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
喧哗番长兄弟 东京之战 PLAY汉化版 v1.14.4 2023-02-13 1 00000000=sceUtilityScreenshotInitStart(093a6100)
eFootball 2023 by peruvian pes v1.17.1 2024-02-29 3 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
喧哗番长兄弟 东京之战 PLAY汉化版 v1.14.4 2023-02-13 1 00000000=sceUtilityScreenshotInitStart(093aa8d0)
喧哗番长兄弟 东京之战 PLAY汉化版 v1.17.1 2024-03-19 2 00000000=sceUtilityScreenshotInitStart(093aa8c0)
喧哗番长兄弟 东京之战 PLAY汉化版 v1.14.4 2023-02-13 2 00000000=sceUtilityScreenshotInitStart(093a9f30)
喧哗番长兄弟 东京之战 PLAY汉化版 v1.17.1 2024-08-08 5 00000000=sceUtilityScreenshotInitStart(093aa340)
初音ミク -Project DIVA- extend v1.14.4 2023-02-13 1 00000000=sceUtilityScreenshotInitStart(092d29d8)
eFootball PES 2022 Danilo Gamer v1.14.4 2023-10-10 3 Replacement rowPitch=512, but w=1800 (level=0)
METAL SLUG Anthology v1.14.4 2023-02-13 2 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIc50d, 1, 2, 09ffe9d0, 20000000, 0) at 088e4450
METAL SLUG Anthology v1.14.4 2023-02-13 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(TRIaa06, 44:81:12:92:aa:06, 20000000, 0) at 088e45b8
METAL SLUG Anthology v1.14.4 2023-02-13 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI5c2a, f8:33:b9:3d:5c:2a, 20000000, 0) at 08829208
Dragon Ball AF Tenkaichi 3. .version v1.14.4 2023-02-13 4 00000400=sceGeEdramSetAddrTranslation(00000800)
PES 2023 BY SPARTAN JR8 v1.14.4 2023-05-17 4 Replacement rowPitch=128, but w=1280 (level=0)
METAL SLUG Anthology v1.14.4 2023-02-13 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI480a, 1, 2, 09ffe9d0, 20000000, 0) at 088e4450
Obscure: The Aftermath v1.14.4 2023-02-13 1 WriteToHardware: Invalid address 000000e8 near PC 08981750 LR 08981750
Obscure: The Aftermath v1.14.4 2023-02-13 1 WriteToHardware: Invalid address 00000154 near PC 08981750 LR 08981750
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-13 1 MIPSCompileOp: Invalid instruction 43800000
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-13 2 MIPSCompileOp: Invalid instruction 42ba0000
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-13 1 MIPSCompileOp: Invalid instruction 43d80000
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-13 1 WriteToHardware: Invalid address e467c8bc near PC 0880dcc8 LR 0880dcc8
Pro Evolution Soccer 2014 v1.14.4 2023-02-13 1 Replacement rowPitch=256, but w=1016 (level=0)
Ben 10 Ultimate Alien: Cosmic Destruction v1.14.4 2023-02-13 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (f7140443), bad data
eFootball PES 2023 By ESTEEM GAMING v1.14.4 2023-04-04 5 Replacement rowPitch=256, but w=2048 (level=0)
Crash® Mind Over Mutant v1.14.4 2023-02-13 1 Unknown GetPointerWrite 00000000 PC 08baf870 LR 08baf890
MONSTER HUNTER FREEDOM UNITE™ v1.14.4 2023-02-13 1 Replacement rowPitch=256, but w=1536 (level=0)
WWE SmackDown vs. RAW 2011 v1.14.4 2023-04-24 2 80630007=sceAtracSetData(3, 08d4b180, 00007f00): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.14.4 2023-03-14 3 80630007=sceAtracSetData(3, 08d4b180, 00006a78): atracID uses different codec type than data
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-14 2 WriteToHardware: Invalid address 00000000 near PC 088380a4 LR 08838084
