Recent logs - v1.17.1

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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
BLEACH ヒート・ザ・ソウル6 v1.17.1 2024-07-21 28 80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first
BLEACH ヒート・ザ・ソウル6 v1.17.1 2024-07-21 27 80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first
SpongeBob SquarePants: The Yellow Avenger v1.14.4 2023-01-31 1 Ignoring possible texturing from framebuffer at 0411a000 +256x125 / 256x256
WWE SmackDown vs. RAW 2011 v1.9.4 2024-12-09 92 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
WWE SmackDown vs. RAW 2011 v1.8.0 2025-07-15 6 80630007=sceAtracSetData(3, 08d4b180, 000035f8): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.18.1 2024-12-16 8 80630007=sceAtracSetData(3, 08d4b180, 000062d0): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.8.0 2024-11-29 16 80630007=sceAtracSetData(3, 08d4b180, 000055b0): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.15.4 2023-12-13 6 80630007=sceAtracSetData(3, 08d4b180, 00008fa8): atracID uses different codec type than data
Iso Super Heroes Tenkaichi V4 Final v1.15.4 2024-02-24 10 sceNetAdhocMatchingInit(32768) at 08812da4
eFootball By TM ARTS v1.14.4 2023-08-04 3 Branch in RSRTComp delay slot at 0882f120 in block starting at 0882f0dc
eFootball By TM ARTS v1.14.4 2023-08-04 3 MIPSCompileOp: Invalid instruction 4f807090
eFootball By TM ARTS v1.14.4 2023-08-04 3 MIPSCompileOp: Invalid instruction 4181622d
eFootball By TM ARTS v1.14.4 2023-08-04 3 MIPSCompileOp: Invalid instruction 4c02f81e
eFootball By TM ARTS v1.14.4 2023-08-04 3 MIPSCompileOp: Invalid instruction 4dbfca3c
eFootball By TM ARTS v1.14.4 2023-08-04 3 MIPSCompileOp: Invalid instruction 6581b89a
eFootball By TM ARTS v1.14.4 2023-08-04 3 MIPSCompileOp: Invalid instruction 418375e4
eFootball By TM ARTS v1.14.4 2023-08-04 4 MIPSCompileOp: Invalid instruction 70ea1d9f
eFootball By TM ARTS v1.14.4 2023-08-04 4 MIPSCompileOp: Invalid instruction 7464c630
MotorStorm®: Arctic Edge v1.14.4 2023-04-29 5 Ignoring possible texturing from framebuffer at 0417c000 +256x251 / 256x272
eFootball By TM ARTS v1.14.4 2023-01-31 2 MIPSCompileOp: Invalid instruction 00049ef7
eFootball By TM ARTS v1.17.1 2024-03-16 2 MIPSCompileOp: Invalid instruction 00008fff
eFootball By TM ARTS v1.14.4 2023-01-31 1 MIPSCompileOp: Invalid instruction d1000000
HOT PIXEL v1.18.1 2025-11-17 11 00000400=sceGeEdramSetAddrTranslation(00001000)
HOT PIXEL v1.14.4 2023-01-31 34 Unusual bezier/spline vtype: 12008780, morph: 0, bones: 3
HOT PIXEL v1.14.4 2023-01-31 69 Unusual bezier/spline vtype: 12004780, morph: 0, bones: 2
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-31 2 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 0948354c, 4, 00000000, 0)
Prince of Persia: The Forgotten Sands™ v1.14.4 2023-01-31 2 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 0948354c, 4, 00000000, 0)
LEMMINGS™ v1.18.1-783-g81015abef7 2026-10-06 358 00000400=sceGeEdramSetAddrTranslation(00000400)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-31 1 WriteToHardware: Invalid address fcb2a59c near PC 0880dcc8 LR 0880dcc8
eFootball 2023 MASTER LEAGUE ONLINE TEMPORADA 58 v1.16.6 2023-11-20 128 sceNetAdhocMatchingInit(32768) at 08a719b8
BURNOUT DOMINATOR v1.14.4 2023-04-02 3 Ignoring possible texturing from framebuffer at 04176000 +1920x222 / 512x272
PES 2023 BY SPARTAN JR8 v1.14.4 2023-07-16 24 Replacement rowPitch=128, but w=2048 (level=0)
eFootball PES 2020 "C19" v1.14.4 2023-07-11 3 Replacement rowPitch=512, but w=4096 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.15.4 2023-06-13 4 MIPSCompileOp: Invalid instruction 70c20068
eFootball Chelito 19 v1.14.4 2023-04-05 7 Replacement rowPitch=512, but w=2000 (level=0)
PRO EVOLUTION SOCCER VANDAMME EDITION v1.14.4 2023-01-31 1 Replacement rowPitch=64, but w=3416 (level=0)
