Recent logs - v1.14.4

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

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
Pro Evolution Soccer 2014 v1.14.4 2023-02-13 2 MIPSCompileOp: Invalid instruction 000009ff
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-02-13 1 00000000=sceUtilityScreenshotInitStart(09ca9088)
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-02-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 00000a5e): duplicate handler
Pro Evolution Soccer 2014 v1.14.4 2023-02-16 7 MIPSCompileOp: Invalid instruction 000000df
Pro Evolution Soccer 2014 v1.14.4 2023-02-16 8 MIPSCompileOp: Invalid instruction 00002ff8
God of War®: Ghost of Sparta v1.14.4 2023-02-13 2 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: 0:2: error(#61) Required extension isn't found, extension 'GL_ARB_shader_stencil_export' is not supported ERROR: error(#273) 1 compilation errors. No code generated stencil_fs #version 330 #extension GL_ARB_shader_stencil_export : require // Driver: ATI Mobility Radeon HD 4650 - GLSL 330 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; float roundAndScaleTo255f(in float x) { return floor(x * 255.99); } in highp vec2 v_texcoord; // TEXCOORD0 uniform float stencilValue; out vec4 fragColor0; void main() { vec4 index = texture(tex, v_texcoord.xy); vec4 outColor = index.aaaa; gl_FragStencilRefARB = int(roundAndScaleTo255f(index.a)); fragColor0 = outColor; }
eFootball By TM ARTS v1.14.4 2023-02-13 1 Replacement rowPitch=1024, but w=1036 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-13 1 WriteToHardware: Invalid address 4e7da374 near PC 088ca7dc LR 088ca7dc
eFootball PES 2021 DraycEM "C19" v1.14.4 2023-02-13 1 Replacement rowPitch=1024, but w=5120 (level=0)
eFootball PES 2023 By ESTEEM GAMING v1.14.4 2023-04-16 3 Replacement rowPitch=128, but w=1200 (level=0)
Pro Evolution Soccer 2014 v1.14.4 2023-04-16 2 Replacement rowPitch=512, but w=2048 (level=0)
BURNOUT DOMINATOR v1.14.4 2023-02-13 1 Ignoring possible texturing from framebuffer at 04176000 +768x121 / 512x272
Gran Turismo® v1.14.4 2023-02-13 1 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: 0:2: error(#61) Required extension isn't found, extension 'GL_ARB_shader_stencil_export' is not supported ERROR: error(#273) 1 compilation errors. No code generated stencil_fs #version 410 #extension GL_ARB_shader_stencil_export : require // Driver: AMD Radeon HD 6300 series Graphics - GLSL 410 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; float roundAndScaleTo255f(in float x) { return floor(x * 255.99); } in highp vec2 v_texcoord; // TEXCOORD0 uniform float stencilValue; out vec4 fragColor0; void main() { vec4 index = texture(tex, v_texcoord.xy); vec4 outColor = index.aaaa; gl_FragStencilRefARB = int(roundAndScaleTo255f(index.a)); fragColor0 = outColor; }
PES 2023 BY SPARTAN JR8 v1.14.4 2023-04-23 3 Replacement rowPitch=2048, but w=5120 (level=0)
Super Dragon Ball Heroes Universe Mission Tenkaichi v1.14.4 2023-02-13 1 MIPSCompileOp: Invalid instruction 9ed30d40
Super Dragon Ball Heroes Universe Mission Tenkaichi v1.14.4 2023-02-13 1 MIPSCompileOp: Invalid instruction 782e0cc0
Super Dragon Ball Heroes Universe Mission Tenkaichi v1.14.4 2023-02-13 1 MIPSCompileOp: Invalid instruction 632503c0
eFootball PES 2021 By GABRIEL v1.14.4 2023-05-01 2 Replacement rowPitch=512, but w=600 (level=0)
