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
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-18 1 MIPSCompileOp: Invalid instruction 9cc4e25e
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-18 1 MIPSCompileOp: Invalid instruction cfbd480a
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-18 1 MIPSCompileOp: Invalid instruction b7f95dbd
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-18 1 Branch in branch delay slot at 0937e670 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-18 1 MIPSCompileOp: Invalid instruction 6ceed106
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-18 1 MIPSCompileOp: Invalid instruction 73d7872c
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-18 1 MIPSCompileOp: Invalid instruction 75f9a41c
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-18 1 MIPSCompileOp: Invalid instruction b694119c
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-18 1 MIPSCompileOp: Invalid instruction 6bbede91
MONSTER HUNTER FREEDOM UNITE™ v1.14.4 2023-01-18 3 80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header
Pursuit Force™: Extreme Justice v1.14.4-825-gf32d0c2d6 2023-05-27 13 Ignoring possible texturing from framebuffer at 04154000 +128x219 / 128x272
Marvel™: Ultimate Alliance 2 v1.14.4 2023-01-18 1 MIPSCompileOp: Invalid instruction 0001d93c
Marvel™: Ultimate Alliance 2 v1.9.4 2025-04-26 18 MIPSCompileOp: Invalid instruction 00011494
Marvel™: Ultimate Alliance 2 v1.14.4 2023-01-18 1 MIPSCompileOp: Invalid instruction 00011814
eFootball Chelito 19 v1.9.4 2025-10-31 1,515 MIPSCompileOp: Invalid instruction 01010101
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-18 1 WriteToHardware: Invalid address 152a6674 near PC 0880dcc8 LR 0880dcc8
RIDGE RACER 2 v1.14.4 2024-02-24 2 Ignoring possible texturing from framebuffer at 04195a40 +0x81 / 256x272
RIDGE RACER® v1.14.4 2023-01-18 1 Ignoring possible texturing from framebuffer at 0418c640 +256x231 / 480x272
Burnout™ Dominator v1.14.4 2023-03-17 4 Ignoring possible texturing from framebuffer at 04176000 +1280x183 / 512x272
Pro Evolution Soccer 2014 v1.17.1-491-g9cdd97c13b 2024-07-08 4 00000400=sceGeEdramSetAddrTranslation(00000800)
eFootball 2023 By Tutoriales Bendezu v1.9.4 2026-10-07 5,349 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
BRAVE STORY: NEW TRAVELER v1.14.4 2023-12-25 16 Ignoring possible texturing from framebuffer at 04132000 +128x136 / 256x272
Need for Speed™ Shift v1.14.4 2023-01-18 1 Ignoring possible texturing from framebuffer at 04176000 +1792x209 / 512x272
BOMBERMAN v1.14.4 2023-01-18 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(M6MJ2Jc, 2, 2, 09fff470, 30000000, 0) at 088d05d4
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-18 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bd2f34, 4, 00000000, 0)
eFootball PES 2021 T. Bendezu "C19" v1.18.1 2025-02-25 107 Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460
Burnout™ Legends v1.14.4 2023-01-18 1 Ignoring possible texturing from framebuffer at 04174000 +0x75 / 64x272
RIDGE RACER® v1.14.4 2023-04-01 2 Ignoring possible texturing from framebuffer at 0418c640 +768x106 / 256x272
Gran Turismo® v1.14.4 2023-04-26 2 Ignoring possible texturing from framebuffer at 04154000 +1024x111 / 480x272
Star Wars®: Battlefront II™ v1.14.4 2023-01-23 3 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 r8p1-00rel0 [Revision 96995]. 01b04044:00050b30 HWX T N Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 3: c:0 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)) // 01b04044:00050b30 HWX T N Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 3: c:0 t: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 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 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); 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(texcoord.xy, 0.0, 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; } }
Star Wars®: Battlefront II™ v1.14.4 2023-01-23 3 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 r8p1-00rel0 [Revision 96995]. 01f14444:00050b38 HWX C T N Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 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)) // 01f14444:00050b38 HWX C T N Tex TexProjUV UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp: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 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 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() { 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 = 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; 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(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (v
