Recent logs - v1.14.4

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Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
Resistance: Retribution™ v1.14.4 2023-01-19 3 Unknown GetPointerWrite 06971f48 PC 08c7b5d4 LR 08cd6754
Resistance: Retribution™ v1.14.4 2023-01-13 1 Unknown GetPointerWrite 28171f48 PC 08ca31e0 LR 08cd6754
Resistance: Retribution™ v1.15.4 2023-08-27 4 Unknown GE command : 5222200a
Gran Turismo® v1.14.4 2023-01-12 1 Ignoring possible texturing from framebuffer at 04154000 +3840x150 / 480x272
MLB 08 The Show ™ v1.14.4 2026-09-01 27 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
ASTERIX & OBELIX XXL 2: MISSION WIFIX v1.20.4 2026-07-29 11 sceNetAdhocMatchingInit(32768) at 08a72200
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-12 1 Unknown GetPointerWrite 00000000 PC 088287e0 LR 088287f0
VALKYRIE PROFILE -LENNETH- v1.14.4 2023-01-12 1 00000400=sceGeEdramSetAddrTranslation(00000400)
タクティクスオウガ 運命の輪 v1.14.4 2023-01-12 1 Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0
Call of Duty : Roads to Victory™ v1.18.1 2025-04-10 3 Branch in branch delay slot at 088a7d2b with different target
Call of Duty : Roads to Victory™ v1.18.1 2025-04-10 4 Branch in branch delay slot at 088a008b with different target
遊☆戯☆王 アーク□ファイブ タッグフォース スペシャル v1.14.4 2023-01-12 1 80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-01-12 1 80630006=sceAtracSetDataAndGetID(0986a700, 00000800): invalid RIFF header
KINGDOM HEARTS Birth by Sleep v1.14.4 2023-01-12 1 Ignoring possible texturing from framebuffer at 04174000 +0x78 / 480x272
Burnout™ Dominator v1.14.4 2023-02-13 2 Ignoring possible texturing from framebuffer at 04176000 +1024x224 / 512x272
Silent Hill: Shattered Memories v1.14.4 2023-01-12 3 Ignoring possible texturing from framebuffer at 08bb4780 +256x-1106 / 64x256
GUILTY GEAR JUDGMENT v1.14.4 2023-01-12 1 00000400=sceGeEdramSetAddrTranslation(00000800)
God of War®: Ghost of Sparta v1.14.4 2023-12-01 2 sceKernelCreateThread(name=system): unsupported attributes 00000006
God of War®: Ghost of Sparta v1.14.4 2023-01-12 1 Failed decrypting the PRX (ret = -4, size = 3607100, psp_size = 3607440)!
BREATH OF FIRE Ⅲ v1.14.4 2023-01-12 1 00000400=sceGeEdramSetAddrTranslation(00000400)
PES FL 2022C v1.8.0 2024-07-24 581 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Ben 10 Ultimate Alien: Cosmic Destruction v1.14.4 2023-01-12 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (68724819), bad data
Ben 10 Ultimate Alien: Cosmic Destruction v1.14.4 2023-01-12 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (ca262768), bad data
Ben 10 Ultimate Alien: Cosmic Destruction v1.14.4 2023-01-12 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (27687248), bad data
Ben 10 Ultimate Alien: Cosmic Destruction v1.14.4 2023-01-12 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (4a7bca26), bad data
Ben 10 Ultimate Alien: Cosmic Destruction v1.14.4 2023-01-12 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (194a7bca), bad data
WILDARMS XF v1.18.1 2026-07-10 6,186 00000800=sceGeEdramSetAddrTranslation(00000800)
WILDARMS XF v1.18.1 2026-07-10 72 00000400=sceGeEdramSetAddrTranslation(00000800)
MLB 08 The Show ™ v1.14.4 2023-01-12 1 Unknown GetPointerWrite 00000000 PC 096bf704 LR 096bf724
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-01-12 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(83b4caa, 44:b8:a2:49:28:6a, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-01-12 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(83b4caa, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-12 1 MIPSCompileOp: Invalid instruction 76c03150
Prince of Persia - Revelations v1.14.4 2023-01-12 1 80630006=sceAtracSetDataAndGetID(09714700, 00000800): invalid RIFF header
Midnight Club 3: DUB Edition v1.14.4 2023-01-15 4 Error in shader compilation: info: 0:96(2): error: illegal use of reserved word `switch' 0:96(2): error: syntax error, unexpected ERROR_TOK 01000000:80000938 HWX C T Tex Light: LightUberShader Cull #version 120 #extension GL_EXT_gpu_shader4 : enable // Driver: Mesa Intel(R) G41 (ELK) - GLSL 120 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000938 HWX C T Tex Light: LightUberShader Cull attribute vec3 position; attribute vec2 texcoord; attribute 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; 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(0.0, 0.0, 1.0, 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 << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? 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) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 *
