Recent logs - v1.18.1

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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
Grand Theft Auto: Vice City Stories v1.18.1 2025-05-27 6 MIPSCompileOp: Invalid instruction 46647261
Grand Theft Auto: Vice City Stories v1.18.1 2025-05-27 12 MIPSCompileOp: Invalid instruction 43005854
Grand Theft Auto: Vice City Stories v1.18.1 2025-01-28 5 Jump to invalid address: 06a97840 PC 09a644e4 LR 088626a4
Grand Theft Auto: Vice City Stories v1.18.1 2025-01-28 5 Jump to invalid address: 069c08c0 PC 09a644e0 LR 088626a4
Grand Theft Auto: Vice City Stories v1.18.1 2025-01-28 5 Jump to invalid address: 069c05c0 PC 09a644dc LR 088626a4
Grand Theft Auto: Vice City Stories v1.18.1 2025-01-28 5 Jump to invalid address: 069c0500 PC 09a644d8 LR 088626a4
Grand Theft Auto: Vice City Stories v1.18.1 2025-01-28 5 Jump to invalid address: 069c0800 PC 09a644d4 LR 088626a4
Grand Theft Auto: Vice City Stories v1.18.1 2025-01-28 5 Jump to invalid address: 069c0740 PC 09a644d0 LR 088626a4
Grand Theft Auto: Vice City Stories v1.18.1 2025-01-28 5 Jump to invalid address: 069c0680 PC 09a644cc LR 088626a4
Grand Theft Auto: Vice City Stories v1.18.1 2025-01-28 4 Jump to invalid address: 069c0a40 PC 09a644c8 LR 088626a4
Grand Theft Auto: Vice City Stories v1.18.1 2025-01-28 2 Jump to invalid address: 069c0b00 PC 09a644c4 LR 088626a4
Grand Theft Auto: Vice City Stories v1.18.1 2025-01-28 3 Jump to invalid address: 069c0980 PC 09a644c0 LR 088626a4
Efootball 2022 Komo Valeri... v1.14.4 2023-10-04 7 Replacement rowPitch=512, but w=520 (level=0)
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.14.4 2023-02-07 6 80630011=sceAtracSetDataAndGetID(08dced80, 00000000): buffer too small
Burnout™ Legends v1.14.4 2023-03-14 2 Ignoring possible texturing from framebuffer at 04174000 +0x151 / 64x272
MONSTER HUNTER FREEDOM UNITE™ v1.14.4 2023-04-27 9 Replacement rowPitch=256, but w=512 (level=0)
仮面ライダー 超クライマックスヒーローズ v1.14.4 2024-03-17 22 Replacement rowPitch=512, but w=4096 (level=0)
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.14.4 2023-02-07 1 00000000=sceUtilityScreenshotInitStart(09a80f18)
eFootball PPSSPP Winter Season R-HAPIZ 12 v1.14.4 2023-02-07 1 Replacement rowPitch=1024, but w=1520 (level=0)
SOCOM: U.S. Navy SEALs Fireteam Bravo 2 v1.14.4 2023-02-07 1 80630006=sceAtracSetDataAndGetID(08b73540, 0016cf14): invalid RIFF header
RIDGE RACERS 2 v1.14.4 2023-02-07 1 Ignoring possible texturing from framebuffer at 041e7d80 +320x88 / 256x272
RIDGE RACERS 2 v1.14.4 2023-02-07 1 Ignoring possible texturing from framebuffer at 041e6940 +352x93 / 256x272
RIDGE RACERS 2 v1.14.4 2023-02-07 1 Replacement rowPitch=1024, but w=4096 (level=0)
RIDGE RACERS 2 v1.14.4 2023-02-07 1 Replacement rowPitch=1024, but w=2048 (level=0)
Pursuit Force v1.14.4 2023-02-07 1 Ignoring possible texturing from framebuffer at 04154000 +256x241 / 128x272
Prince of Persia The Forgotten Sands™ v1.14.4 2023-02-07 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09474754, 4, 00000000, 0)
Prince of Persia The Forgotten Sands™ v1.14.4 2023-02-07 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09474754, 4, 00000000, 0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-02-07 1 Replacement rowPitch=256, but w=2000 (level=0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-02-07 1 Replacement rowPitch=256, but w=1996 (level=0)
eFootball By TM ARTS v1.14.4 2023-02-07 1 MIPSCompileOp: Invalid instruction 41f54ded
eFootball By TM ARTS v1.14.4 2023-02-07 1 MIPSCompileOp: Invalid instruction 7bcefad3
eFootball By TM ARTS v1.14.4 2023-02-07 1 MIPSCompileOp: Invalid instruction 9dfc623f
eFootball By TM ARTS v1.14.4 2023-02-07 1 MIPSCompileOp: Invalid instruction 00520041
eFootball By TM ARTS v1.14.4 2023-02-07 1 MIPSCompileOp: Invalid instruction 00001777
eFootball By TM ARTS v1.14.4 2023-02-07 1 MIPSCompileOp: Invalid instruction 7777773f
eFootball By TM ARTS v1.14.4 2023-02-07 1 MIPSCompileOp: Invalid instruction 7772cf21