eFootball PES 2022 Danilo Gamer v1.14.4 2023-02-13 2 Error in shader program link: info: L0001 The fragment floating-point variable u_texelDelta does not match the vertex variable u_texelDelta. The precision does not match. fs: postshader #version 320 es precision mediump float; precision highp int; uniform vec2 u_pixelDelta; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec4 u_time; uniform vec2 u_texelDelta; in vec2 v_texcoord0; out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; vec3 processGAUSS_SQ(inout vec3 color) { float GAUSS_KERNEL_SIZE = 5.0; vec2 offset = (u_pixelDelta * 3.5) / vec2(GAUSS_KERNEL_SIZE); vec3 cGauss0 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0))).xyz * 1.0; vec3 cGauss1 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, -2.0))).xyz * 4.0; vec3 cGauss2 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, -2.0))).xyz * 7.0; vec3 cGauss3 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, -2.0))).xyz * 4.0; vec3 cGauss4 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, -2.0))).xyz * 1.0; vec3 cGauss5 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, -1.0))).xyz * 4.0; vec3 cGauss6 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0))).xyz * 16.0; vec3 cGauss7 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, -1.0))).xyz * 26.0; vec3 cGauss8 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, -1.0))).xyz * 16.0; vec3 cGauss9 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, -1.0))).xyz * 4.0; vec3 cGauss10 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 0.0))).xyz * 7.0; vec3 cGauss11 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 0.0))).xyz * 26.0; vec3 cGauss12 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0))).xyz * 41.0; vec3 cGauss13 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, 0.0))).xyz * 26.0; vec3 cGauss14 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, 0.0))).xyz * 7.0; vec3 cGauss15 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 1.0))).xyz * 4.0; vec3 cGauss16 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 1.0))).xyz * 16.0; vec3 cGauss17 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, 1.0))).xyz * 26.0; vec3 cGauss18 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0))).xyz * 16.0; vec3 cGauss19 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, 1.0))).xyz * 4.0; vec3 cGauss20 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 2.0))).xyz * 1.0; vec3 cGauss21 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 2.0))).xyz * 4.0; vec3 cGauss22 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, 2.0))).xyz * 7.0; vec3 cGauss23 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, 2.0))).xyz * 4.0; vec3 cGauss24 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0))).xyz * 1.0; color = (((((((((((((((((((((((cGauss0 + cGauss1) + cGauss2) + cGauss3) + cGauss4) + cGauss5) + cGauss6) + cGauss7) + cGauss8) + cGauss9) + cGauss10) + cGauss11) + cGauss12) + cGauss13) + cGauss14) + cGauss15) + cGauss16) + cGauss17) + cGauss18) + cGauss19) + cGauss20) + cGauss21) + cGauss22) + cGauss23) + cGauss24; color /= vec3(273.0); return color; } vec3 processBLOOM(inout vec3 color, vec3 colorB, mediump int hatsu) { vec4 sum = vec4(0.0); mediump int diffx = 2; mediump int diffy = 3; mediump int _408 = -diffy; for (mediump int ib = _408; ib < diffy; ib++) { mediump int _419 = -diffx; for (mediump int jb = _419; jb < diffx; jb++) { sum += (texture(sampler0, v_texcoord0 + (vec2(float(jb), float(ib)) * 0.00200000009499490261077880859375)) * 0.2199999988079071044921875); } } bool _453 = color.x < 0.300000011920928955078125; bool _460; if (_453) { _460 = color.y < 0.300000011920928955078125; } else { _460 = _453; } bool _467;
