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| Game title |
Version |
Latest Report |
Hits |
Message |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-03-14 |
1 |
Replacement rowPitch=512, but w=2948 (level=0) |
| SBK-07 |
v1.14.4 |
2023-03-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09610a60): duplicate handler |
| eFootball PES 2023 By ESTEEM GAMING |
v1.14.4 |
2024-10-03 |
2 |
Replacement rowPitch=2048, but w=8192 (level=0) |
| eFootball PES 2021 T. Bendezu "C19" |
v1.14.4 |
2023-03-14 |
1 |
Replacement rowPitch=768, but w=2000 (level=0) |
| God of War®: Ghost of Sparta |
v1.14.4 |
2023-03-19 |
6 |
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].
01f34151:00000f39 HWX C T N LM RevN Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 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))
// 01f34151:00000f39 HWX C T N LM RevN Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 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 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 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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * 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_lightspecular2 * specularColor * ldot ;
|
| God of War®: Ghost of Sparta |
v1.14.4 |
2023-03-19 |
5 |
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].
01f34151:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 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))
// 01f34151:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 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 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 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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * 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_lightspecular2 * specularColor * ldot ;
}
lightSu |
| NBA STREET Showdown |
v1.14.4 |
2023-03-14 |
1 |
WriteToHardware: Invalid address fffffd7c near PC 08a64840 LR 08000020 |
| God of War®: Ghost of Sparta |
v1.14.4 |
2023-03-14 |
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 r10p0-00rel0 [Revision 96995].
01730144:00000f39 HWX C T N LM RevN Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 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))
// 01730144:00000f39 HWX C T N LM RevN Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 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 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 lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
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 - 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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * 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_lightspecular2 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
|
| God of War®: Ghost of Sparta |
v1.14.4 |
2023-03-14 |
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 r10p0-00rel0 [Revision 96995].
01730144:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 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))
// 01730144:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 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 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 lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
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 - 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;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * 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_lightspecular2 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullR |
| Ghost Rider |
v1.14.4 |
2023-03-14 |
1 |
WriteToHardware: Invalid address 00000dd0 near PC 089a7098 LR 089a7098 |
| RESISTANCE® ~報復の刻~ |
v1.14.4 |
2023-03-19 |
2 |
Unknown GetPointerWrite 261769c8 PC 08ca31e0 LR 08cd6754 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d874 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d86c with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d868 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d864 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
MIPSCompileOp: Invalid instruction 40fdfdf9 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
MIPSCompileOp: Invalid instruction 4566fdf9 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
MIPSCompileOp: Invalid instruction ef8866f9 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d7f4 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d7f0 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d7ec with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d7e4 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d7e0 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d778 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d770 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d76c with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d768 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d760 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d75c with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
MIPSCompileOp: Invalid instruction 7bf86ef6 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
MIPSCompileOp: Invalid instruction ef6440b7 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d6f8 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d6f4 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d6f0 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d6e8 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d6e4 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d6e0 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
MIPSCompileOp: Invalid instruction d0e7cae8 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
MIPSCompileOp: Invalid instruction eeeee9ca |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
