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
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

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