eFootball PES 2022 Danilo Gamer v1.14.4 2023-02-13 2 Error in shader program link: info: L0001 The fragment floating-point variable u_texelDelta does not match the vertex variable u_texelDelta. The precision does not match. fs: postshader #version 320 es precision mediump float; precision highp int; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec4 u_time; in vec2 v_texcoord0; out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; bvec4 _and_(bvec4 A, bvec4 B) { return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w); } vec4 df(vec4 A, vec4 B) { return abs(A - B); } bvec4 close(vec4 A, vec4 B) { vec4 param = A; vec4 param_1 = B; return lessThan(df(param, param_1), vec4(15.0)); } bvec4 _or_(bvec4 A, bvec4 B) { return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w); } vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { vec4 param = a; vec4 param_1 = b; vec4 param_2 = a; vec4 param_3 = c; vec4 param_4 = d; vec4 param_5 = e; vec4 param_6 = d; vec4 param_7 = f; vec4 param_8 = g; vec4 param_9 = h; return (((df(param, param_1) + df(param_2, param_3)) + df(param_4, param_5)) + df(param_6, param_7)) + (df(param_8, param_9) * 4.0); } vec3 processxBR(vec3 color) { vec2 pS = vec2(1.0) / u_texelDelta; vec2 fp = fract(v_texcoord0 * pS); vec2 TexCoord_0 = v_texcoord0 - (fp * u_pixelDelta); vec2 dx = vec2(u_texelDelta.x, 0.0); vec2 dy = vec2(0.0, u_texelDelta.y); vec2 y2 = dy + dy; vec2 x2 = dx + dx; vec3 A = texture(sampler0, (TexCoord_0 - dx) - dy).xyz; vec3 B = texture(sampler0, TexCoord_0 - dy).xyz; vec3 C = texture(sampler0, (TexCoord_0 + dx) - dy).xyz; vec3 D = texture(sampler0, TexCoord_0 - dx).xyz; vec3 E = texture(sampler0, TexCoord_0).xyz; vec3 F = texture(sampler0, TexCoord_0 + dx).xyz; vec3 G = texture(sampler0, (TexCoord_0 - dx) + dy).xyz; vec3 H = texture(sampler0, TexCoord_0 + dy).xyz; vec3 I = texture(sampler0, (TexCoord_0 + dx) + dy).xyz; vec3 A1 = texture(sampler0, (TexCoord_0 - dx) - y2).xyz; vec3 C1 = texture(sampler0, (TexCoord_0 + dx) - y2).xyz; vec3 A0 = texture(sampler0, (TexCoord_0 - x2) - dy).xyz; vec3 G0 = texture(sampler0, (TexCoord_0 - x2) + dy).xyz; vec3 C4 = texture(sampler0, (TexCoord_0 + x2) - dy).xyz; vec3 I4 = texture(sampler0, (TexCoord_0 + x2) + dy).xyz; vec3 G5 = texture(sampler0, (TexCoord_0 - dx) + y2).xyz; vec3 I5 = texture(sampler0, (TexCoord_0 + dx) + y2).xyz; vec3 B1 = texture(sampler0, TexCoord_0 - y2).xyz; vec3 D0 = texture(sampler0, TexCoord_0 - x2).xyz; vec3 H5 = texture(sampler0, TexCoord_0 + y2).xyz; vec3 F4 = texture(sampler0, TexCoord_0 + x2).xyz; vec4 b = vec4(dot(B, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(D, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(H, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(F, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 c = vec4(dot(C, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(A, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(G, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(I, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 d = vec4(b.y, b.z, b.w, b.x); vec4 e = vec4(dot(E, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 f = vec4(b.w, b.x, b.y, b.z); vec4 g = vec4(c.z, c.w, c.x, c.y); vec4 h = vec4(b.z, b.w, b.x, b.y); vec4 i = vec4(c.w, c.x, c.y, c.z); vec4 i4 = vec4(dot(I4, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(C1, vec3(16.16300010
