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
PES 22 BY HAROUN Z v1.14.4 2023-06-06 1 WriteToHardware: Invalid address deadfce3 near PC 08145e64 LR eef00000
PES 22 BY HAROUN Z v1.14.4 2023-06-06 1 MIPSCompileOp: Invalid instruction 00005ff9
PES 22 BY HAROUN Z v1.14.4 2023-06-06 1 MIPSCompileOp: Invalid instruction 000006ff
PES 22 BY HAROUN Z v1.14.4 2023-06-06 1 MIPSCompileOp: Invalid instruction 000008fc
PES 22 BY HAROUN Z v1.14.4 2023-06-06 1 Branch in branch delay slot at 08145dd0 with different target
PES 22 BY HAROUN Z v1.14.4 2023-06-06 1 MIPSCompileOp: Invalid instruction 00002df5
PES 22 BY HAROUN Z v1.14.4 2023-06-06 1 MIPSCompileOp: Invalid instruction 00006ff8
PES 22 BY HAROUN Z v1.14.4 2023-06-06 1 MIPSCompileOp: Invalid instruction 04fe7213
PES 22 BY HAROUN Z v1.14.4 2023-06-06 1 MIPSCompileOp: Invalid instruction 006fffff
PES 22 BY HAROUN Z v1.14.4 2023-06-06 1 MIPSCompileOp: Invalid instruction 0007ff77
PES 22 BY HAROUN Z v1.14.4 2023-06-06 1 MIPSCompileOp: Invalid instruction 62000000
PES 22 BY HAROUN Z v1.14.4 2023-06-06 1 MIPSCompileOp: Invalid instruction cfe20000
PES 22 BY HAROUN Z v1.14.4 2023-06-06 1 Unknown GetPointerWrite 00000000 PC 08808430 LR 08808448
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-06-06 1 WriteToHardware: Invalid address 7c43456c near PC 0880dcc8 LR 0880dcc8
Dragon Ball Z: Tenkaichi Tag Team 2 v1.17.1 2024-04-05 51 00000400=sceGeEdramSetAddrTranslation(00000800)
eFootball By TM ARTS v1.14.4 2023-06-06 1 Replacement rowPitch=128, but w=800 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-06-06 1 Jump to invalid address: 039732e0 PC 0883e564 LR 0883e554
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-06-06 1 MIPSCompileOp: Invalid instruction 710ce1a1
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-06-06 52 00000000=sceAtracLowLevelDecode(0, 09fce660, 09fce8c0[00000130], 130286f0, 09fce8c4[00001000]): invalid pointers
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-06-06 1 00000000=sceAtracLowLevelDecode(0, 09fce660, 09fce8c0[00000130], 130286f0, 09fce8c4[0905dcb0]): invalid pointers
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-06-06 1 WriteToHardware: Invalid address 130286f0 near PC 0883e1d8 LR 0883e1d8
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-06-06 1 WriteToHardware: Invalid address 00023059 near PC 08902e5c LR 08902e5c
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.14.4 2023-06-06 1 Replacement rowPitch=256, but w=512 (level=0)
Yu-Gi-Oh! 5D's Tag Force4 v1.14.4 2023-06-06 1 WriteToHardware: Invalid address ffff4af8 near PC 08e27290 LR 08e271dc
eFootball PES 2021 By TM ARTS v1.14.4 2023-06-06 1 Replacement rowPitch=512, but w=5760 (level=0)
MONSTER HUNTER FREEDOM UNITE™ v1.14.4 2023-07-04 6 Replacement rowPitch=2048, but w=4368 (level=0)
Silent Hill: Shattered Memories v1.14.4 2023-06-06 1 Truncating vertex count from 27696 to 21845
WWE 2K22 V1.50 BY GAMER MODDER. v1.14.4 2023-06-06 1 80630007=sceAtracSetData(2, 08d4b180, 0000f8a8): atracID uses different codec type than data
TEKKEN 6 v1.14.4 2023-06-06 1 Replacement rowPitch=64, but w=288 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.15.4 2023-06-12 2 Trying to compile instruction 0004a7f4 that can't be interpreted
FNAF World (NazDev32) (4.0) v1.14.4 2023-06-07 3 80630006=sceAtracSetDataAndGetID(09a9b5c0, 00020000): invalid RIFF header
FNAF World (NazDev32) (4.0) v1.14.4 2023-06-05 3 80630006=sceAtracSetDataAndGetID(09a85940, 00020000): invalid RIFF header
The Godfather™ Mob Wars v1.15.4 2023-07-10 3 80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data
