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
eFootball Chelito 19 v1.14.4 2023-05-06 11 Replacement rowPitch=512, but w=1808 (level=0)
eFootball PES 2021 By TM ARTS v1.14.4 2023-01-24 1 Replacement rowPitch=256, but w=8192 (level=0)
PES Ultimate Patch 2021 v1.14.4 2023-01-25 6 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:125: 'comp' : redefinition ERROR: 0:126: 'type' : redefinition ERROR: 0:174: 'comp' : redefinition ERROR: 0:175: 'type' : redefinition ERROR: 0:223: 'comp' : redefinition ERROR: 0:224: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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 (
無双OROCHI 魔王再臨 v1.14.4 2023-01-24 1 MIPSCompileOp: Invalid instruction 000e204e
無双OROCHI 魔王再臨 v1.14.4 2023-01-24 1 MIPSCompileOp: Invalid instruction d00e2073
無双OROCHI 魔王再臨 v1.14.4 2023-01-24 1 MIPSCompileOp: Invalid instruction 7b000000
無双OROCHI 魔王再臨 v1.18.1 2025-05-09 58 BREAK instruction hit
無双OROCHI 魔王再臨 v1.14.4 2023-01-24 1 MIPSCompileOp: Invalid instruction 78000000
eFootball Chelito 19 v1.14.4 2023-06-09 3 Replacement rowPitch=256, but w=2800 (level=0)
DISSIDIA® 012[duodecim]™ FINAL FANTASY® v1.14.4 2023-01-24 1 sceKernelCreateThread(name=creature_vajra): unsupported attributes 00000006
DISSIDIA® 012[duodecim]™ FINAL FANTASY® v1.14.4 2023-01-24 1 sceKernelCreateThread(name=god_g000_Field): unsupported attributes 00000006
eFootball 2023 By Tutoriales Bendezu v1.14.4 2023-04-27 5 Replacement rowPitch=1024, but w=12000 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-11-04 2 Decoding texture from VRAM mirror at 047f1ff0 swizzle=1
eFootball PES 2021 By GABRIEL v1.14.4 2023-01-24 16 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10518DATA/DATA.DNS, 09f919b0, 00000002)
eFootball Chelito 19 v1.14.4 2023-07-07 12 Replacement rowPitch=1024, but w=2880 (level=0)
Persona3 PORTABLE v1.14.4 2023-03-13 10 Replacement rowPitch=512, but w=1024 (level=0)
Silent Hill: Shattered Memories v1.14.4 2023-04-01 3 Ignoring possible texturing from framebuffer at 08bb4780 +112x-28100 / 64x256
SUPER HEROES TENKAICHI TAG TEAM V3 FINAL A.O v1.15.4 2023-08-01 177 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
SplinterCell v1.14.4 2023-02-23 10 MIPSCompileOp: Invalid instruction 0000055e
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-24 1 WriteToHardware: Invalid address dcc9fcc0 near PC 0880dcc8 LR 0880dcc8
eFootball By TM ARTS v1.14.4 2023-05-02 4 Replacement rowPitch=2048, but w=6400 (level=0)
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.14.4 2023-01-24 1 Rendering to framebuffer offset at 04110000 +256x0 (stride 512)
JOGRESS V3 v1.14.4 2023-01-24 1 00000400=sceGeEdramSetAddrTranslation(00000400)
Burnout Legends v1.14.4 2023-02-17 5 Ignoring possible texturing from framebuffer at 04174000 +0x238 / 64x272
Pursuit Force v1.14.4 2023-01-24 1 Ignoring possible texturing from framebuffer at 04154000 +768x136 / 128x272
Silent Hill: Shattered Memories v1.14.4 2023-01-24 1 Ignoring possible texturing from framebuffer at 08bb4780 +0x-11318 / 64x256
Burnout Legends v1.14.4 2023-01-24 1 Ignoring possible texturing from framebuffer at 04174000 +0x232 / 64x272
Silent Hill: Shattered Memories v1.14.4 2023-01-24 1 Ignoring possible texturing from framebuffer at 08bb4780 +32x-23008 / 64x256
White Knight Chronicles™: Origins v1.14.4 2023-01-24 4 00000000=sceUtilityScreenshotInitStart(09c999cc)
eFootball Chelito 19 v1.15.4 2023-07-30 10 UNIMPL sceKernelSelfStopUnloadModule(00000001, 00000000, 00000000): game may have crashed
EFOOTBALL RA-PATCH 22-23 V. FINAL v1.14.4 2023-08-30 10 Replacement rowPitch=128, but w=512 (level=0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-01-24 1 WriteToHardware: Invalid address 00000112 near PC 0881035c LR 088105c8
МЕГАМОЗГ v1.14.4 2023-01-24 1 Ignoring possible texturing from framebuffer at 041c2000 +0x39 / 64x64
Silent Hill: Shattered Memories v1.14.4 2023-01-31 3 Ignoring possible texturing from framebuffer at 08bb4780 +0x-14615 / 64x256