eFootball PES 2022 Danilo Gamer v1.14.4 2023-02-13 2 Error in shader program link: info: L0001 The fragment floating-point variable u_texelDelta does not match the vertex variable u_texelDelta. The precision does not match. fs: postshader #version 320 es precision mediump float; precision highp int; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec4 u_time; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; in vec2 v_texcoord0; out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; float overlay(float base, float blend) { float result = 0.0; if (base < 0.5) { result = (2.0 * base) * blend; } else { result = 1.0 - ((1.0 - (2.0 * (base - 0.5))) * (1.0 - blend)); } return result; } void main() { SEPIA = 0; GRAYSCALE = 0; NEGATIVE = 0; PSPCOLORS = 1; vec3 color = texture(sampler0, v_texcoord0).xyz; vec3 colorB = color; mediump int hatsu = 0; vec3 blur = color * 1.2252061367034912109375; float param = color.x; float param_1 = blur.x; float param_2 = color.y; float param_3 = blur.y; float param_4 = color.z; float param_5 = blur.z; vec3 newcolor = vec3(overlay(param, param_1), overlay(param_2, param_3), overlay(param_4, param_5)); color = mix(color, newcolor, vec3(0.5)); float sat = 1.2999999523162841796875; float brt = 1.0; float con = 1.0; float AvgLumR = 1.2999999523162841796875; float AvgLumG = 1.2999999523162841796875; float AvgLumB = 2.400000095367431640625; if (SEPIA == 1) { sat = 0.00999999977648258209228515625; brt = 1.75; con = 1.0; AvgLumR = 0.439999997615814208984375; AvgLumG = 0.2599999904632568359375; AvgLumB = 0.07999999821186065673828125; } if (GRAYSCALE == 1) { sat = 0.0; brt = 1.0; con = 1.0; AvgLumR = 1.0; AvgLumG = 1.0; AvgLumB = 1.0; } if (NEGATIVE == 1) { sat = 1.0; brt = 1.0; con = -1.0; AvgLumR = 1.0; AvgLumG = 1.0; AvgLumB = 1.0; } if (PSPCOLORS == 1) { sat = 1.0; brt = 1.0; con = 1.0; AvgLumR = 0.959299981594085693359375; AvgLumG = 1.0738999843597412109375; AvgLumB = 1.46039998531341552734375; } vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 conRGB = vec3(0.5); vec3 brtColor = color * brt; vec3 intensity = vec3(((brtColor.x * 0.2125000059604644775390625) + (brtColor.y * 0.7153999805450439453125)) + (brtColor.z * 0.07209999859333038330078125)); vec3 satColor = mix(intensity, brtColor, vec3(sat)); vec3 conColor = mix(conRGB, satColor, vec3(con)); vec3 mixColor = AvgLumin * conColor; color = mixColor; _RESERVED_IDENTIFIER_FIXUP_gl_FragColor = vec4(color.x, color.y, color.z, _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.w); _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.w = 1.0; } vs: postshader #version 320 es uniform vec2 u_texelDelta; out vec2 v_texcoord0; in vec2 a_texcoord0; in vec4 a_position; out vec4 v_texcoordNC0; out vec4 v_texcoordNC1; out vec4 v_texcoordNC2; out vec4 v_texcoordNC3; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; v_texcoordNC0 = a_texcoord0.xyxy + (vec4(-0.5, -0.5, -1.5, -1.5) * u_texelDelta.xyxy); v_texcoordNC1 = a_texcoord0.xyxy + (vec4(0.5, -0.5, 1.5, -1.5) * u_texelDelta.xyxy); v_texcoordNC2 = a_texcoord0.xyxy + (vec4(-0.5, 0.5, -1.5, 1.5) * u_texelDelta.xyxy); v_texcoordNC3 = a_texcoord0.xyxy + (vec4(0.5, 0.5, 1.5, 1.5) * u_texelDelta.xyxy); }
eFootball PES 2023 By ESTEEM GAMING v1.14.4 2024-06-20 2 Replacement rowPitch=512, but w=2036 (level=0)
eFootball Chelito 19 v1.14.4 2023-02-13 1 Replacement rowPitch=2048, but w=8192 (level=0)
WWE SmackDown vs. RAW 2008 v1.14.4 2023-02-13 3 80630007=sceAtracSetData(2, 08be9680, 00002300): atracID uses different codec type than data
PES 2022 AFRICA BY AHG TECH & LAA TECH v1.17.1 2024-06-14 5 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
E PES DATEGAMER v1.14.4 2023-02-13 1 sceNetAdhocMatchingInit(32768) at 08a71984
flOw v1.14.4 2023-02-22 3 Ignoring possible texturing from framebuffer at 04198010 +4x128 / 256x272