Midnight Club 3: DUB Edition v1.14.4 2023-01-15 4 Error in shader compilation: info: 0:10(1): error: syntax error, unexpected NEW_IDENTIFIER, expecting end of file reinterpret #version 120 // Driver: Mesa Intel(R) G41 (ELK) - GLSL 120 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uint packColor(vec4 val) { return uint(val.r * 31.99) | (uint(val.g * 63.99) << 5u) | (uint(val.b * 31.99) << 11u); } vec4 unpackColor(uint colorLeft, uint colorRight) { vec4 outColor = vec4(float(colorLeft & 0xFFu), float((colorLeft >> 8u) & 0xFFu), float(colorRight & 0xFFu), float((colorRight >> 8u) & 0xFFu)); outColor *= 1.0 / 255.0; return outColor; } varying highp vec2 v_texcoord; // TEXCOORD0 uniform vec2 texSize; uniform float scaleFactor; void main() { vec4 valLeft = texture2D(tex, v_texcoord.xy + vec2(-0.25 / texSize.x, 0.0)); vec4 valRight = texture2D(tex, v_texcoord.xy + vec2(0.25 / texSize.x, 0.0)); vec4 outColor = unpackColor(packColor(valLeft), packColor(valRight)); gl_FragColor = outColor; }
SBK®09 Superbike World Championship v1.14.4 2023-04-07 2 scePsmfPlayerSetPsmf*: incorrect PSMF magic (21e0ac72), bad data
PES 2014 v1.14.4 2023-01-12 1 Error in shader compilation: info: 0:96(2): error: illegal use of reserved word `switch' 0:96(2): error: syntax error, unexpected ERROR_TOK 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull #version 120 #extension GL_EXT_gpu_shader4 : enable // Driver: Mesa Intel(R) G41 (ELK) - GLSL 120 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b30 HWX T N Tex Light: LightUberShader 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 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; 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 = 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; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_
Pro Evolution Soccer 2013 v1.14.4 2023-01-12 1 Error in shader compilation: info: 0:96(2): error: illegal use of reserved word `switch' 0:96(2): error: syntax error, unexpected ERROR_TOK 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull #version 120 #extension GL_EXT_gpu_shader4 : enable // Driver: Mesa Intel(R) G41 (ELK) - GLSL 120 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b30 HWX T N Tex Light: LightUberShader 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 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; 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 = 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; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_
Burnout™ Legends v1.14.4 2024-03-07 6 Ignoring possible texturing from framebuffer at 04174000 +0x174 / 64x272
Silent Hill: Shattered Memories v1.14.4 2023-01-12 1 Ignoring possible texturing from framebuffer at 08bb4780 +208x-11973 / 64x256
WWE'12 v1.18.1 2025-06-09 13 MIPSCompileOp: Invalid instruction 7fa3002a
WWE'12 v1.18.1 2025-06-09 13 MIPSCompileOp: Invalid instruction 7e7fdc28
WWE'12 v1.14.4 2023-01-12 1 Unknown GetPointerWrite 0e7d7143 PC 08bfbde0 LR 08bfbe04
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.14.4 2023-01-12 2 00000000=sceUtilityScreenshotInitStart(09a80f08)
Geronimo Stilton v1.18.1 2025-06-07 123 00000800=sceGeEdramSetAddrTranslation(00000800)
Geronimo Stilton v1.18.1 2025-06-07 48 00000400=sceGeEdramSetAddrTranslation(00000800)
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.14.4 2023-04-14 2 00000000=sceUtilityScreenshotInitStart(09a8eab8)
DBZ TTT:The Legacy Of Tenkaichi V2 v1.14.4 2023-01-12 1 MIPSCompileOp: Invalid instruction 9dd6fd60
DBZ TTT:The Legacy Of Tenkaichi V2 v1.14.4 2023-01-12 1 MIPSCompileOp: Invalid instruction 73edc160
DBZ TTT:The Legacy Of Tenkaichi V2 v1.14.4 2023-01-12 1 MIPSCompileOp: Invalid instruction 73ea5960