eFootball PES PPSSPP A3 2023 MOD FIFA v1.14.4 2023-03-30 2 Replacement rowPitch=256, but w=2000 (level=0)
RIDGE RACER v1.14.4 2025-01-17 5 Ignoring possible texturing from framebuffer at 0416b780 +0x79 / 480x272
eFootball Chelito 19 v1.14.4 2023-01-25 2 Replacement rowPitch=512, but w=1600 (level=0)
eFootball 2023 By Tutoriales Bendezu v1.14.4 2023-05-06 18 Replacement rowPitch=1024, but w=3932 (level=0)
eFootball PES 2020 C19 & Nibeck Tv v1.14.4 2023-02-03 3 Replacement rowPitch=128, but w=400 (level=0)
eFootball PES 2020 "C19" v1.14.4 2023-04-30 3 Replacement rowPitch=256, but w=2048 (level=0)
戦国無双3 Z Special v1.14.4 2023-01-24 1 Unknown GE command : fd39f971
DJMAX PORTABLE i v1.16.6 2023-12-10 25 80630006=sceAtracSetDataAndGetID(089f05c0, 00010000): invalid RIFF header
DJMAX PORTABLE i v1.14.4 2023-01-26 2 Unknown GetPointerWrite 00000001 PC 08856c8c LR 08856c8c
DJMAX PORTABLE i v1.14.4 2023-01-26 2 sceMpegGetAtracAu: invalid audio stream 00000000
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2024-09-25 7 Replacement rowPitch=2048, but w=4096 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-24 1 WriteToHardware: Invalid address 69a42272 near PC 089adbb4 LR 089adbb4
EFOOTBALL RA-PATCH 22-23 V. FINAL v1.14.4 2023-01-24 1 Replacement rowPitch=512, but w=1200 (level=0)
Ys -THE ARK OF NAPISHTIM- SPECIAL VERSION v1.14.4 2023-01-24 1 00000400=sceGeEdramSetAddrTranslation(00000400)
Ys -THE ARK OF NAPISHTIM- SPECIAL VERSION v1.14.4 2023-01-24 1 Rendering to framebuffer offset at 040cc000 +256x0 (stride 512)
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-24 1 Replacement rowPitch=512, but w=2780 (level=0)
EFOOTBALL 2023 PSP OFFICIAL v1.14.4 2023-08-07 4 Replacement rowPitch=512, but w=2560 (level=0)
eFootball Editores De Centroamerica v1.14.4 2023-03-05 2 Replacement rowPitch=128, but w=1024 (level=0)
eFootball Editores De Centroamerica v1.14.4 2023-01-24 1 Replacement rowPitch=512, but w=2880 (level=0)
eFootball PES 2020 "C19" v1.14.4 2023-03-14 3 Replacement rowPitch=2048, but w=6400 (level=0)
EFOOTBALL 2023 PSP OFFICIAL v1.14.4 2023-05-01 6 Replacement rowPitch=512, but w=3092 (level=0)
EFOOTBALL 2023 PSP OFFICIAL v1.14.4 2023-06-24 3 Replacement rowPitch=256, but w=4096 (level=0)
ナルティメットポータブル 無幻城の巻 v1.14.4 2023-01-24 1 Replacement rowPitch=2048, but w=4096 (level=0)
MotoGP v1.14.4 2023-01-24 1 WriteToHardware: Invalid address 000000a4 near PC 0891ac20 LR 0891ac20
Kenka Bancho: Badass Rumble v1.14.4 2023-01-24 1 00000000=sceUtilityScreenshotInitStart(09549600)
eFootball PES 2021 T. Bendezu "C19" v1.18.1 2025-02-25 23 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
Marvel™ Ultimate Alliance v1.14.4 2023-01-24 1 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]. 01f04444:00000b31 HWX T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: 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)) // 01f04444:00000b31 HWX T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: 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 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 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); 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_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPo
Pro Evolution Soccer 2013 v1.14.4 2023-01-24 1 Branch in branch delay slot at 09d16360 with different target
Marvel™ Ultimate Alliance v1.14.4 2023-01-24 1 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]. 01f04440:00090b31 HWX T N LM Tex TexProjNNrm UVMtx Light: 0: c:0 t:0 1: c:0 t:1 2: 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)) // 01f04440:00090b31 HWX T N LM Tex TexProjNNrm UVMtx Light: 0: c:0 t:0 1: c:0 t:1 2: 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 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 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); 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, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(normalize(normal), 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