eFootball PES 2023 By ESTEEM GAMING v1.14.4 2023-04-02 4 Replacement rowPitch=512, but w=7180 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-13 1 MIPSCompileOp: Invalid instruction 46ca0c00
プリニー ~オレが主人公でイイんスか?~ 体験版 v1.14.4 2023-02-13 1 Attempted set for logic op: f
MotoGP v1.14.4 2023-02-13 1 Replacement rowPitch=1024, but w=4000 (level=0)
プリニー ~オレが主人公でイイんスか?~ 体験版 v1.18.1 2025-06-23 16 00000400=sceGeEdramSetAddrTranslation(00000000)
EFOOTBALL 2023 BRI LIGA 1 & EROPA v1.14.4 2023-02-13 1 Replacement rowPitch=256, but w=4096 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-02-13 1 WriteToHardware: Invalid address f0cde4c0 near PC 0880dcc8 LR 0880dcc8
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-02-20 2 Replacement rowPitch=256, but w=1000 (level=0)
FIFA 2023 BETA VERSION MOD BY NP v1.8.0 2024-09-09 13 MIPSCompileOp: Invalid instruction 00000001
God of War: Chains of Olympus v1.17.1 2024-04-03 37 Unusual bezier/spline vtype: 12008780, morph: 0, bones: 3
God of War: Chains of Olympus v1.17.1 2024-04-03 78 Unusual bezier/spline vtype: 12004780, morph: 0, bones: 2
Crash™ Tag Team Racing v1.14.4 2023-02-13 5 80630006=sceAtracSetDataAndGetID(095626c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-13 1 80630006=sceAtracSetDataAndGetID(0954e640, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-13 1 80630006=sceAtracSetDataAndGetID(097ef400, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-02-13 4 80630006=sceAtracSetDataAndGetID(0980b4c0, 00014000): invalid RIFF header
Pro Evolution Soccer 6 v1.14.4 2023-02-13 1 sceKernelCreateThread(name=god_m000_Boot): unsupported attributes 00000006
Pro Evolution Soccer 6 v1.14.4 2023-02-13 1 sceKernelCreateThread(name=god_menu): unsupported attributes 00000006
Crash™ Tag Team Racing v1.14.4 2023-02-13 2 80630006=sceAtracSetDataAndGetID(09ce60c0, 00014000): invalid RIFF header
ドラゴンボール タッグバーサス v1.14.4 2023-02-15 3 Branch in branch delay slot at 088048cc with different target
ドラゴンボール タッグバーサス v1.14.4 2023-02-13 1 WriteToHardware: Invalid address 00006014 near PC 088048c4 LR 0880dee4
ドラゴンボール タッグバーサス v1.14.4 2023-02-13 1 MIPSCompileOp: Invalid instruction 00bc8668
Crash™ Tag Team Racing v1.14.4 2023-02-13 1 80630006=sceAtracSetDataAndGetID(09c5db80, 00014000): invalid RIFF header
アガレスト戦記 Mariage v1.14.4 2023-02-13 1 Ignoring possible texturing from framebuffer at 04172000 +0x128 / 256x256
EFOOTBALL V. 1 BY PRFD v1.14.4 2023-05-04 2 Replacement rowPitch=256, but w=1652 (level=0)
WWE'12 v1.14.4 2023-02-13 4 MIPSCompileOp: Invalid instruction 4f32c120
WWE'12 v1.14.4 2023-02-13 5 MIPSCompileOp: Invalid instruction 4f2b5fc8
WWE'12 v1.14.4 2023-02-13 5 MIPSCompileOp: Invalid instruction 4f30e460
WWE'12 v1.14.4 2023-02-13 5 MIPSCompileOp: Invalid instruction 073a8c08
WWE'12 v1.14.4 2023-02-13 5 MIPSCompileOp: Invalid instruction 730a2c3e
ドラゴンボール タッグバーサス v1.14.4 2023-02-13 1 MIPSCompileOp: Invalid instruction 744b9b68
ドラゴンボール タッグバーサス v1.15.4 2023-06-27 3 Branch in branch delay slot at 088048e8 with different target
ドラゴンボール タッグバーサス v1.14.4 2023-02-13 1 MIPSCompileOp: Invalid instruction 7cfdc768
ドラゴンボール タッグバーサス v1.14.4 2023-02-13 1 WriteToHardware: Invalid address 01ffc768 near PC 088048a4 LR 0880dee4
Harvest Moon®: Hero of Leaf Valley v1.14.4 2023-02-13 1 Replacement rowPitch=256, but w=512 (level=0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-13 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b67214, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-02-13 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b67214, 4, 00000000, 0)
Hot Wheels Ultimate Racing v1.14.4 2023-02-13 1 Unknown GE command : b6030001