eFootball By TM ARTS v1.14.4 2023-02-07 1 MIPSCompileOp: Invalid instruction 00000777
eFootball By TM ARTS v1.14.4 2023-02-07 1 MIPSCompileOp: Invalid instruction 7777733b
eFootball By TM ARTS v1.14.4 2023-02-07 2 MIPSCompileOp: Invalid instruction 0000003e
eFootball By TM ARTS v1.14.4 2023-02-07 1 MIPSCompileOp: Invalid instruction 40484d39
eFootball By TM ARTS v1.14.4 2023-02-07 1 MIPSCompileOp: Invalid instruction 433e4044
eFootball By TM ARTS v1.14.4 2023-02-07 1 MIPSCompileOp: Invalid instruction 4b4ec6cf
eFootball By TM ARTS v1.14.4 2023-02-07 1 MIPSCompileOp: Invalid instruction 010200ff
eFootball By TM ARTS v1.14.4 2023-02-07 1 MIPSCompileOp: Invalid instruction 000c0001
eFootball By TM ARTS v1.14.4 2023-02-07 1 MIPSCompileOp: Invalid instruction 418414b2
eFootball By TM ARTS v1.14.4 2023-02-07 1 MIPSCompileOp: Invalid instruction 62692589
eFootball By TM ARTS v1.14.4 2023-02-07 1 MIPSCompileOp: Invalid instruction 47eb037f
eFootball By TM ARTS v1.14.4 2023-02-07 1 MIPSCompileOp: Invalid instruction 4fbfef98
eFootball By TM ARTS v1.14.4 2023-02-07 1 MIPSCompileOp: Invalid instruction 7e4e58ee
eFootball By TM ARTS v1.14.4 2023-02-07 1 MIPSCompileOp: Invalid instruction 7ba9da71
eFootball By TM ARTS v1.14.4 2023-02-07 1 MIPSCompileOp: Invalid instruction ec447f4f
eFootball By TM ARTS v1.14.4 2023-02-07 1 MIPSCompileOp: Invalid instruction 40f03a25
討鬼伝 極 v1.14.4 2023-02-07 3 80020190=sceKernelCreateThread(KtolNetThread, 08bf9544, 00000064, 8192, 00000000, 00000000): out of memory, 00002000 stack requested
Resistance: Retribution™ v1.15.3 2023-05-16 4 Unknown GetPointerWrite 1908a938 PC 08be51dc LR 08cd6754
eFootball Chelito 19 v1.9.4 2026-01-01 97 MIPSCompileOp: Invalid instruction 0000ffff
eFootball PES 2021 DraycEM "C19" v1.14.4 2023-02-09 3 Replacement rowPitch=1024, but w=4096 (level=0)
WWE SmackDown vs. RAW 2009 v1.14.4 2023-02-07 1 Unknown GetPointerWrite 0a384540 PC 08a52804 LR 08a52824
Silent Hill: Shattered Memories v1.14.4 2023-03-05 5 Ignoring possible texturing from framebuffer at 08bb4780 +64x-18589 / 64x256
TRON EVOLUTION v1.14.4 2023-02-07 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 r8p0-01rel0 [Revision 96995]. 01f35551:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3 Cull #version 100 // Driver: Mali-450 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f35551:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; 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 lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; 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 lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying 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 = color0; vec3 diffuseColor = color0.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; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot ; } 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), w
Silent Hill: Shattered Memories v1.14.4 2023-02-07 1 Ignoring possible texturing from framebuffer at 08bb4780 +64x-13088 / 64x256
eFootball PES 2020 "C19" v1.14.4 2023-02-07 1 Replacement rowPitch=512, but w=3072 (level=0)
Spider-Man 3 v1.14.4 2023-02-23 2 WriteToHardware: Invalid address 00000d40 near PC 08a01888 LR 08a01888
Silent Hill: Shattered Memories v1.14.4 2023-02-07 1 Ignoring possible texturing from framebuffer at 08bb4780 +416x-18984 / 64x256
PES 2021 LIGA BETPLAY COLOMBIA KALETH MICKEY,YUNIER PB,MASTIV VELASQUEZ v1.17.1 2024-05-07 29 sceNetAdhocMatchingInit(32768) at 08a719b8
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-04-21 4 Replacement rowPitch=256, but w=2800 (level=0)