eFootball Chelito 19 v1.14.4 2023-04-28 2 Replacement rowPitch=512, but w=3200 (level=0)
eFootball PES 2020 "C19" v1.14.4 2023-02-17 10 sceNetAdhocMatchingInit(32768) at 08a71984
eFootball PES 2023 By ESTEEM GAMING v1.14.4 2025-11-15 2 Replacement rowPitch=256, but w=2400 (level=0)
FIFA 14 v1.14.4 2023-02-13 4 Error in shader compilation: info: Fragment shader compilation failed. Internal compiler error: unexpected operator 001c1a96:0580d022 Tex TexAlpha 2x WriteMask ReplaceBlend_6A:10_B:6_Eq:2 StenToAlpha Sten0 TFuncMod AlphaTest > #version 300 es // Driver: Adreno (TM) 320 - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 001c1a96:0580d022 Tex TexAlpha 2x WriteMask ReplaceBlend_6A:10_B:6_Eq:2 StenToAlpha Sten0 TFuncMod AlphaTest > precision highp int; uniform sampler2D tex; uniform sampler2D fbotex; uniform vec3 u_blendFixA; uniform uint u_alphacolorref; uniform uint u_alphacolormask; uniform uint u_colorWriteMask; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; uint packUnorm4x8R(vec4 v) { highp vec4 f = clamp(v, 0.0, 1.0); uvec4 u = uvec4(255.0 * f); return u.x | (u.y << 0x8u) | (u.z << 0x10u) | (u.w << 0x18u); } vec4 unpackUnorm4x8R(highp uint x) { highp uvec4 u = uvec4(x & 0xFFu, (x >> 0x8u) & 0xFFu, (x >> 0x10u) & 0xFFu, (x >> 0x18u) & 0xFFu); highp vec4 f = vec4(u); return f * (1.0 / 255.0); } void main() { lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD; v.rgb = destColor.rgb * v.aaa * 2.0 - v.rgb * u_blendFixA; fragColor0 = vec4(v.rgb, 0.0); highp uint v32 = packUnorm4x8R(fragColor0); highp uint d32 = packUnorm4x8R(destColor); v32 = (v32 & u_colorWriteMask) | (d32 & ~u_colorWriteMask); fragColor0 = unpackUnorm4x8R(v32); }
FIFA 14 v1.14.4 2023-02-13 1 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. 01000000:80004b38 HWX C T N Tex Light: LightUberShader TessRevN Cull #version 300 es // Driver: Adreno (TM) 320 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80004b38 HWX C T N Tex Light: LightUberShader TessRevN 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)); }
FIFA 14 v1.14.4 2023-02-13 1 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. 01000000:80004b30 HWX T N Tex Light: LightUberShader TessRevN Cull #version 300 es // Driver: Adreno (TM) 320 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80004b30 HWX T N Tex Light: LightUberShader TessRevN 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 ==
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-13 1 Unknown GE command : 39010005
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-02-13 1 Replacement rowPitch=2048, but w=4288 (level=0)
Iso Super Heroes Tenkaichi V5 Final A.O v1.18.1 2025-03-23 1,109 00000400=sceGeEdramSetAddrTranslation(00000800)
RIDGE RACER 2 v1.14.4 2023-02-12 1 Ignoring possible texturing from framebuffer at 041e7280 +192x91 / 256x272
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-12 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b8e5f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-12 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b8e5f4, 4, 00000000, 0)
Sega Genesis Collection™ v1.14.4 2023-02-12 1 Branch in branch delay slot at 08843262 with different target
