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
Los Simpson™ El Videojuego v1.14.4 2023-05-01 1 MIPSCompileOp: Invalid instruction 4274a670
Los Simpson™ El Videojuego v1.14.4 2023-05-01 1 Branch in JumpReg delay slot at 08da59c8 in block starting at 08da58a8
Los Simpson™ El Videojuego v1.14.4 2023-05-01 1 MIPSCompileOp: Invalid instruction 03f30005
Los Simpson™ El Videojuego v1.14.4 2023-05-01 1 MIPSCompileOp: Invalid instruction 40ed5556
寂静岭:破碎的记忆 v1.14.4 2023-05-01 1 Ignoring possible texturing from framebuffer at 08bb4680 +0x-17195 / 64x256
SBK®09 Superbike World Championship v1.14.4 2023-05-01 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08eb2c00): duplicate handler
SBK®09 Superbike World Championship v1.14.4 2023-05-01 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090560a0): duplicate handler
eFootball 2023 By Tutoriales Bendezu v1.14.4 2023-05-01 1 Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460
eFootball PES 2021 Libertadores T. Bendezu v1.14.4 2023-05-01 1 Replacement rowPitch=512, but w=4320 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-05-01 1 Branch in JumpReg delay slot at 09e483c8 in block starting at 09e48340
Tomb Raider : Legend v1.14.4 2023-05-01 1 Truncating vertex count from 21930 to 21845
Pro Evolution Soccer 2009 v1.14.4 2023-05-02 2 Branch in RSZeroComp delay slot at 089f53d9 in block starting at 089f53c9
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-05-01 1 Replacement rowPitch=256, but w=2080 (level=0)
Mortal Kombat: Unchained v1.14.4 2023-05-01 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:133: 'comp' : redefinition ERROR: 0:134: 'type' : redefinition ERROR: 0:182: 'comp' : redefinition ERROR: 0:183: 'type' : redefinition ERROR: 0:231: 'comp' : redefinition ERROR: 0:232: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 03000000:c0c00b30 HWX T N Tex Bones:4 Light: LightUberShader WScale 1 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)) // 03000000:c0c00b30 HWX T N Tex Bones:4 Light: LightUberShader WScale 1 Cull in mediump vec4 w1; in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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_spot
AFTER BURNER: BLACK FALCON v1.14.4 2023-05-01 2 00000400=sceGeEdramSetAddrTranslation(00000800)
SBK-07 v1.14.4 2023-05-01 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08f84670): duplicate handler
RIDGE RACER 2 v1.14.4 2023-05-01 1 Ignoring possible texturing from framebuffer at 04195140 +512x113 / 256x272
PRO EVOLUTION SOCCER VANDAMME EDITION v1.14.4 2023-05-01 1 Unknown GetPointerWrite 00000002 PC 08a02db8 LR 08918d40
eFootball Chelito 19 v1.14.4 2023-05-01 1 WriteToHardware: Invalid address dead9ffb near PC 089c9934 LR 08860794
eFootball Chelito 19 v1.14.4 2023-05-01 2 MIPSCompileOp: Invalid instruction 9c7b7a0e
eFootball Chelito 19 v1.14.4 2023-05-02 2 MIPSCompileOp: Invalid instruction 7bfe0ffd
Daxter v1.14.4 2023-05-01 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb8780, 4, 00000000, 0)
Spider-Man 2 v1.14.4 2023-05-21 3 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed
Silent Hill: Shattered Memories v1.14.4 2023-05-01 1 Ignoring possible texturing from framebuffer at 08bb4780 +480x-15162 / 64x256
ドラゴンボールZ 真武道会2 v1.14.4 2023-05-01 1 MIPSCompileOp: Invalid instruction 01000001
ドラゴンボールZ 真武道会2 v1.14.4 2023-05-01 3 MIPSCompileOp: Invalid instruction 425c0000
ドラゴンボールZ 真武道会2 v1.14.4 2023-05-01 1 MIPSCompileOp: Invalid instruction 43000000
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-05-01 1 MIPSCompileOp: Invalid instruction 71e2af74
Silent Hill: Shattered Memories v1.14.4 2023-05-02 2 Ignoring possible texturing from framebuffer at 08bb4780 +48x-26744 / 64x256
Prince of Persia - Revelations v1.14.4 2023-05-01 1 80630006=sceAtracSetDataAndGetID(09e21600, 00000800): invalid RIFF header