ゴッド・オブ・ウォー 落日の悲愴曲 v1.14.4 2023-02-07 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:138: 'comp' : redefinition ERROR: 0:139: 'type' : redefinition ERROR: 0:187: 'comp' : redefinition ERROR: 0:188: 'type' : redefinition ERROR: 0:236: 'comp' : redefinition ERROR: 0:237: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 07000000:c1400b39 HWX C T N LM Tex Bones:6 Light: LightUberShader WScale 3 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)) // 07000000:c1400b39 HWX C T N LM Tex Bones:6 Light: LightUberShader WScale 3 Cull in mediump vec4 w1; in mediump vec2 w2; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; 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 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 lowp vec3 v_color1; 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() { 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; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; 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_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.
ゴッド・オブ・ウォー 落日の悲愴曲 v1.14.4 2023-02-07 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:137: 'comp' : redefinition ERROR: 0:138: 'type' : redefinition ERROR: 0:186: 'comp' : redefinition ERROR: 0:187: 'type' : redefinition ERROR: 0:235: 'comp' : redefinition ERROR: 0:236: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 07000000:c1000b39 HWX C T N LM Tex Bones:5 Light: LightUberShader WScale 3 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)) // 07000000:c1000b39 HWX C T N LM Tex Bones:5 Light: LightUberShader WScale 3 Cull in mediump vec4 w1; in mediump float w2; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; 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 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 lowp vec3 v_color1; 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; 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_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)) {
ゴッド・オブ・ウォー 落日の悲愴曲 v1.14.4 2023-02-07 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:135: 'comp' : redefinition ERROR: 0:136: 'type' : redefinition ERROR: 0:184: 'comp' : redefinition ERROR: 0:185: 'type' : redefinition ERROR: 0:233: 'comp' : redefinition ERROR: 0:234: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 07000000:c0c00b39 HWX C T N LM Tex Bones:4 Light: LightUberShader WScale 3 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)) // 07000000:c0c00b39 HWX C T N LM Tex Bones:4 Light: LightUberShader WScale 3 Cull in mediump vec4 w1; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; 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 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 lowp vec3 v_color1; 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() { 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; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; 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_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, vec
ゴッド・オブ・ウォー 落日の悲愴曲 v1.14.4 2023-02-07 2 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:126: 'comp' : redefinition ERROR: 0:127: 'type' : redefinition ERROR: 0:175: 'comp' : redefinition ERROR: 0:176: 'type' : redefinition ERROR: 0:224: 'comp' : redefinition ERROR: 0:225: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000939 HWX C T LM 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)) // 01000000:80000939 HWX C T LM Tex Light: LightUberShader Cull in vec3 position; in vec2 texcoord; in 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; out lowp vec4 v_color0; out lowp vec3 v_color1; 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(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 {
ゴッド・オブ・ウォー 落日の悲愴曲 v1.14.4 2023-02-07 2 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:127: 'comp' : redefinition ERROR: 0:128: 'type' : redefinition ERROR: 0:176: 'comp' : redefinition ERROR: 0:177: 'type' : redefinition ERROR: 0:225: 'comp' : redefinition ERROR: 0:226: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b39 HWX C T N LM 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)) // 01000000:80000b39 HWX C T N LM Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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; out lowp vec4 v_color0; out lowp vec3 v_color1; 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_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