Gran Turismo® v1.18.1 2025-04-16 9 MIPSCompileOp: Invalid instruction 0000005f
eFootball 2023 By Tutoriales Bendezu v1.14.4 2023-10-25 18 Replacement rowPitch=1024, but w=2048 (level=0)
WWE'12 v1.14.4 2023-02-03 3 Replacement rowPitch=512, but w=1088 (level=0)
eFootball C22 Sultan Design PATCH v1.14.4 2023-04-16 2 Replacement rowPitch=128, but w=280 (level=0)
eFootball By TM ARTS v1.17.1 2024-08-26 20 WriteToHardware: Invalid address 00000028 near PC 08a1d610 LR 088c3924
WWE'12 v1.14.4 2023-01-31 1 Replacement rowPitch=128, but w=2400 (level=0)
WWE'12 v1.14.4 2023-01-31 1 Replacement rowPitch=128, but w=1972 (level=0)
WWE'12 v1.14.4 2023-01-31 2 Replacement rowPitch=512, but w=8192 (level=0)
WWE'12 v1.15 2024-04-16 11 Unknown GetPointerWrite 00000000 PC 089fa234 LR 089fa23c
WWE'12 v1.14.4 2023-01-31 1 Replacement rowPitch=512, but w=892 (level=0)
WWE'12 v1.14.4 2023-01-31 1 Replacement rowPitch=128, but w=736 (level=0)
KINGDOM HEARTS Birth by Sleep FINAL MIX v1.14.4 2023-01-31 1 Ignoring possible texturing from framebuffer at 04174000 +384x146 / 480x272
Burnout™ Legends v1.14.4 2023-06-08 4 Ignoring possible texturing from framebuffer at 04174000 +0x245 / 64x272
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-31 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bcfb24, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-31 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bcfb24, 4, 00000000, 0)
Need for Speed™ Shift v1.14.4 2023-01-31 1 Ignoring possible texturing from framebuffer at 04176000 +1280x96 / 512x272
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-01-31 1 Replacement rowPitch=256, but w=1232 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-31 1 WriteToHardware: Invalid address 191659d0 near PC 0880dcc8 LR 0880dcc8
eFootball PES 2022 Danilo Gamer v1.14.4 2023-01-30 1 Replacement rowPitch=512, but w=760 (level=0)
eFOOTBALL PES 2020 SUPERDUPER "T. BENDEZU" v1.14.4 2023-06-10 12 Replacement rowPitch=128, but w=512 (level=0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2025-08-20 37 Replacement rowPitch=256, but w=2048 (level=0)
PES CONMEBOL LIBERTADORES 2020 GMDV2 v1.14.4 2023-01-30 1 Replacement rowPitch=1024, but w=2224 (level=0)
eFootball PES 2021 By GABRIEL v1.14.4 2023-11-26 10 Replacement rowPitch=512, but w=2800 (level=0)
eFootball Chelito 19 v1.15.4 2023-12-13 36 sceMp3Init: invalid data: not layer 3
みんなのテニス® ポータブル v1.16.6 2024-06-02 6 sceNetAdhocMatchingInit(16384) at 088c13b8
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-30 1 Replacement rowPitch=2048, but w=3244 (level=0)
eFootball PES 2021 By GABRIEL v1.14.4 2023-04-22 2 Replacement rowPitch=512, but w=2352 (level=0)
eFootball Chelito 19 v1.14.4 2023-04-28 6 Replacement rowPitch=512, but w=3932 (level=0)
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-01-30 1 Replacement rowPitch=512, but w=3072 (level=0)
Iso Super Heroes Tenkaichi V4 Final v1.14.4 2023-02-26 17 WriteToHardware: Invalid address 07c55610 near PC 088048ec LR 08831ea4
eFootball PES 2021 By TM ARTS v1.14.4 2023-05-13 5 Replacement rowPitch=256, but w=1600 (level=0)
RIDGE RACER 2 v1.14.4 2023-01-30 1 Ignoring possible texturing from framebuffer at 041e5540 +352x98 / 256x272
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-30 1 WriteToHardware: Invalid address b8995ba8 near PC 0880dcc8 LR 0880dcc8
eFootball PES 2021 By TM ARTS v1.14.4 2023-05-01 2 Replacement rowPitch=512, but w=520 (level=0)
TEKKEN 6 v1.14.4 2023-02-26 2 Replacement rowPitch=384, but w=512 (level=0)
eFootball Chelito 19 v1.14.4 2023-01-30 1 Replacement rowPitch=256, but w=5120 (level=0)
МЕГАМОЗГ v1.14.4 2023-01-30 1 Ignoring possible texturing from framebuffer at 0413e000 +0x40 / 64x64
Crash® of the Titans v1.14.4 2023-01-30 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 r8p0-00dev0 [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 / outPos.