無双OROCHI2 Special v1.15.4 2023-08-27 2 80630006=sceAtracSetDataAndGetID(08ecd500, 0000b6a4): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-01-12 1 80630006=sceAtracSetDataAndGetID(096cf300, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-01-12 1 80630006=sceAtracSetDataAndGetID(099b6040, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-01-12 1 80630006=sceAtracSetDataAndGetID(09632f40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-01-12 2 80630006=sceAtracSetDataAndGetID(098dca40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.14.4 2023-01-12 1 80630006=sceAtracSetDataAndGetID(0984e4c0, 00000800): invalid RIFF header
Silent Hill: Shattered Memories v1.14.4 2023-01-12 1 Ignoring possible texturing from framebuffer at 08bb4780 +320x-7241 / 64x256
Prince of Persia - Revelations v1.14.4 2023-01-12 1 80630006=sceAtracSetDataAndGetID(09818880, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.15.4 2023-09-07 3 80630006=sceAtracSetDataAndGetID(09a362c0, 00000800): invalid RIFF header
WORLD SOCCER Winning Eleven 2014 v1.14.4 2023-01-12 1 sceKernelCreateThread(name=jmpFont_Library): unsupported attributes 00000006
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-12 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09aef1c4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-12 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09aef1c4, 4, 00000000, 0)
Silent Hill: Shattered Memories v1.14.4 2023-01-12 1 Ignoring possible texturing from framebuffer at 08bb4780 +448x-3575 / 64x256
MX vs. ATV Untamed v1.20.4 2026-09-08 202 Rendering to framebuffer offset at 04000000 +256x0 (stride 1024)
RIDE 4 v1.18.1 2026-05-28 224 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08fa8030): duplicate handler
RIDE 4 v1.18.1 2026-05-28 234 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08fa9500): duplicate handler
DRAGON BALL Z SHIN BUDOKAI 2 v1.15.4 2023-08-08 7 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
EFOOTBALL 2023 PSP OFFICIAL v1.14.4 2023-08-20 7 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 000f
EFOOTBALL 2023 PSP OFFICIAL v1.9.4 2024-04-08 142 sceMp3Init: invalid data: not layer 3
flOw v1.14.4 2023-01-12 34 No DL ID available to enqueue
Gran Turismo® v1.14.4 2023-01-12 1 Ignoring possible texturing from framebuffer at 04154000 +768x155 / 480x272
eFootball PES 2021 By FAR Channel Indonesia v1.17.1 2024-12-24 24 sceNetAdhocMatchingInit(32768) at 08a71984
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.17.1-334-g1786a4ddb 2024-10-30 31 00000400=sceGeEdramSetAddrTranslation(00000800)
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.17.1 2024-10-30 13 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
Cars: Race-O-Rama v1.14.4 2023-01-12 1 Ignoring possible texturing from framebuffer at 09a48340 +32x-22633 / 8x8
Prince of Persia - Revelations v1.14.4 2023-02-18 5 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]. 03700444:40c00b30 HWX T N Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 WScale 1 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)) // 03700444:40c00b30 HWX T N Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 WScale 1 Cull attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; 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 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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); 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 = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); 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_cul
Silent Hill® Origins v1.17.1 2024-07-24 3 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
Prince of Persia - Revelations v1.14.4 2023-02-18 6 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]. 03770444:40c00b30 HWX T N Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:7 WScale 1 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)) // 03770444:40c00b30 HWX T N Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:7 WScale 1 Cull attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; 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 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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); 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 = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); 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 ((p