MIPSCompileOp: Invalid instruction b38abf77 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d678 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d674 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d66c with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d668 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d664 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d660 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
MIPSCompileOp: Invalid instruction 6e6e6e82 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d5f8 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d5f4 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d5ec with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d5e8 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d5e0 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d5dc with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d574 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d570 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d56c with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d568 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d560 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
MIPSCompileOp: Invalid instruction ece8dcc3 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
2 |
MIPSCompileOp: Invalid instruction ecd0d0e9 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d4f8 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d4f4 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d4ec with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d4e8 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972d4e4 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
MIPSCompileOp: Invalid instruction 71a3a373 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
Branch in branch delay slot at 0972ca3c with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.14.4 |
2023-03-14 |
1 |
WriteToHardware: Invalid address dead55e7 near PC 0972c98c LR 08000000 |
| Megamind |
v1.14.4 |
2023-03-14 |
1 |
Ignoring possible texturing from framebuffer at 041ca000 +0x37 / 64x64 |
| Driver 76 |
v1.15.4 |
2023-06-17 |
2 |
Block transfer invalid: 8a000000/398 -> b561e1e0/0, 294x458x4 (505,381)->(0,0) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.14.4 |
2023-03-14 |
1 |
Replacement rowPitch=64, but w=336 (level=0) |
| Silent Hill®: Origins |
v1.14.4 |
2023-03-14 |
1 |
Unknown GE command : fdbeaf04 |
| EFOOTBALL 2023 BRI LIGA 1 & EROPA |
v1.14.4 |
2023-03-14 |
1 |
Replacement rowPitch=512, but w=4096 (level=0) |
| EFOOTBALL 2023 PSP FINAL UPDATE |
v1.14.4 |
2024-09-26 |
3 |
Replacement rowPitch=512, but w=4336 (level=0) |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-03-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092789d0): duplicate handler |
| eFootball PES 2022 |
v1.14.4 |
2023-03-14 |
1 |
Replacement rowPitch=512, but w=3072 (level=0) |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-03-14 |
6 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0915c750): duplicate handler |
| BURNOUT DOMINATOR |
v1.14.4 |
2024-10-03 |
4 |
Ignoring possible texturing from framebuffer at 04176000 +1280x72 / 512x272 |
| RIDGE RACER® |
v1.14.4 |
2023-03-14 |
1 |
Ignoring possible texturing from framebuffer at 0418c640 +512x215 / 256x272 |
| 僕の私の塊魂 |
v1.14.4 |
2023-03-14 |
1 |
Ignoring possible texturing from framebuffer at 04154000 +256x34 / 256x256 |
| 僕の私の塊魂 |
v1.14.4 |
2023-03-14 |
1 |
Using texture with dynamic CLUT: texfmt=4, clutfmt=3 |
| MotoGP™22 | By CahNdutz |
v1.14.4 |
2023-03-14 |
1 |
Replacement rowPitch=1024, but w=1600 (level=0) |
| eFootball PES 2023 By ESTEEM GAMING |
v1.14.4 |
2023-04-25 |
3 |
Replacement rowPitch=512, but w=2352 (level=0) |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-03-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092309f0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-03-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0923f6d0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-03-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096d8130): duplicate handler |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-03-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091f57f0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-03-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0966a8b0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.14.4 |
2023-03-14 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 095f5400): duplicate handler |
| Juiced: Eliminator |
v1.14.4 |
2023-03-15 |
2 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| WWE SmackDown vs. RAW 2011 |
v1.14.4 |
2023-03-14 |
1 |
80630007=sceAtracSetData(3, 08d4b180, 00006b90): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2011 |
v1.14.4 |
2023-03-16 |
2 |
80630007=sceAtracSetData(3, 08d4b180, 00002590): atracID uses different codec type than data |
| Pro Evolution Soccer 2014 |
v1.14.4 |
2023-03-14 |
2 |
80630006=sceAtracSetDataAndGetID(09079a00, 00001800): invalid RIFF header |
| 遊☆戯☆王 アーク□ファイブ タッグフォース スペシャル |
v1.18.1 |
2026-07-15 |
26 |
Unknown GetPointerWrite 000000c0 PC 09479c08 LR 09479bfc |
| eFootball PES 2022 Danilo Gamer |
v1.14.4 |
2023-03-14 |
1 |
MIPSCompileOp: Invalid instruction 000023ce |
| eFootball PES 2022 Danilo Gamer |
v1.14.4 |
2023-03-14 |
1 |
MIPSCompileOp: Invalid instruction 01010001 |
| METAL SLUG Anthology |
v1.14.4 |
2023-03-14 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI1995, f8:35:17:f3:19:95, 20000000, 0) at 08829208 |
| METAL SLUG Anthology |
v1.14.4 |
2023-03-14 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI1995, 1, 2, 09fff8c0, 20000000, 0) at 08829184 |
| Prince of Persia The Forgotten Sands™ |
v1.14.4 |
2023-03-14 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (04040504), bad data |
| eFootball PES 2022 Danilo Gamer |
v1.14.4 |
2023-03-14 |
6 |
MIPSCompileOp: Invalid instruction 00002401 |