Sega Genesis Collection™ v1.14.4 2023-02-12 1 MIPSCompileOp: Invalid instruction 0008ae05
Sega Genesis Collection™ v1.14.4 2023-02-12 1 MIPSCompileOp: Invalid instruction 0000afbf
Sega Genesis Collection™ v1.14.4 2023-02-12 1 MIPSCompileOp: Invalid instruction 000427bd
Sega Genesis Collection™ v1.14.4 2023-02-12 1 MIPSCompileOp: Invalid instruction 437027bd
TEKKEN 6 v1.14.4 2023-04-28 3 Replacement rowPitch=64, but w=1600 (level=0)
eFootball By Idandroid Official v1.14.4 2023-07-08 45 Replacement rowPitch=512, but w=2048 (level=0)
eFootball PES AXVL Projects 2023 v1.14.4 2023-02-12 1 Replacement rowPitch=256, but w=8136 (level=0)
eFootball PES 2023 By ESTEEM GAMING v1.14.4 2023-10-05 3 Replacement rowPitch=512, but w=1000 (level=0)
SUPER HEROES TENKAICHI TAG TEAM V3 FINAL A.O v1.14.4 2023-02-12 2 MIPSCompileOp: Invalid instruction 00000029
SUPER HEROES TENKAICHI TAG TEAM V3 FINAL A.O v1.14.4 2023-02-12 1 MIPSCompileOp: Invalid instruction 00000028
SUPER HEROES TENKAICHI TAG TEAM V3 FINAL A.O v1.14.4 2023-02-14 4 MIPSCompileOp: Invalid instruction 00000005
White Knight Chronicles™: Origins v1.18.1 2025-04-10 24 00000000=sceUtilityScreenshotInitStart(09c9b70c)
METAL SLUG Anthology v1.18.1 2025-02-10 2 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIdc0e, 1, 2, 09ffe9d0, 20000000, 0) at 088e4450
eFootball 2023 By Tutoriales Bendezu v1.14.4 2023-05-05 16 Replacement rowPitch=1024, but w=2000 (level=0)
METAL SLUG Anthology v1.14.4 2023-02-12 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIe997, 1, 2, 09ffe9d0, 20000000, 0) at 088e4450
Silent Hill: Shattered Memories v1.14.4 2023-02-12 3 Ignoring possible texturing from framebuffer at 08bb4780 +96x-23032 / 64x256
METAL SLUG Anthology v1.14.4 2023-02-12 2 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIe997, 1, 2, 09fff8c0, 20000000, 0) at 08829184
FIFA 2023 BETA VERSION MOD BY NP v1.14.4 2023-02-17 2 Replacement rowPitch=128, but w=280 (level=0)
eFootball PES AXVL Projects 2023 v1.14.4 2023-02-12 1 Replacement rowPitch=512, but w=6360 (level=0)
BOMBA PATCH GEOMATRIX v1.14.4 2023-02-12 1 Replacement rowPitch=128, but w=512 (level=0)
Daxter v1.14.4 2023-02-12 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb8200, 4, 00000000, 0)
eFootball PES 2021 DraycEM "C19" v1.14.4 2023-03-18 2 Replacement rowPitch=128, but w=800 (level=0)
eFootball PES 2021 DraycEM "C19" v1.14.4 2023-02-12 1 Replacement rowPitch=256, but w=1052 (level=0)
eFootball By TM ARTS v1.14.4 2023-03-26 4 Replacement rowPitch=1024, but w=2804 (level=0)
EFOOTBALL 2023 PSP OFFICIAL v1.14.4 2023-02-12 1 Replacement rowPitch=512, but w=5120 (level=0)
BURNOUT DOMINATOR v1.14.4 2023-02-12 1 Ignoring possible texturing from framebuffer at 04176000 +384x88 / 512x272
eFootball Chelito 19 v1.14.4 2023-02-12 1 Replacement rowPitch=1024, but w=4136 (level=0)
Crash™ Tag Team Racing v1.14.4 2023-02-12 1 80630006=sceAtracSetDataAndGetID(09c21500, 00014000): invalid RIFF header
Cars: Race-O-Rama v1.14.4 2023-03-10 2 Ignoring possible texturing from framebuffer at 09a48340 +0x-22620 / 8x8
Crash™ Tag Team Racing v1.14.4 2023-02-12 1 80630006=sceAtracSetDataAndGetID(092c8300, 00014000): invalid RIFF header
