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| 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) |