Recent logs - v1.14.4

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Game title Version Latest Report Message
eFootball PES 2021 By TM ARTS v1.14.4 2024-04-23 Unknown GetPointerWrite 00000000 PC 088287e8 LR 088287f0
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2024-04-23 Replacement rowPitch=512, but w=2872 (level=0)
eFootball 2024 By RH12 Official v1.14.4 2024-04-22 Replacement rowPitch=1024, but w=4096 (level=0)
eFootball 2024 By RH12 Official v1.14.4 2024-04-22 Replacement rowPitch=1024, but w=5120 (level=0)
eFootball Chelito 19 v1.14.4 2024-04-22 Replacement rowPitch=512, but w=1896 (level=0)
eFootball Chelito 19 v1.14.4 2024-04-21 ReadFromHardware: Invalid address 1397d998 near PC 08863d90 LR 08849a58
eFootball 2024 Beta By Tutoriales Bendezu v1.14.4 2024-04-21 Replacement rowPitch=1024, but w=2800 (level=0)
eFootball 2024 By RH12 Official v1.14.4 2024-04-21 Replacement rowPitch=512, but w=2352 (level=0)
グランナイツヒストリー v1.14.4 2024-04-21 00000000=sceUtilityScreenshotInitStart(08de8b50)
グランナイツヒストリー v1.14.4 2024-04-21 00000000=sceUtilityScreenshotInitStart(08ddf3b0)
Rock Band Unplugged™ v1.14.4 2024-04-21 sceDmacMemcpy(dest=08d16a80, src=08d1f7b0, size=384): overlapping read
eFootball 2024 By RH12 Official v1.14.4 2024-04-21 Replacement rowPitch=2048, but w=4096 (level=0)
eFootball Chelito 19 v1.14.4 2024-04-20 Branch in Jump delay slot at 08b8af98 in block starting at 08b8ad0c
eFootball Chelito 19 v1.14.4 2024-04-20 Branch in Jump delay slot at 08b8af94 in block starting at 08b8ad0c
eFootball Chelito 19 v1.14.4 2024-04-20 Branch in Jump delay slot at 08b8af90 in block starting at 08b8ad0c
eFootball Chelito 19 v1.14.4 2024-04-20 Branch in Jump delay slot at 08b8af8c in block starting at 08b8ad0c
eFootball Chelito 19 v1.14.4 2024-04-20 Branch in Jump delay slot at 08b8af88 in block starting at 08b8ad0c
eFootball Chelito 19 v1.14.4 2024-04-20 Branch in Jump delay slot at 08b8af84 in block starting at 08b8ad0c
eFootball Chelito 19 v1.14.4 2024-04-20 Branch in Jump delay slot at 08b8af80 in block starting at 08b8ad0c
eFootball Chelito 19 v1.14.4 2024-04-20 Branch in Jump delay slot at 08b8af7c in block starting at 08b8ad0c
eFootball Chelito 19 v1.14.4 2024-04-20 Branch in Jump delay slot at 08b8af50 in block starting at 08b8ad0c
eFootball Chelito 19 v1.14.4 2024-04-20 Branch in Jump delay slot at 08b8af3c in block starting at 08b8ad0c
eFootball Chelito 19 v1.14.4 2024-04-20 Branch in Jump delay slot at 08b8af38 in block starting at 08b8ad0c
eFootball Chelito 19 v1.14.4 2024-04-20 Branch in Jump delay slot at 08b8af34 in block starting at 08b8ad0c
eFootball Chelito 19 v1.14.4 2024-04-20 Jump to invalid address: 02e2ec70
eFootball Chelito 19 v1.14.4 2024-04-20 MIPSCompileOp: Invalid instruction 000000fb
FIFA 14 v1.14.4 2024-04-19 Replacement rowPitch=512, but w=2560 (level=0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2024-04-19 00000000=sceUtilityScreenshotInitStart(09ca9e28)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2024-04-19 00000000=sceUtilityScreenshotInitStart(09ca9e08)
eFootball 2024 By RH12 Official v1.14.4 2024-04-22 Replacement rowPitch=128, but w=1600 (level=0)
Rock Band Unplugged™ v1.14.4 2024-04-19 sceDmacMemcpy(dest=08d15280, src=08d1f9b0, size=576): overlapping read
eFootball 2024 By RH12 Official v1.14.4 2024-04-18 Replacement rowPitch=2048, but w=8000 (level=0)
Prince of Persia - Rival Swords v1.14.4 2024-04-18 Unknown GE command : b791d964
eFootball 2024 By RH12 Official v1.14.4 2024-04-21 Replacement rowPitch=512, but w=2048 (level=0)
eFootball 2024 By RH12 Official v1.14.4 2024-04-17 Replacement rowPitch=256, but w=1984 (level=0)
eFootball 2024 By RH12 Official v1.14.4 2024-04-17 Replacement rowPitch=256, but w=720 (level=0)
eFootball 2024 By RH12 Official v1.14.4 2024-04-17 Replacement rowPitch=512, but w=4264 (level=0)
eFootball 2024 By RH12 Official v1.14.4 2024-04-17 Replacement rowPitch=512, but w=720 (level=0)
eFootball 2024 By RH12 Official v1.14.4 2024-04-23 Replacement rowPitch=512, but w=1600 (level=0)
eFootball 2024 By RH12 Official v1.14.4 2024-04-21 Replacement rowPitch=128, but w=512 (level=0)
eFootball 2024 By RH12 Official v1.14.4 2024-04-17 Replacement rowPitch=2048, but w=5120 (level=0)