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-30 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b0ea84, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-01-30 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b0ea84, 4, 00000000, 0)
Midnight Club: L.A. Remix® v1.14.4 2023-01-30 1 Unknown GE command : ef312fd4
FIFA 22 - Es v1.14.4 2023-04-12 2 Replacement rowPitch=256, but w=2048 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-24 3 Branch in RSZeroComp delay slot at 08fa5548 in block starting at 08fa5548
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-30 1 WriteToHardware: Invalid address 00088c21 near PC 089adbb4 LR 089adbb4
Shin Megami Tensei®: Persona® 2: Innocent Sin v1.14.4 2023-02-05 2 Replacement rowPitch=2048, but w=10240 (level=0)
Grand Theft Auto: Vice City Stories v1.14.4 2023-01-30 1 MFIC instruction hit (70020024) at 08a36e3c
Grand Theft Auto: Vice City Stories v1.14.4 2023-01-30 1 sceKernelCreateThread(name=sceUSBGps_Driver): unsupported attributes 00001006
Secret Agent Clank™ v1.14.4 2023-01-30 1 Ignoring possible texturing from framebuffer at 04154000 +0x144 / 256x272
Secret Agent Clank™ v1.18.1 2025-07-26 14 00000000=sceGeEdramSetAddrTranslation(00000000)
Secret Agent Clank™ v1.18.1 2025-07-26 4 00000400=sceGeEdramSetAddrTranslation(00000000)
Silent Hill: Shattered Memories v1.14.4 2023-01-30 2 Ignoring possible texturing from framebuffer at 08bb4780 +160x-8085 / 64x256
WWE SVR 2011MOD BY OUSSAMA BEN DZ v1.14.4 2023-01-30 1 80630007=sceAtracSetData(2, 08d4b180, 000060a0): atracID uses different codec type than data
МЕГАМОЗГ v1.14.4 2023-01-30 1 Ignoring possible texturing from framebuffer at 041d0000 +0x43 / 64x64
Crash® of the Titans v1.14.4 2023-01-31 11 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r8p0-00dev0 [Revision 96995]. 01f00444:00000b31 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:0 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)) // 01f00444:00000b31 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:0 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 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); 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 / 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) || (p
WWE'12 v1.14.4 2023-04-03 3 Replacement rowPitch=128, but w=1024 (level=0)
無双OROCHI2 Special v1.17.1 2024-11-13 3 80630006=sceAtracSetDataAndGetID(08ecd500, 000115e4): invalid RIFF header
無双OROCHI2 Special v1.17.1 2024-11-13 6 80630006=sceAtracSetDataAndGetID(08ecd500, 00010b64): invalid RIFF header
eFootball PES 2023 "SNE" v1.9.4 2026-02-20 129 sceMp3Init: invalid data: not layer 3
eFootball Chelito 19 v1.14.4 2023-07-17 15 Replacement rowPitch=1024, but w=5120 (level=0)
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.14.4 2023-01-30 1 Replacement rowPitch=256, but w=576 (level=0)
Silent Hill: Shattered Memories v1.14.4 2023-02-02 4 Ignoring possible texturing from framebuffer at 08bb4780 +80x-13481 / 64x256
WWE SVR 2011MOD BY OUSSAMA BEN DZ v1.14.4 2023-01-30 1 80630007=sceAtracSetData(2, 08d13140, 000033c8): atracID uses different codec type than data
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-30 1 MIPSCompileOp: Invalid instruction 42fa88b4
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-01-30 1 MIPSCompileOp: Invalid instruction 7f342b0a

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