eFootball Chelito 19 v1.14.4 2023-01-17 1 80630007=sceAtracSetData(2, 08d4b180, 0000ce00): atracID uses different codec type than data
eFootball Chelito 19 v1.14.4 2023-01-17 1 80630007=sceAtracSetData(2, 08d4b180, 00002130): atracID uses different codec type than data
eFootball Chelito 19 v1.14.4 2023-01-17 1 80630007=sceAtracSetData(2, 08d4b180, 0000ba50): atracID uses different codec type than data
BURNOUT DOMINATOR v1.14.4-1151-g26bf40c49 2024-10-03 16 Ignoring possible texturing from framebuffer at 04176000 +640x163 / 512x272
DRAGON BALL SUPER HERO By FNT WALKER v1.14.4 2023-01-17 1 00000400=sceGeEdramSetAddrTranslation(00000800)
Burnout™ Dominator v1.14.4 2023-01-17 1 Ignoring possible texturing from framebuffer at 04176000 +384x93 / 512x272
NEXTGEN FOOTBALL v1.14.4 2023-01-19 6 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
God of War: Chains of Olympus v1.14.4 2023-01-17 1 WriteToHardware: Invalid address 00000000 near PC 089b0fcc LR 089b7194
イレギュラーハンターX v1.18.1-353-gcc9a25cffa 2026-01-09 123 00000000=sceGeEdramSetAddrTranslation(00000000)
God of War™: Ghost of Sparta v1.14.4 2023-01-17 1 MIPSCompileOp: Invalid instruction 00000641
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-17 1 WriteToHardware: Invalid address fc098d1c near PC 0880dcc8 LR 0880dcc8
Jak & Daxter™: The Lost Frontier v1.14.4 2026-07-09 18 Ignoring possible texturing from framebuffer at 04154000 +0x144 / 256x272
Jak & Daxter™: The Lost Frontier v1.18.1 2026-10-28 899 00000000=sceGeEdramSetAddrTranslation(00000000)
DBZ TTT:The Legacy Of Tenkaichi V2 v1.14.4 2023-01-17 1 MIPSCompileOp: Invalid instruction 010c3f3f
DBZ TTT:The Legacy Of Tenkaichi V2 v1.14.4 2023-01-17 2 MIPSCompileOp: Invalid instruction 00c3bdfd
DBZ TTT:The Legacy Of Tenkaichi V2 v1.14.4 2023-01-17 2 MIPSCompileOp: Invalid instruction cd000000
DBZ TTT:The Legacy Of Tenkaichi V2 v1.14.4 2023-01-17 1 MIPSCompileOp: Invalid instruction cdaf7920
DBZ TTT:The Legacy Of Tenkaichi V2 v1.14.4 2023-01-17 1 MIPSCompileOp: Invalid instruction 6e5dff20
DBZ TTT:The Legacy Of Tenkaichi V2 v1.14.4 2023-01-17 1 MIPSCompileOp: Invalid instruction 6e5dcea0
DBZ TTT:The Legacy Of Tenkaichi V2 v1.14.4 2023-01-17 1 WriteToHardware: Invalid address 00001ca1 near PC 08a5f93c LR 08a61e44
DBZ TTT:The Legacy Of Tenkaichi V2 v1.14.4 2023-01-17 1 MIPSCompileOp: Invalid instruction d19b1ca0
DBZ TTT:The Legacy Of Tenkaichi V2 v1.14.4 2023-01-17 1 MIPSCompileOp: Invalid instruction d191c2a0
DBZ TTT:The Legacy Of Tenkaichi V2 v1.14.4 2023-01-17 1 MIPSCompileOp: Invalid instruction ce9c69a0
DBZ TTT:The Legacy Of Tenkaichi V2 v1.14.4 2023-01-17 1 MIPSCompileOp: Invalid instruction 4ae91a20
Burnout™ Legends v1.14.4-602-g5a39ad31b 2023-02-15 3 Ignoring possible texturing from framebuffer at 04174000 +0x71 / 64x272
Assassin's Creed: Bloodlines™ v1.14.4 2023-12-20 33 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 r10p0-00rel0 [Revision 96995]. 01710444:00000338 HWX C N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 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)) // 01710444:00000338 HWX C N Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; 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 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() { 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 = 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 = splat3(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_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_Position = outPos; }
eFootball PES 2023 By ESTEEM GAMING v1.14.4 2023-01-17 1 Unknown GetPointerWrite 00000000 PC 088287e0 LR 088287f0
God of War: Chains of Olympus v1.14.4 2023-01-17 1 WriteToHardware: Invalid address 00003180 near PC 089b0568 LR 089b0528
God of War: Chains of Olympus v1.14.4 2023-01-17 5 WriteToHardware: Invalid address 00000053 near PC 089b138c LR 089b1270
God of War: Chains of Olympus v1.14.4 2023-01-17 4 WriteToHardware: Invalid address 00000000 near PC 089b0568 LR 089b0528
RIDGE RACER v1.14.4 2023-01-17 1 Ignoring possible texturing from framebuffer at 0416b780 +128x127 / 480x272
eFootball PES 2021 T. Bendezu "C19" v1.9.4 2024-09-16 24 sceMp3Init: invalid data: not MPEG v1