Prince of Persia - Revelations v1.14.4 2023-02-18 6 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]. 03f74440:41400b30 HWX T N Tex Bones:6 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 WScale 1 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)) // 03f74440:41400b30 HWX T N Tex Bones:6 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 WScale 1 Cull attribute mediump vec4 w1; attribute mediump vec2 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; 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 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 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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); 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 - 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; 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,
Prince of Persia - Revelations v1.14.4 2023-02-18 6 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]. 03f74440:41c00b30 HWX T N Tex Bones:8 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 WScale 1 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)) // 03f74440:41c00b30 HWX T N Tex Bones:8 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:7 WScale 1 Cull attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; 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 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 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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); 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 - 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; 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,
God of War: Chains of Olympus v1.17.1 2024-05-19 73 80630006=sceAtracSetHalfwayBufferAndGetID(08dda340, 00000800, 00040000): invalid RIFF header
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-01-12 1 sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 00000ffc): duplicate handler
刺客信条 血统 汉化版 PLAY汉化组 v1.14.4 2023-01-12 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09d88724, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.14.4 2023-01-12 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09d88724, 4, 00000000, 0)
METAL GEAR SOLID PEACE WALKER v1.14.4 2023-01-12 1 sceKernelCreateThread(name=god_menu): unsupported attributes 00000006
Prince of Persia The Forgotten Sands™ v1.14.4 2023-01-12 2 scePsmfPlayerSetPsmf*: incorrect PSMF magic (544d4d00), bad data
Despicable Me v1.17.1 2024-07-26 3 Unknown GetPointerWrite 0a0018c0 PC 08807fe8 LR 08807fb4
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-12 1 MIPSCompileOp: Invalid instruction 9c41ec90
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-12 1 Branch in branch delay slot at 08a477c0 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-12 1 Branch in branch delay slot at 08a476e4 with different target
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.18.1 2026-03-21 10 00000000=sceUtilityScreenshotInitStart(09a8e188)
TNA iMPACT!: Cross the Line v1.17.1 2026-07-20 3 Truncating vertex count from 22635 to 21845
Grand Theft Auto: Vice City Stories v1.14.4 2023-01-12 1 MIPSCompileOp: Invalid instruction 00000a79
Grand Theft Auto: Vice City Stories v1.14.4 2023-02-02 2 MIPSCompileOp: Invalid instruction 726f6d65
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-12 1 MIPSCompileOp: Invalid instruction 4c644ec0
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-12 1 MIPSCompileOp: Invalid instruction b7c46290
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-12 1 MIPSCompileOp: Invalid instruction b3352790
Split/Second v1.14.4 2025-08-31 13 Ignoring possible texturing from framebuffer at 041ba000 +0x64 / 256x256
Silent Hill: Shattered Memories v1.14.4 2023-01-12 1 Ignoring possible texturing from framebuffer at 08bb4780 +32x-5112 / 64x256
eFootball PES 2021 T. Bendezu "C19" v1.19.3 2026-03-01 1,029 sceNetAdhocMatchingInit(32768) at 08a719b8

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