eFootball 2024 By RH12 Official v1.14.4 2024-04-22 Replacement rowPitch=512, but w=800 (level=0)
eFootball 2024 By RH12 Official v1.14.4 2024-04-18 Replacement rowPitch=512, but w=2000 (level=0)
eFootball 2024 By RH12 Official v1.14.4 2024-04-23 Replacement rowPitch=256, but w=512 (level=0)
eFootball 2024 By RH12 Official v1.14.4 2024-04-16 Replacement rowPitch=512, but w=1800 (level=0)
eFootball Chelito 19 v1.14.4 2024-04-16 Replacement rowPitch=512, but w=3000 (level=0)
eFootball Chelito 19 v1.14.4 2024-04-15 sceKernelLoadModule: unsupported options size=00000014, flags=08cacbd0, pos=0, access=1, data=2, text=2
eFootball Chelito 19 v1.14.4 2024-04-15 sceKernelLoadModule: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=1, text=1
eFootball 2024 Beta By Tutoriales Bendezu v1.14.4 2024-04-15 Replacement rowPitch=512, but w=3224 (level=0)
Rock Band Unplugged™ v1.17.1 2024-04-17 sceDmacMemcpy(dest=08d16840, src=08d20a70, size=368): overlapping read
Daxter v1.14.4 2024-04-15 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 r6p1-01rel0 [Revision 96995]. 01f34400:00010b38 HWX C T N Tex TexProjPos UVMtx Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:3 Cull #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)) // 01f34400:00010b38 HWX C T N Tex TexProjPos UVMtx Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:3 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 mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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 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 = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 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); 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 - 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); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); 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_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRa
Daxter v1.14.4 2024-04-15 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 r6p1-01rel0 [Revision 96995]. 01b34044:00010b38 HWX C T N Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 3: c:0 t:1 MatUp:3 Cull #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)) // 01b34044:00010b38 HWX C T N Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 3: c:0 t:1 MatUp:3 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 mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; 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 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 = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; 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); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); 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_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Po
Daxter v1.14.4 2024-04-15 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 r6p1-01rel0 [Revision 96995]. 01730444:00010b38 HWX C T N Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull #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)) // 01730444:00010b38 HWX C T N Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 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 mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; 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 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 = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; 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); 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); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Po
Crash™ Tag Team Racing v1.14.4 2024-04-15 80630006=sceAtracSetDataAndGetID(0940cd40, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2024-04-15 80630006=sceAtracSetDataAndGetID(09421900, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2024-04-15 80630006=sceAtracSetDataAndGetID(0940d140, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2024-04-15 80630006=sceAtracSetDataAndGetID(09421980, 00014000): invalid RIFF header
MONSTER HUNTER FREEDOM UNITE™ v1.14.4 2024-04-14 sceDmacMemcpy(dest=0414e000, src=095d58c0, size=237168): overlapping read
eFootball 2024 Beta By Tutoriales Bendezu v1.14.4 2024-04-14 Replacement rowPitch=256, but w=1984 (level=0)
