Recent logs - v1.18.1

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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
呪医 Dr.杜馬丈太郎 v1.18.1 2025-09-20 4 00000400=sceGeEdramSetAddrTranslation(00000000)
Jeanne d'Arc -ジャンヌ・ダルク- v1.17.1 2025-07-13 5 sceKernelReleaseWaitThread(): Refusing to wake HLE-delayed thread, right thing to do?
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-20 1 MIPSCompileOp: Invalid instruction eeab57c0
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2025-05-07 9 Branch in branch delay slot at 0883cda0 with different target
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-03-20 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(b36381b, 98:20:b4:bc:56:ca, 20000000, 0) at 0897ed90
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-03-20 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(b36381b, 1, 2, 09fbf960, 20000000, 0) at 0897eb28
SBK®09 Superbike World Championship v1.14.4 2023-03-20 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0927c9f0): duplicate handler
Need for Speed™ Shift v1.14.4 2023-08-23 2 Ignoring possible texturing from framebuffer at 04176000 +128x99 / 512x272
Burnout™ Dominator v1.14.4 2023-03-20 1 Ignoring possible texturing from framebuffer at 04176000 +640x250 / 512x272
ドラゴンボールZ 真武道会2 v1.14.4 2023-04-06 3 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:150: 'outerProduct' : no matching overloaded function found ERROR: 0:150: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 80000000:00000b18 HWX C T N Tex Bezier #version 300 es // Driver: Adreno (TM) 306 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 80000000:00000b18 HWX C T N Tex Bezier in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0, 0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (2 + point_pos.x); index_v = (0 + point_pos.y); _pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (3 + point_pos.x); index_v = (0 + point_pos.y); _pos[3] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (0 + point_pos.x); index_v = (1 + point_pos.y); _pos[4] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; index_u = (1 + point_pos.x); index
BURNOUT DOMINATOR v1.14.4 2024-10-02 4 Ignoring possible texturing from framebuffer at 04176000 +0x227 / 512x272
Crash® Mind Over Mutant v1.14.4 2023-03-20 1 Truncating vertex count from 25920 to 21845
Patapon 3 Overhaul Public Demo v1.14.4 2023-03-20 1 WriteToHardware: Invalid address 03b76674 near PC 0886b9b0 LR 0886b9bc
Patapon 3 Overhaul Public Demo v1.14.4 2023-03-20 1 WriteToHardware: Invalid address 03b76670 near PC 0886b8c0 LR 0885fdb8
FIFA 22 - Es v1.14.4 2023-03-20 1 Block transfer invalid: 322ded60/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0)
FIFA 22 - Es v1.14.4 2023-03-20 1 Block transfer invalid: 322c98a0/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0)
SBK®09 Superbike World Championship v1.14.4 2023-03-20 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096c45b0): duplicate handler
RIDGE RACERS 2 v1.14.4 2023-03-20 1 Ignoring possible texturing from framebuffer at 04155080 +768x197 / 480x272
TEKKEN DARK RESURRECTION v1.14.4 2023-03-20 1 Replacement rowPitch=1024, but w=2048 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-20 1 MIPSCompileOp: Invalid instruction 4f393c40
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-20 1 MIPSCompileOp: Invalid instruction 76973bc0
BEN 10: Protector of Earth v1.14.4 2023-03-20 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 r9p0-01rel0 [Revision 96995]. 01730444:00010b38 HWX C T N Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01730444:00010b38 HWX C T N Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: 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 mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_P
BEN 10: Protector of Earth v1.14.4 2023-03-20 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 r9p0-01rel0 [Revision 96995]. 01730444:00010130 HWX Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01730444:00010130 HWX Tex TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull attribute vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_Position = outPos; }
グランナイツヒストリー v1.14.4 2023-03-20 3 00000000=sceUtilityScreenshotInitStart(08de1430)
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 2026-02-19 7 Unknown GetPointerWrite 00000000 PC 08f44900 LR 08f448e8
RIDGE RACERS 2 v1.14.4 2023-03-20 1 Ignoring possible texturing from framebuffer at 04195140 +512x212 / 480x272
Daxter v1.17.1 2024-09-27 5 Failed to read valid video stream data from header
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-03-20 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(7cfdf3d, b8:7f:df:71:6c:b0, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-03-20 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(7cfdf3d, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
