2024-02-01 UI scissor out of bounds in GamePauseScreen: 325,20-200,940 / 960,540
MONSTER HUNTER PORTABLE 3rd v1.14.3 2024-02-01 UI scissor out of bounds in GamePauseScreen: 0,20-315,940 / 960,540
MONSTER HUNTER PORTABLE 3rd v1.14.3 2024-02-01 UI scissor out of bounds in GamePauseScreen: 1146,11-534,293 / 960,540
MONSTER HUNTER PORTABLE 3rd v1.14.3 2024-02-01 UI scissor out of bounds in GamePauseScreen: 0,11-1129,293 / 960,540
Daxter v1.14.3 2023-12-25 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9f250, 4, 00000000, 0)
英雄伝説 零の軌跡 v1.14.3 2023-12-14 Attempting to texture from current render target (src=04044000 / target=04044000 / flags=1), making a copy
Persona3 PORTABLE v1.14.3 2023-12-02 UI scissor out of bounds in GameSettingsScreen: 210,0-1146,768 / 960,544
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 2024-02-16 sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read
EFOOTBALL NEW PATCH SEASON 2024 v1.9.4 2024-04-25 Savedata version requested on save: 3
EFOOTBALL NEW PATCH SEASON 2024 v1.9.4 2024-04-25 Savedata version requested: 3
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 Chelito 19 v1.9.4 2024-04-25 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball Chelito 19 v1.9.4 2024-04-25 Savedata version requested: 3
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 2024-02-20 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 v1.17.1 2024-04-25 Texture cache ran out of GPU memory; switching to low memory mode
eFootball 2024 Beta By Tutoriales Bendezu v1.9.4 2024-04-25 Savedata version requested: 3
eFootball 2024 Beta By Tutoriales Bendezu v1.9.4 2024-04-25 Savedata version requested on save: 3
eFootball 2024 Beta By Tutoriales Bendezu v1.17.1-317-g4d52e9a10 2024-04-25 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
Dragon Ball Super: Multiverse Break v1.14.3-10-gb4571648d 2024-01-19 Attempting to texture from current render target (src=04158000 / target=04158000 / flags=1), making a copy
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
Dragon Ball Super: Multiverse Break v1.17.1-8-g834739600 2024-04-25 00000400=sceGeEdramSetAddrTranslation(00000800)
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 v1.17.1 2024-02-28 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 v1.17.1 2024-04-21 80630007=sceAtracSetData(2, 08bd5600, 00005000): atracID uses different codec type than data
Dragon Ball Z Shin Budokai v1.17.1 2024-04-21 80630007=sceAtracSetData(2, 08bd5600, 00015700): atracID uses different codec type than data
eFootball PES 2020 C19 & Nibeck Tv v1.17.1 2024-04-09 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 v1.17.1 2024-04-12 80630007=sceAtracSetData(2, 08b9d5c0, 00038000): atracID uses different codec type than data