頭文字D STREET STAGE v1.14.4 2024-04-14 sceDmacMemcpy(dest=041c6c00, src=09230600, size=8192): overlapping read
クロヒョウ2 龍が如く 阿修羅編 v1.14.4 2024-04-13 ReadFromHardware: Invalid address 10090000 near PC 08955fb8 LR 08957a8c
クロヒョウ2 龍が如く 阿修羅編 v1.14.4 2024-04-13 ReadFromHardware: Invalid address 3b43310b near PC 0894838c LR 08952854
グランナイツヒストリー v1.14.4 2024-04-13 00000000=sceUtilityScreenshotInitStart(08de3bf0)
Syphon Filter®: Logan's Shadow v1.14.4 2024-04-13 Unexpected mpeg first timestamp: bb947bc4833 / 12890400376883
Syphon Filter®: Logan's Shadow v1.14.4 2024-04-13 Unexpected mpeg first timestamp: fe656bc7e02 / 17481972088322
Syphon Filter®: Logan's Shadow v1.14.4 2024-04-13 Unexpected mpeg first timestamp: e53f5ba601b / 15753767706651
WWE All Stars v1.14.4 2024-04-12 __KernelStopThread: thread 308 does not exist (helper deleted)
Syphon Filter®: Logan's Shadow v1.14.4 2024-04-12 Unexpected mpeg first timestamp: e10dbda4a3 / 966598173859
eFootball 2024 Beta By Tutoriales Bendezu v1.14.4 2024-04-12 Replacement rowPitch=512, but w=4096 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2024-04-11 ReadFromHardware: Invalid address 4012ef6b near PC 4012ef6b LR 089e65e0
Mortal Kombat: Unchained v1.14.4 2024-04-10 Unknown GetPointer 00000000 PC 08fe3458 LR 08fe3448
Mortal Kombat: Unchained v1.14.4 2024-04-10 Unknown GetPointerWrite 00000000 PC 08fe3458 LR 08fe3448
Mortal Kombat: Unchained v1.14.4 2024-04-10 00000000=sceGeEdramSetAddrTranslation(00000000)
Mortal Kombat: Unchained v1.14.4 2024-04-10 Ignoring possible texturing from framebuffer at 04154000 +0x144 / 256x272
Mortal Kombat: Unchained v1.14.4 2024-04-10 00000400=sceGeEdramSetAddrTranslation(00000000)
Jak & Daxter®:The Lost Frontier™ v1.14.4 2024-04-10 Ignoring possible texturing from framebuffer at 04176000 +0x64 / 512x272
Crash™ Tag Team Racing v1.14.4 2024-04-10 80630006=sceAtracSetDataAndGetID(09a56500, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2024-04-10 80630006=sceAtracSetDataAndGetID(09a56a00, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2024-04-10 80630006=sceAtracSetDataAndGetID(09a4e9c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2024-04-10 80630006=sceAtracSetDataAndGetID(0953cc00, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2024-04-10 80630006=sceAtracSetDataAndGetID(094fff80, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2024-04-10 80630006=sceAtracSetDataAndGetID(09530bc0, 00014000): invalid RIFF header
eFootball Chelito 19 v1.14.4 2024-04-21 Replacement rowPitch=128, but w=800 (level=0)
eFootball 2024 Beta By Tutoriales Bendezu v1.14.4 2024-04-09 Unknown GetPointer 00ffda4c PC 0884d7b4 LR 0884d7d4
Assassin's Creed: Bloodlines™ v1.14.4 2024-04-08 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c64e04, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2024-04-08 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c64e04, 4, 00000000, 0)
eFottball Hend Asean v1.14.4 2024-04-08 Replacement rowPitch=512, but w=4268 (level=0)
SBK®09 Superbike World Championship v1.14.4 2024-04-08 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09049180): duplicate handler
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2024-04-07 MIPSCompileOp: Invalid instruction 04fd2368
eFootball 2024 Beta By Tutoriales Bendezu v1.14.4 2024-04-07 Replacement rowPitch=256, but w=2456 (level=0)
Pro Evolution Soccer 2008 v1.14.4 2024-04-07 ReadFCR: Unexpected reg 21
Winning Eleven Pro Evolution Soccer 2007 v1.14.4 2024-04-07 ReadFCR: Unexpected reg 21
eFottball Hend Asean v1.14.4 2024-04-06 Replacement rowPitch=256, but w=2048 (level=0)
eFootball 2024 Beta By Tutoriales Bendezu v1.14.4 2024-04-06 Replacement rowPitch=1024, but w=2880 (level=0)
Silent Hill® Origins v1.14.4 2024-04-06 Ignoring possible texturing from framebuffer at 091cee50 +320x-20717 / 64x256
Street Fighter® Alpha 3 Max v1.14.4 2024-04-06 __KernelStopThread: thread 305 does not exist (helper deleted)
Pro Evolution Soccer 2013 v1.14.4 2024-04-05 Unknown GetPointer aa3a0fa8 PC 08849a40 LR 0884a920
eFootball PES 2023 By ESTEEM GAMING v1.14.4 2024-04-05 Replacement rowPitch=2048, but w=3200 (level=0)
eFootball Chelito 19 v1.14.4 2024-04-05 Unknown GetPointerWrite 000016b6 PC 08872bb4 LR 08872c1c
eFootball Chelito 19 v1.14.4 2024-04-05 Unknown GetPointerWrite 000016b6 PC 08872bf8 LR 08872c1c