RIDGE RACERS 2 v1.14.4 2023-03-20 1 Ignoring possible texturing from framebuffer at 04195140 +0x109 / 256x272
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-03-20 2 Replacement rowPitch=128, but w=960 (level=0)
RESISTANCE® ~報復の刻~ v1.20.4 2026-08-09 27 NpSignin Init Params: 00000000, 00000000, 00000000, 00000000
FIFA 14 v1.14.4 2023-03-20 1 Unknown GetPointerWrite 00000000 PC 08b59a88 LR 08b59aec
Justice League: Heroes™ v1.14.4 2023-03-20 1 Truncating vertex count from 69264 to 21845
RIDGE RACERS 2 v1.14.4 2023-03-20 1 Ignoring possible texturing from framebuffer at 04193b40 +0x217 / 256x272
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-20 1 MIPSCompileOp: Invalid instruction 0000079f
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-20 1 Decoding texture from VRAM mirror at 045b0000 swizzle=1
エルミナージュⅢ v1.18.1 2025-04-25 31 00000000=sceUtilityScreenshotInitStart(08fef164)
TEKKEN 6 v1.14.4 2023-03-20 1 Replacement rowPitch=256, but w=672 (level=0)
TEKKEN 6 v1.14.4 2023-03-20 1 Replacement rowPitch=128, but w=1360 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-20 1 WriteToHardware: Invalid address 3e92cfa0 near PC 089adbb4 LR 089adbb4
Daxter™ v1.14.4 2023-03-20 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eab9c0, 4, 00000000, 0)
EFOOTBALL 2023 PSP OFFICIAL v1.14.4 2023-06-05 3 Replacement rowPitch=2048, but w=5120 (level=0)
Grand Theft Auto: Vice City Stories v1.14.4 2023-03-20 1 WriteToHardware: Invalid address 0000022c near PC 08a09ff8 LR 08a0a00c
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-03-20 1 00000000=sceUtilityScreenshotInitStart(09d36e28)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-03-20 1 00000000=sceUtilityScreenshotInitStart(09d36de8)
FIFA STREET 2 v1.14.4 2023-03-20 1 Truncating vertex count from 50612 to 21845
Spider-Man 3 v1.14.4 2023-03-20 2 MIPSCompileOp: Invalid instruction 45a8e59f
Spider-Man 3 v1.14.4 2023-03-20 2 MIPSCompileOp: Invalid instruction 452989a0
Spider-Man 3 v1.14.4 2023-03-20 1 MIPSCompileOp: Invalid instruction 45a8dc05
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-20 1 MIPSCompileOp: Invalid instruction b0cefec0
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-20 1 MIPSCompileOp: Invalid instruction b53f84c0
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-20 1 MIPSCompileOp: Invalid instruction cffa7bc0
DISSIDIA® 012[duodecim]™ FINAL FANTASY® v1.14.4 2023-03-20 1 Unknown GetPointerWrite 00000000 PC 0880d910 LR 0880d938
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-20 1 MIPSCompileOp: Invalid instruction 76be8980
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-20 1 MIPSCompileOp: Invalid instruction 75198900
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-20 1 WriteToHardware: Invalid address 0cbf00c0 near PC 0882be4c LR 0882be20
eFootball PES 2020 "C19" v1.14.4 2023-03-20 1 Replacement rowPitch=2048, but w=4800 (level=0)
Grand Theft Auto: Vice City Stories v1.14.4 2024-07-12 7 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:123: 'comp' : redefinition ERROR: 0:124: 'type' : redefinition ERROR: 0:172: 'comp' : redefinition ERROR: 0:173: 'type' : redefinition ERROR: 0:221: 'comp' : redefinition ERROR: 0:222: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b21 HWX T N LM Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b21 HWX T N LM Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { if (ldot >= 0.0) { ldot = dot(normalize(toLight + v
Grand Theft Auto: Vice City Stories v1.14.4 2024-07-12 8 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:126: 'comp' : redefinition ERROR: 0:127: 'type' : redefinition ERROR: 0:175: 'comp' : redefinition ERROR: 0:176: 'type' : redefinition ERROR: 0:224: 'comp' : redefinition ERROR: 0:225: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80120b31 HWX T N LM Tex UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80120b31 HWX T N LM Tex UVEnv Light: LightUberShader 0: c:0 t:0 1: c:0 t:0 Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse =
Grand Theft Auto: Vice City Stories v1.14.4 2024-07-12 9 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:126: 'comp' : redefinition ERROR: 0:127: 'type' : redefinition ERROR: 0:175: 'comp' : redefinition ERROR: 0:176: 'type' : redefinition ERROR: 0:224: 'comp' : redefinition ERROR: 0:225: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000939 HWX C T LM Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000939 HWX C T LM Tex Light: LightUberShader Cull in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else {