Grand Theft Auto: Vice City Stories v1.14.4 2023-07-09 7 Truncating vertex count from 27843 to 21845
OJR EDIÇÕES 2020 v1.14.4 2023-04-15 9 Replacement rowPitch=256, but w=656 (level=0)
Silent Hill: Shattered Memories v1.14.4 2023-01-24 1 Ignoring possible texturing from framebuffer at 08bb4780 +96x-7395 / 64x256
eFootball Chelito 19 v1.14.4 2023-03-17 2 Replacement rowPitch=256, but w=1200 (level=0)
Me & My Katamari v1.14.4-514-g88130bbd6 2023-05-22 3 Ignoring possible texturing from framebuffer at 04154000 +0x45 / 256x256
Efootball 2022 Komo Valeri... v1.14.4 2023-01-24 1 Replacement rowPitch=256, but w=1600 (level=0)
EFOOTBALL 2023 BRI LIGA 1 & EROPA v1.14.4 2023-04-29 34 Replacement rowPitch=256, but w=800 (level=0)
Buzz!™: Quiz World v1.14.4 2023-01-24 25 scePsmfPlayerChangePlayMode(08bcf9ec, 0, 0): play speed not changed
MLB 11 The Show™ v1.14.4 2023-01-24 1 80000107=sceDisplaySetFrameBuf(04000000, 512, 3, 0): must change latched framebuf first
SBK-07 v1.14.4 2023-04-18 2 Replacement rowPitch=512, but w=800 (level=0)
SBK-07 v1.14.4 2023-04-19 3 Replacement rowPitch=1024, but w=3200 (level=0)
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-03-19 8 Replacement rowPitch=256, but w=2048 (level=0)
Jungle Party v1.18.1 2025-02-02 5 UNIMPL sceMp4Create(mp4 147783476,callbacks 08cf3fcc,readBufferAddr 091aa0a0,readBufferSize 4096)
GTA: Liberty City Stories v1.14.4 2023-01-24 6 80630006=sceAtracSetDataAndGetID(08acd000, 00001020): invalid RIFF header
WWE 2K22 by v5 Techno�Game Modder v1.14.4 2023-01-24 1 Replacement rowPitch=32, but w=512 (level=0)
EFOOTBALL 2023 PSP REALISTIC MOD v1.14.4 2023-01-24 1 Replacement rowPitch=256, but w=2000 (level=0)
Strikers1945 Plus v1.14.4 2023-01-24 28 Unusual bezier/spline vtype: 12000780, morph: 0, bones: 1
SSX On Tour v1.14.4 2023-01-24 1 ChDir failed to map device for "host0:Data/PSP/Levels/", failing
SSX On Tour v1.14.4 2024-07-06 3 Failed to read valid video stream data from header
SSX On Tour v1.14.4 2023-01-24 3 00000400=sceGeEdramSetAddrTranslation(00000400)
MotoGP v1.14.4 2026-05-18 5 Replacement rowPitch=1024, but w=5120 (level=0)
Prince of Persia - Revelations v1.17.1-74-g39fdba4f6 2024-04-01 3 80630006=sceAtracSetDataAndGetID(08f5e280, 00000800): invalid RIFF header
Call of Duty : Roads to Victory™ v1.14.4 2023-01-24 1 WriteToHardware: Invalid address 000003e4 near PC 08a3ffdc LR 08a2dcc4
Silent Hill: Shattered Memories v1.14.4 2023-01-24 1 Ignoring possible texturing from framebuffer at 08bb4780 +352x-14076 / 64x256
Prince of Persia - Revelations v1.14.4 2023-01-24 2 80630006=sceAtracSetDataAndGetID(09643740, 00000800): invalid RIFF header
eFootball PES 2023 By ESTEEM GAMING v1.14.4 2023-01-24 1 Replacement rowPitch=1024, but w=8192 (level=0)
eFootball Chelito 19 v1.14.4 2024-12-29 17 Replacement rowPitch=256, but w=800 (level=0)
PES 2019 BY CHELITO 19 v1.14.4 2023-03-05 4 Replacement rowPitch=1024, but w=2848 (level=0)
Crash™ Tag Team Racing v1.14.4 2023-01-24 2 80630006=sceAtracSetDataAndGetID(09c637c0, 00014000): invalid RIFF header
Efootball 2022 Komo Valeri... v1.14.4 2023-06-23 2 Replacement rowPitch=256, but w=4096 (level=0)
Crash™ Tag Team Racing v1.14.4 2023-01-24 10 80630006=sceAtracSetDataAndGetID(09887a00, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-01-24 3 80630006=sceAtracSetDataAndGetID(09873980, 00014000): invalid RIFF header
Virtua Tennis 3 v1.18 2025-01-15 3 80630011=sceAtracSetDataAndGetID(08cdafc0, 00000004): buffer too small
Crash™ Tag Team Racing v1.14.4 2023-01-24 5 80630006=sceAtracSetDataAndGetID(0999bd40, 00014000): invalid RIFF header
eFOOTBALL PES 2020 "C19" T. BENDEZU v1.14.4 2023-04-01 5 Replacement rowPitch=512, but w=576 (level=0)
Kenka Bancho: Badass Rumble v1.14.4 2023-01-24 7 00000000=sceUtilityScreenshotInitStart(0938cac0)
eFootball PES 2023 By ESTEEM GAMING v1.14.4 2023-06-01 21 Unknown GetPointerWrite 00000000 PC 08808440 LR 08808448

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