PES 2019 VANDAMMEEDITION v1.14.4 2023-01-17 1 Unknown GetPointerWrite 00000000 PC 0881615c LR 08816164
Tenchu: Shadow Assassins v1.14.4 2023-01-17 2 Jump to invalid address: 05100540 PC 0943d3b8 LR 08a0eac8
Tenchu: Shadow Assassins v1.14.4 2023-01-17 2 MIPSCompileOp: Invalid instruction 406aaaab
Tenchu: Shadow Assassins v1.14.4 2023-01-17 1 Jump to invalid address: 0305f9c0 PC 0943d3a0 LR 08a0eac8
Burnout™ Dominator v1.14.4 2023-01-17 1 Ignoring possible texturing from framebuffer at 04176000 +384x185 / 512x272
Toy Story 3 v1.14.4 2023-01-17 1 WriteToHardware: Invalid address bf024b64 near PC 08b65094 LR 08b63f14
Burnout™ Dominator v1.14.4 2023-01-17 1 Ignoring possible texturing from framebuffer at 04176000 +896x181 / 512x272
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-01-17 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(b2f9c27, fc:0f:7e:16:a0:ba, 20000000, 0) at 0897ed90
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-01-17 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(b2f9c27, 1, 2, 09fbf960, 20000000, 0) at 0897eb28
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-01-17 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(8c5466a, e4:63:57:05:ae:4a, 20000000, 0) at 0897ed90
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-01-17 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(8c5466a, 1, 2, 09fbf960, 20000000, 0) at 0897eb28
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.14.4 2023-01-17 1 WriteToHardware: Invalid address 0000007c near PC 0885b494 LR 0885b494
WWE SmackDown vs. RAW 2011 v1.9.4 2026-11-05 132 80630007=sceAtracSetData(3, 08d4b180, 00019800): atracID uses different codec type than data
The Godfather® v1.14.4 2023-01-17 1 80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first
Hammerin' Hero v1.14.4 2023-01-21 2 sceNetAdhocMatchingInit(32768) at 089c8d98
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.18 2024-11-08 7 00000000=sceUtilityScreenshotInitStart(09a80d18)
BLAZBLUE Portable v1.15.4 2023-08-02 13 sceFontGetFontInfo(0, 9ffdb58): bad font
Daxter v1.14.4 2023-01-17 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9c710, 4, 00000000, 0)
World Rally Championship v1.14.4 2023-01-17 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08e98b40): duplicate handler
RIDGE RACERS v1.14.4 2023-01-17 1 Ignoring possible texturing from framebuffer at 04195140 +768x248 / 480x272
MotoGP™22 | By CahNdutz v1.17.1 2024-02-28 4 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08e98b40): duplicate handler
MotoGP™22 | By CahNdutz v1.17.1 2024-02-28 3 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08e98b90): duplicate handler
SBK-07 v1.14.4 2023-01-17 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08fae4c0): duplicate handler
Daxter v1.14.4 2023-01-17 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e760d0, 4, 00000000, 0)
Toy Story 3 v1.14.4 2023-01-17 1 WriteToHardware: Invalid address 3e1d8f3c near PC 08000000 LR 08000000
Prince of Persia - Revelations v1.14.4 2023-04-04 4 80630006=sceAtracSetDataAndGetID(09757400, 00000800): invalid RIFF header
LittleBigPlanet™ v1.14.4 2023-01-17 1 WriteToHardware: Invalid address 15064e70 near PC 08acf5c4 LR 08acf5c4
刺客信条 血统 汉化版 PLAY汉化组 v1.14.4 2023-01-17 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b68e14, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.14.4 2023-01-17 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b68e14, 4, 00000000, 0)
Ben 10 Alien Force: Vilgax Attacks v1.14.4 2023-01-17 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (3f383064), bad data
RENGOKU II: The Stairway to H.E.A.V.E.N. v1.14.4 2023-01-17 1 80630006=sceAtracSetData(1, 093838c0, 00042000): invalid RIFF header
麻雀覇王ポータブル 段級バトルSpecial v1.17.1 2024-04-10 25 00000400=sceGeEdramSetAddrTranslation(00000400)
麻雀覇王ポータブル 雀荘バトル v1.18.1 2025-04-10 34 00000400=sceGeEdramSetAddrTranslation(00000400)
Ben 10 Ultimate Alien: Cosmic Destruction v1.14.4 2023-01-17 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (40473922), bad data
Puzzle Quest: Challenge of the Warlords v1.16.6 2023-12-07 14 Unknown GetPointerWrite 00000000 PC 08989a68 LR 08989af0
FIFA STREET 2 v1.14.4 2023-01-17 1 MIPSCompileOp: Invalid instruction 00020001
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-17 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 0947e18c, 4, 00000000, 0)

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