MTX Mototrax v1.15.3 2023-05-13 11 Error in shader program link: info: Error: Uniform u_texelDelta precision mismatch with other stage. Error: Linking failed. fs: postshader #version 320 es precision mediump float; precision highp int; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec4 u_time; in vec2 v_texcoord0; out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; bvec4 _and_(bvec4 A, bvec4 B) { return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w); } vec4 df(vec4 A, vec4 B) { return abs(A - B); } bvec4 close(vec4 A, vec4 B) { vec4 param = A; vec4 param_1 = B; return lessThan(df(param, param_1), vec4(15.0)); } bvec4 _or_(bvec4 A, bvec4 B) { return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w); } vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { vec4 param = a; vec4 param_1 = b; vec4 param_2 = a; vec4 param_3 = c; vec4 param_4 = d; vec4 param_5 = e; vec4 param_6 = d; vec4 param_7 = f; vec4 param_8 = g; vec4 param_9 = h; return (((df(param, param_1) + df(param_2, param_3)) + df(param_4, param_5)) + df(param_6, param_7)) + (df(param_8, param_9) * 4.0); } vec3 processxBR(vec3 color) { vec2 pS = vec2(1.0) / u_texelDelta; vec2 fp = fract(v_texcoord0 * pS); vec2 TexCoord_0 = v_texcoord0 - (fp * u_pixelDelta); vec2 dx = vec2(u_texelDelta.x, 0.0); vec2 dy = vec2(0.0, u_texelDelta.y); vec2 y2 = dy + dy; vec2 x2 = dx + dx; vec3 A = texture(sampler0, (TexCoord_0 - dx) - dy).xyz; vec3 B = texture(sampler0, TexCoord_0 - dy).xyz; vec3 C = texture(sampler0, (TexCoord_0 + dx) - dy).xyz; vec3 D = texture(sampler0, TexCoord_0 - dx).xyz; vec3 E = texture(sampler0, TexCoord_0).xyz; vec3 F = texture(sampler0, TexCoord_0 + dx).xyz; vec3 G = texture(sampler0, (TexCoord_0 - dx) + dy).xyz; vec3 H = texture(sampler0, TexCoord_0 + dy).xyz; vec3 I = texture(sampler0, (TexCoord_0 + dx) + dy).xyz; vec3 A1 = texture(sampler0, (TexCoord_0 - dx) - y2).xyz; vec3 C1 = texture(sampler0, (TexCoord_0 + dx) - y2).xyz; vec3 A0 = texture(sampler0, (TexCoord_0 - x2) - dy).xyz; vec3 G0 = texture(sampler0, (TexCoord_0 - x2) + dy).xyz; vec3 C4 = texture(sampler0, (TexCoord_0 + x2) - dy).xyz; vec3 I4 = texture(sampler0, (TexCoord_0 + x2) + dy).xyz; vec3 G5 = texture(sampler0, (TexCoord_0 - dx) + y2).xyz; vec3 I5 = texture(sampler0, (TexCoord_0 + dx) + y2).xyz; vec3 B1 = texture(sampler0, TexCoord_0 - y2).xyz; vec3 D0 = texture(sampler0, TexCoord_0 - x2).xyz; vec3 H5 = texture(sampler0, TexCoord_0 + y2).xyz; vec3 F4 = texture(sampler0, TexCoord_0 + x2).xyz; vec4 b = vec4(dot(B, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(D, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(H, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(F, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 c = vec4(dot(C, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(A, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(G, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(I, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 d = vec4(b.y, b.z, b.w, b.x); vec4 e = vec4(dot(E, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 f = vec4(b.w, b.x, b.y, b.z); vec4 g = vec4(c.z, c.w, c.x, c.y); vec4 h = vec4(b.z, b.w, b.x, b.y); vec4 i = vec4(c.w, c.x, c.y, c.z); vec4 i4 = vec4(dot(I4, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(C1, vec3(16.1630001068115234375, 23.3509998321533203125, 8.4771995544
MTX Mototrax v1.14.4 2023-06-23 2 Replacement rowPitch=128, but w=2000 (level=0)
ひぐらしデイブレイク Portable Mega edition v1.18.1 2024-11-15 14 sceNetAdhocMatchingInit(32768) at 088ecc8c
Dragon Ball Z: Tenkaichi Tag Team Demo v1.14.4 2023-05-01 1 sceKernelCreateThread(name=update_thread): unsupported attributes a0000000
eFootball By TM ARTS v1.14.4 2023-05-01 1 Replacement rowPitch=128, but w=1024 (level=0)
RIDGE RACER 2 v1.14.4 2023-05-01 1 Ignoring possible texturing from framebuffer at 04197ec0 +0x76 / 480x272
eFootball PES 2022 Danilo Gamer v1.14.4 2023-05-01 1 Replacement rowPitch=512, but w=1712 (level=0)