Grand Theft Auto: Vice City Stories v1.14.4 2024-07-12 10 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:126: 'comp' : redefinition ERROR: 0:127: 'type' : redefinition ERROR: 0:175: 'comp' : redefinition ERROR: 0:176: 'type' : redefinition ERROR: 0:224: 'comp' : redefinition ERROR: 0:225: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000b31 HWX T N LM Tex Light: LightUberShader Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b31 HWX T N LM Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } break; default: lightScale = 1.0; break; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
Daxter v1.14.4 2023-03-20 2 80630006=sceAtracSetDataAndGetID(08bf2900, 0000e290): invalid RIFF header
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-03-20 1 Replacement rowPitch=512, but w=4096 (level=0)
Silent Hill: Shattered Memories v1.14.4 2023-03-20 1 Truncating vertex count from 24135 to 21845
RIDGE RACER® v1.14.4 2023-03-20 1 Ignoring possible texturing from framebuffer at 0418c640 +512x250 / 256x272
XV3 v7 by LegendCrack Z SUSCRIBE. v1.14.4 2023-03-20 1 Truncating vertex count from 25851 to 21845
DB Xenoverse Tag Tea v5 by Legend Crack Z v1.14.4 2023-03-20 1 MIPSCompileOp: Invalid instruction 431b0000
DB Xenoverse Tag Tea v5 by Legend Crack Z v1.14.4 2023-03-20 4 MIPSCompileOp: Invalid instruction 00000079
DB Xenoverse Tag Tea v5 by Legend Crack Z v1.16.6 2023-12-09 8 MIPSCompileOp: Invalid instruction 40a00000
DB Xenoverse Tag Tea v5 by Legend Crack Z v1.14.4 2023-03-20 2 MIPSCompileOp: Invalid instruction 06060206
WWE'12 v1.14.4 2023-05-06 2 Replacement rowPitch=256, but w=2560 (level=0)
MONSTER HUNTER PORTABLE 3rd v1.14.4 2023-03-20 1 WriteToHardware: Invalid address 00000246 near PC 088e6a34 LR 088e6a34
eFootball PES 2020 "C19" v1.14.4 2023-03-27 2 Replacement rowPitch=512, but w=2936 (level=0)
TEKKEN 6 v1.14.4 2023-03-20 1 Replacement rowPitch=1024, but w=8000 (level=0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-03-20 1 00000000=sceUtilityScreenshotInitStart(09caf668)
Silent Hill: Shattered Memories v1.14.4 2023-03-20 1 Ignoring possible texturing from framebuffer at 08bb4780 +320x-15566 / 64x256
Grand Theft Auto: Vice City Stories v1.14.4 2023-03-20 1 MIPSCompileOp: Invalid instruction 000bfffe
Grand Theft Auto: Vice City Stories v1.14.4 2023-03-20 1 MIPSCompileOp: Invalid instruction d10006fc
Grand Theft Auto: Vice City Stories v1.14.4 2023-03-20 1 Branch in branch delay slot at 080f8300 with different target
Silent Hill: Shattered Memories v1.14.4 2023-03-20 1 Ignoring possible texturing from framebuffer at 08bb4780 +192x-10177 / 64x256
Grand Theft Auto: Vice City Stories v1.14.4 2023-03-20 1 MIPSCompileOp: Invalid instruction 00004ff7
Grand Theft Auto: Vice City Stories v1.14.4 2023-03-20 1 MIPSCompileOp: Invalid instruction 04f80000
Grand Theft Auto: Vice City Stories v1.14.4 2023-03-20 1 MIPSCompileOp: Invalid instruction cd500002
Grand Theft Auto: Vice City Stories v1.14.4 2023-03-20 1 MIPSCompileOp: Invalid instruction 469ce300
Grand Theft Auto: Vice City Stories v1.14.4 2023-03-20 1 MIPSCompileOp: Invalid instruction 000ac0bf
Grand Theft Auto: Vice City Stories v1.14.4 2023-03-20 1 MIPSCompileOp: Invalid instruction 70005ff6
Grand Theft Auto: Vice City Stories v1.14.4 2023-03-20 1 MIPSCompileOp: Invalid instruction 9f50af40
Grand Theft Auto: Vice City Stories v1.14.4 2023-03-20 1 MIPSCompileOp: Invalid instruction 9f604f66
Grand Theft Auto: Vice City Stories v1.14.4 2023-03-20 1 MIPSCompileOp: Invalid instruction 00004fff
Grand Theft Auto: Vice City Stories v1.14.4 2023-03-20 1 WriteToHardware: Invalid address deadbf57 near PC 080a35d4 LR 08000020
Grand Theft Auto: Vice City Stories v1.14.4 2023-03-20 1 MIPSCompileOp: Invalid instruction 0007ffff
Grand Theft Auto: Vice City Stories v1.17.1 2024-07-16 3 MIPSCompileOp: Invalid instruction f3000000
Grand Theft Auto: Vice City Stories v1.14.4 2023-03-20 1 MIPSCompileOp: Invalid instruction 9f912121
Grand Theft Auto: Vice City Stories v1.14.4 2023-03-20 1 MIPSCompileOp: Invalid instruction 0039effa
Aliens vs. Predator™ - Requiem v1.14.4 2023-03-20 1 sceNetAdhocMatchingInit(9816) at 088fc4e8
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-20 1 WriteToHardware: Invalid address 00001a34 near PC 08822ee8 LR 08a2e5d0
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-03-20 1 WriteToHardware: Invalid address 20baa6a0 near PC 0880dcc8 LR 0880dcc8
WWE 2K21 PRICELESS ALACRITY V3.0.1 v1.14.4 2023-04-20 2 80630007=sceAtracSetData(2, 08be96c0, 00001300): atracID uses different codec type than data
WWE 2K21 PRICELESS ALACRITY V3.0.1 v1.14.4 2023-04-20 4 80630007=sceAtracSetData(2, 08be96c0, 00001200): atracID uses different codec type than data

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