eFootball PPSSPP Winter Season R-HAPIZ 12 v1.14.4 2023-02-19 2 Replacement rowPitch=512, but w=2880 (level=0)
TEKKEN 6 v1.14.4 2023-03-08 2 Replacement rowPitch=128, but w=1520 (level=0)
Prince of Persia - Rival Swords v1.14.4 2023-02-13 1 Unknown GE command : 399d28f0
FIFA 07 v1.14.4 2023-02-13 1 Replacement rowPitch=256, but w=760 (level=0)
大江戸千両箱 v1.17.1 2024-07-19 4 00000400=sceGeEdramSetAddrTranslation(00000000)
DISSIDIA duodecim FINAL FANTASY v1.14.4 2023-02-13 1 WriteToHardware: Invalid address 00000018 near PC 089aee90 LR 089ade90
PES 2022 AFRICA BY AHG TECH & LAA TECH v1.14.4 2023-02-13 1 Replacement rowPitch=128, but w=920 (level=0)
eFootball By TM ARTS v1.14.4 2023-03-27 8 Replacement rowPitch=128, but w=1280 (level=0)
eFootball PES 2022 By ERYE CHANNEL v1.14.4 2023-05-27 2 Replacement rowPitch=2048, but w=6400 (level=0)
PES 2022 AFRICA BY AHG TECH & LAA TECH v1.14.4 2023-02-13 1 Replacement rowPitch=1024, but w=4192 (level=0)
Ghost Recon Advanced Warfighter 2 v1.14.4 2023-02-13 1 Utility access thread still running, state: shutting down, dialog=2/1
Driver 76 v1.14.4 2023-02-13 1 Vertices without position found: (04cb0000) P: ? Morph: 3 (through) (size: 9)
Driver 76 v1.14.4 2023-02-13 1 Truncating vertex count from 62831 to 21845
Call of Duty : Roads to Victory™ v1.18.1 2024-12-10 3 Branch in RSRTComp delay slot at 08c7da04 in block starting at 08c7d8f8
Call of Duty : Roads to Victory™ v1.14.4 2023-02-13 2 MIPSCompileOp: Invalid instruction 000024bc
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-02-13 1 Replacement rowPitch=1024, but w=6048 (level=0)
Need For Speed™ Underground Rivals v1.16.6 2024-01-11 2 Unknown GetPointerWrite 00000000 PC 089a0704 LR 089a0718
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-04-30 2 Replacement rowPitch=512, but w=8136 (level=0)
Efootball PES 2022 v1.14.4 2023-05-16 8 Replacement rowPitch=256, but w=2048 (level=0)
BRIAN LARA 2007: PRESSURE PLAY v1.14.4 2023-02-13 1 Replacement rowPitch=256, but w=2880 (level=0)
EFOOTBALL 2023 PSP OFFICIAL v1.14.4 2023-02-13 1 Replacement rowPitch=128, but w=7180 (level=0)
EFOOTBALL 2023 PSP OFFICIAL v1.14.4 2023-04-23 6 Replacement rowPitch=512, but w=2016 (level=0)
Silent Hill® Origins v1.14.4 2023-02-13 1 Ignoring possible texturing from framebuffer at 0914de30 +416x-30927 / 64x256
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-02-24 2 WriteToHardware: Invalid address 11f711e0 near PC 0880de08 LR 0880de08
MotoGP™22 | By CahNdutz v1.14.4 2023-02-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090da7f0): duplicate handler
Toy Story 3 v1.14.4 2023-02-13 1 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
eFootball PES 2020 "C19" v1.14.4 2023-04-03 2 Replacement rowPitch=256, but w=2000 (level=0)
MotoGP™22 | By CahNdutz v1.14.4 2023-03-27 2 Replacement rowPitch=256, but w=4000 (level=0)
EFOOTBALL 2023 PSP REALISTIC MOD v1.14.4 2023-03-03 2 Replacement rowPitch=2048, but w=4096 (level=0)
eFootball PES 2023 By ESTEEM GAMING v1.14.4 2023-04-25 2 Replacement rowPitch=1024, but w=8192 (level=0)
Passport to...London v1.9.4 2025-07-18 130 BREAK instruction hit
Passport to...London v1.9.4 2025-07-18 139 sceKernelVolatileMemUnlock(0) FAILED - not locked
戦国無双3 Z Special v1.16 2024-11-30 6 Invalid inds in bounding box check
喧哗番长兄弟 东京之战 PLAY汉化版 v1.14.4 2023-02-13 1 00000000=sceUtilityScreenshotInitStart(0954b700)
喧哗番长兄弟 东京之战 PLAY汉化版 v1.14.4 2023-02-13 2 00000000=sceUtilityScreenshotInitStart(0954ca10)
喧哗番长兄弟 东京之战 PLAY汉化版 v1.14.4 2023-02-13 1 00000000=sceUtilityScreenshotInitStart(09701e30)

« Newest   Older »