METAL SLUG Anthology v1.15.4 2023-09-21 3 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI1490, 1, 2, 09fff8c0, 20000000, 0) at 08829184
METAL SLUG Anthology v1.14.4 2023-05-01 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI9fa2, 50:a4:2f:b5:9f:a2, 20000000, 0) at 08829208
PES 22 BY HAROUN Z v1.14.4 2023-05-01 1 Replacement rowPitch=2048, but w=8192 (level=0)
eFootball 2023 By Tutoriales Bendezu v1.14.4 2023-05-01 1 Replacement rowPitch=256, but w=3200 (level=0)
Silent Hill: Shattered Memories v1.14.4 2023-05-02 9 Ignoring possible texturing from framebuffer at 08bb4780 +0x-24479 / 64x256
eFootball 2023 by ESTEEM GAMING v1.14.4 2023-05-10 2 Replacement rowPitch=512, but w=2048 (level=0)
SBK-07 v1.14.4 2023-05-01 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0927aa60): duplicate handler
Silent Hill: Shattered Memories v1.14.4 2023-05-01 1 Ignoring possible texturing from framebuffer at 08bb4780 +128x-91 / 64x256
SBK-07 v1.14.4 2023-05-01 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09313ec0): duplicate handler
SBK-07 v1.14.4 2023-05-01 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 092aa640): duplicate handler
SBK-07 v1.14.4 2023-05-01 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0922d930): duplicate handler
SBK-07 v1.14.4 2023-05-01 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0922ca60): duplicate handler
SBK-07 v1.14.4 2023-05-01 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09516c90): duplicate handler
TEKKEN 6 v1.14.4 2023-05-01 1 Replacement rowPitch=256, but w=1352 (level=0)
Ratchet v1.14.4 2023-05-01 1 WriteToHardware: Invalid address 00000045 near PC 09264fec LR 09263c1c
Ratchet v1.14.4 2023-05-01 1 WriteToHardware: Invalid address 00000070 near PC 09264fec LR 09263c1c
RIDGE RACER 2 v1.14.4 2024-03-18 2 Ignoring possible texturing from framebuffer at 04195140 +256x218 / 256x272
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.15.4 2023-09-07 2 00000000=sceUtilityScreenshotInitStart(09a747c8)
TEKKEN 6 v1.14.4 2023-05-01 1 Replacement rowPitch=256, but w=2408 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-05-01 1 MIPSCompileOp: Invalid instruction 710cd848
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-05-01 1 MIPSCompileOp: Invalid instruction 710cd658
デジモンアドベンチャー v1.14.4 2023-05-01 1 Unknown GetPointerWrite 3541a200 PC 088afcc4 LR 088afce0
Formula One 06 v1.14.4 2023-05-01 1 Truncating vertex count from 37011 to 21845
Grand Theft Auto: Liberty City Stories v1.14.4 2023-05-01 1 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:125: 'comp' : redefinition ERROR: 0:126: 'type' : redefinition ERROR: 0:174: 'comp' : redefinition ERROR: 0:175: 'type' : redefinition ERROR: 0:223: 'comp' : redefinition ERROR: 0:224: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 01000000:80000331 HWX 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)) // 01000000:80000331 HWX N LM Tex Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; 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); if (comp == 0x1u) {
Grand Theft Auto: Liberty City Stories v1.14.4 2023-05-01 1 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. 01000000:80000321 HWX 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)) // 01000000:80000321 HWX 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 + vec3(
Grand Theft Auto: Liberty City Stories v1.14.4 2023-05-01 1 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: Liberty City Stories v1.14.4 2023-05-01 1 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);
NEED FOR SPEED™ Carbon OTC v1.14.4 2023-05-01 1 WriteToHardware: Invalid address 00000460 near PC 08b54870 LR 08b54870
Harvest Moon®: Boy & Girl v1.14.4 2023-05-01 1 WriteToHardware: Invalid address f2322f83 near PC 088c7614 LR 088a4ab0
eFootball Pes 2022 By DTG v1.14.4 2023-07-23 3 sceNetAdhocMatchingInit(32768) at 08a71984