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-12 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c96824, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-12 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c96824, 4, 00000000, 0)
eFootball PES PPSSPP A3 2023 MOD FIFA v1.14.4 2023-04-15 3 Replacement rowPitch=1024, but w=4320 (level=0)
PES 2022 AFRICA BY AHG TECH & LAA TECH v1.14.4 2023-02-12 1 Replacement rowPitch=128, but w=4000 (level=0)
Carnage Heart EXA v1.18.1 2025-04-28 22 00000000=sceUtilityScreenshotInitStart(0916e00c)
eFootball Chelito 19 v1.14.4 2023-02-12 1 Replacement rowPitch=2048, but w=4096 (level=0)
METAL SLUG Anthology v1.14.4 2023-02-12 1 sceNetAdhocMatchingInit(12288) at 0892bd40
Efootball 2022 Komo Valeri... v1.14.4 2023-05-30 4 Replacement rowPitch=2048, but w=2848 (level=0)
PES 2022 PPSSPP NEE UPDATE BY HAFISG9 SUBSCRIBE v1.14.4 2023-02-12 1 Replacement rowPitch=128, but w=1200 (level=0)
Daxter v1.14.4 2023-02-12 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e9e6b0, 4, 00000000, 0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-02-12 2 00000000=sceUtilityScreenshotInitStart(09d2fec8)
eFootball PES AXVL Projects 2023 v1.14.4 2023-03-22 4 Replacement rowPitch=128, but w=2048 (level=0)
God of War: Chains of Olympus Bahasa Indonesia By Indra Constantine v1.18.1 2025-03-28 72 BREAK instruction hit
Pro Evolution Soccer 2014 v1.14.4 2023-02-13 2 Replacement rowPitch=256, but w=988 (level=0)
Silent Hill: Shattered Memories v1.14.4 2023-02-12 2 Ignoring possible texturing from framebuffer at 08bb4780 +64x-8146 / 64x256
LEGO® Batman™: The Videogame v1.14.4 2023-02-12 1 Unknown GE command : 394ae6a0
アナタヲユルサナイ v1.18.1 2026-07-11 718 00000000=sceGeEdramSetAddrTranslation(00000000)
PES 2022 AFRICA BY AHG TECH & LAA TECH v1.14.4 2023-02-12 1 Replacement rowPitch=512, but w=5760 (level=0)
アナタヲユルサナイ v1.18.1 2026-07-11 32 00000400=sceGeEdramSetAddrTranslation(00000000)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-12 1 WriteToHardware: Invalid address 99e0591c near PC 0880dcc8 LR 0880dcc8
PES 2022 AFRICA BY AHG TECH & LAA TECH v1.14.4 2023-04-16 3 Replacement rowPitch=1024, but w=4096 (level=0)
WWE SmackDown vs. RAW 2010 v1.14.4 2024-02-20 3 80630007=sceAtracSetData(3, 08d4b180, 00012e00): atracID uses different codec type than data
Assassin's Creed: Bloodlines™ v1.14.4 2023-04-30 16 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; }
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-24 2 WriteToHardware: Invalid address 120b8c60 near PC 0880de08 LR 0880de08
初音ミク -Project DIVA- 2nd お買い得版 v1.14.4 2023-02-12 2 00000000=sceUtilityScreenshotInitStart(092022a8)
GTA: Liberty City Stories v1.14.4 2023-02-12 1 Ignoring possible texturing from framebuffer at 04154000 +0x128 / 128x272
eFootball PES 2021 By GABRIEL v1.14.4 2023-03-22 2 Replacement rowPitch=1024, but w=2000 (level=0)
eFootball PES PPSSPP AFF CUP v1.14.4 2023-03-17 2 Replacement rowPitch=256, but w=1200 (level=0)
Silent Hill: Shattered Memories v1.14.4 2023-02-12 1 Ignoring possible texturing from framebuffer at 08bb4780 +160x-16763 / 64x256

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