ゴッド・オブ・ウォー 落日の悲愴曲 v1.14.4 2023-02-07 2 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:126: 'comp' : redefinition ERROR: 0:127: 'type' : redefinition ERROR: 0:175: 'comp' : redefinition ERROR: 0:176: 'type' : redefinition ERROR: 0:224: 'comp' : redefinition ERROR: 0:225: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b38 HWX C 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)) // 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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; 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_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 { lig
МЕГАМОЗГ v1.14.4 2023-02-07 1 Ignoring possible texturing from framebuffer at 04134000 +0x48 / 64x64
МЕГАМОЗГ v1.14.4 2023-02-07 1 Ignoring possible texturing from framebuffer at 04138000 +0x36 / 64x64
eFOOTBALL PES 2020 SUPERDUPER "T. BENDEZU" v1.14.4 2023-03-07 3 Replacement rowPitch=2048, but w=3644 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-06 16 Replacement rowPitch=256, but w=1024 (level=0)
EFOOTBALL V. 1 BY PRFD v1.14.4 2023-04-23 5 Replacement rowPitch=128, but w=512 (level=0)
eFootball Chelito 19 v1.18.1 2024-12-30 26 Unknown GetPointerWrite 00000000 PC 08824a58 LR 088113dc
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-07 1 MIPSCompileOp: Invalid instruction 43da8000
Tomb Raider : Legend v1.14.4 2023-02-07 1 MIPSCompileOp: Invalid instruction 6c8c8f00
Tomb Raider : Legend v1.14.4 2023-02-07 1 MIPSCompileOp: Invalid instruction 4c27b900
PES 2023 BY SPARTAN JR8 v1.14.4 2023-11-30 6 Replacement rowPitch=1024, but w=8000 (level=0)
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-04-05 2 Replacement rowPitch=512, but w=3072 (level=0)
Silent Hill: Shattered Memories v1.14.4 2025-08-08 4 Ignoring possible texturing from framebuffer at 08bb4780 +96x-14700 / 64x256
eFootball PES PPSSPP A3 2023 MOD FIFA v1.14.4 2023-03-29 2 Replacement rowPitch=128, but w=1164 (level=0)
МЕГАМОЗГ v1.14.4 2023-02-07 1 Ignoring possible texturing from framebuffer at 0414a000 +0x44 / 64x64
Silent Hill: Shattered Memories v1.14.4 2023-02-07 1 Ignoring possible texturing from framebuffer at 08bb4780 +64x-14716 / 64x256
eFootball PES PPSSPP A3 2023 MOD FIFA v1.14.4 2023-04-20 4 Replacement rowPitch=512, but w=1600 (level=0)
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-04-19 4 Replacement rowPitch=128, but w=1164 (level=0)
SBK-07 v1.17.1-334-g1786a4ddb 2024-10-28 3 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0932a490): duplicate handler
Silent Hill: Shattered Memories v1.14.4 2023-05-24 3 Ignoring possible texturing from framebuffer at 08bb4780 +352x-14532 / 64x256
EFOOTBALL 2023 PSP OFFICIAL v1.14.4 2023-02-07 1 Replacement rowPitch=128, but w=3092 (level=0)
WWE 2K21 PRICELESS ALACRITY V3.0.1 v1.14.4 2023-02-07 1 Replacement rowPitch=128, but w=704 (level=0)
学園ヘタリア Portable v1.18.1 2026-03-13 44 00000400=sceGeEdramSetAddrTranslation(00000000)
Crash™ Tag Team Racing v1.14.4 2023-02-07 6 80630006=sceAtracSetDataAndGetID(09db8d80, 00014000): invalid RIFF header
Prince of Persia The Forgotten Sands™ v1.14.4 2023-02-07 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09aabfbc, 4, 00000000, 0)
Prince of Persia The Forgotten Sands™ v1.14.4 2023-02-07 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09aabfbc, 4, 00000000, 0)
Crash™ Tag Team Racing v1.18.1 2025-02-03 24 80630006=sceAtracSetDataAndGetID(09e086c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-07 1 80630006=sceAtracSetDataAndGetID(0984a280, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-07 1 80630006=sceAtracSetDataAndGetID(09865640, 00014000): invalid RIFF header
eFootball PES 2020 "C19" v1.14.4 2023-12-28 5 Replacement rowPitch=512, but w=1400 (level=0)

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