SBK-07 v1.14.4 2023-05-01 1 Replacement rowPitch=512, but w=1280 (level=0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.14.4 2023-05-01 1 Replacement rowPitch=2048, but w=4096 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-05-01 1 Branch in branch delay slot at 08808298 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-05-01 1 MIPSCompileOp: Invalid instruction 0000a0f8
eFootball PES 2023 By ESTEEM GAMING v1.14.4 2023-05-01 1 Replacement rowPitch=2048, but w=3200 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-05-01 1 MIPSCompileOp: Invalid instruction 40f88768
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-05-01 1 MIPSCompileOp: Invalid instruction ecf68768
MLB 10 The Show ™ v1.14.4 2023-05-01 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (6ec64c17), bad data
God of War®: Ghost of Sparta v1.14.4 2023-05-01 1 Unknown GE command : 34ee6e35
Wipeout Pure v1.14.4 2023-05-01 1 sceNetAdhocMatchingInit(32768) at 08a719b8
RIDGE RACER 2 v1.14.4 2023-05-01 1 Ignoring possible texturing from framebuffer at 0417ae00 +1024x120 / 256x272
Grand Theft Auto: Liberty City Stories v1.14.4 2023-05-01 1 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. 01000000:80000b38 HWX C T N 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)) // 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull 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 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 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_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 { lig
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-05-01 1 Replacement rowPitch=64, but w=128 (level=0)
RIDGE RACER 2 v1.14.4 2023-06-14 2 Ignoring possible texturing from framebuffer at 04195140 +0x85 / 256x272
MONSTER HUNTER PORTABLE v1.14.4 2023-05-01 1 Replacement rowPitch=512, but w=2048 (level=0)
ガンダムアサルトサヴァイブ v1.14.4 2023-05-01 1 Replacement rowPitch=256, but w=512 (level=0)
Silent Hill: Shattered Memories v1.14.4 2023-05-01 3 Ignoring possible texturing from framebuffer at 08bb4780 +32x-27749 / 64x256
MAJOR LEAGUE BASEBALL 2K12 v1.14.4 2023-05-01 2 Truncating vertex count from 31506 to 21845
PES FL 2022C v1.14.4 2023-05-01 2 Branch in branch delay slot at 0886ad51 with different target
PES FL 2022C v1.14.4 2023-05-01 4 Branch in branch delay slot at 0886ad4d with different target
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-05-01 2 MIPSCompileOp: Invalid instruction cf72205b
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-05-01 1 MIPSCompileOp: Invalid instruction ef44fd59
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-05-01 1 MIPSCompileOp: Invalid instruction efa33472
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-05-01 1 MIPSCompileOp: Invalid instruction b7d94c28
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-05-01 1 MIPSCompileOp: Invalid instruction ef4f3a22
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-05-01 1 MIPSCompileOp: Invalid instruction 623d91e7
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-05-01 1 MIPSCompileOp: Invalid instruction 718ca627
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-05-01 2 MIPSCompileOp: Invalid instruction 9fe7b20e
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-05-01 2 MIPSCompileOp: Invalid instruction 4e835edd
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-05-01 1 MIPSCompileOp: Invalid instruction 4322f1c7
Assassin's Creed: Bloodlines™ v1.14.4 2023-05-01 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c36434, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-05-01 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c36434, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-05-01 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09aeafc4, 4, 00000000, 0)

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