The Godfather™ Mob Wars v1.15.4 2023-07-21 3 80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data
Grand Theft Auto: Liberty City Stories v1.15.4 2023-06-08 4 MIPSCompileOp: Invalid instruction 0000003c
Dragon Ball Z: Tenkaichi Tag Team v1.15.4 2023-06-12 2 Trying to compile instruction 0004a5b2 that can't be interpreted
Dragon Ball Z: Tenkaichi Tag Team v1.15.4 2023-06-12 2 Trying to compile instruction 0004a570 that can't be interpreted
EFOOTBALL 2023 PSP FINAL UPDATE v1.14.4 2023-06-05 1 Replacement rowPitch=128, but w=1024 (level=0)
eFootball Asia 2023 v1.14.4 2023-12-03 3 Replacement rowPitch=1024, but w=3416 (level=0)
PRO EVOLUTION SOCCER VANDAMME EDITION v1.14.4 2023-06-05 1 Replacement rowPitch=512, but w=800 (level=0)
eFootball By Idandroid Official v1.14.4 2023-06-05 1 Replacement rowPitch=2048, but w=8000 (level=0)
RIDGE RACER® v1.14.4 2023-06-05 1 Ignoring possible texturing from framebuffer at 04193ac0 +512x79 / 480x272
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-06-05 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(3bd6b14, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Def Jam® Fight For NY™: The Takeover v1.14.4 2023-06-05 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(aa1d349, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
GTA: Liberty City Stories v1.17.1 2024-09-18 6 00000400=sceGeEdramSetAddrTranslation(00001000)
Crash™ Tag Team Racing v1.14.4 2023-06-05 2 80630006=sceAtracSetDataAndGetID(094fc780, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-06-05 5 80630006=sceAtracSetDataAndGetID(094e8700, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-06-05 1 80630006=sceAtracSetDataAndGetID(094d45c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.14.4 2023-06-05 2 80630006=sceAtracSetDataAndGetID(094f0740, 00014000): invalid RIFF header
PES 22 BY HAROUN Z v1.14.4 2023-06-05 1 Replacement rowPitch=512, but w=8000 (level=0)
eFottball Hend Asean v1.18.1 2025-10-20 1,736 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-06-05 1 WriteToHardware: Invalid address a2f4bd10 near PC 0880dcc8 LR 0880dcc8
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-06-05 1 WriteToHardware: Invalid address 22f4bcf0 near PC 0880e074 LR 0880e07c
WWE SmackDown vs. RAW 2009 v1.17.1-334-g1786a4ddb 2025-09-09 29 80630007=sceAtracSetData(2, 08bd6108, 0000e800): atracID uses different codec type than data
WWE SmackDown vs. RAW 2009 v1.15.4 2023-07-19 3 80630007=sceAtracSetData(2, 08bd6108, 00002fa0): atracID uses different codec type than data
WWE SmackDown vs. RAW 2009 v1.15.4 2023-07-19 3 80630007=sceAtracSetData(2, 08bd6108, 000034e0): atracID uses different codec type than data
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.14.4 2023-06-04 1 00000000=sceUtilityScreenshotInitStart(09a83d18)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-06-04 1 WriteToHardware: Invalid address 00e7bbe0 near PC 088048a4 LR 08902da0
eFootball PES 2020 "C19" v1.14.4 2023-06-04 1 Replacement rowPitch=1024, but w=3932 (level=0)
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.14.4 2023-06-04 1 00000000=sceUtilityScreenshotInitStart(09a81638)
第2次スーパーロボット大戦Z 再世篇 v1.14.4 2023-06-04 1 Replacement rowPitch=64, but w=508 (level=0)
God of War™: Ghost of Sparta v1.14.4 2023-06-04 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 r10p0-00dev0 [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 2023-06-04 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 r10p0-00dev0 [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
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-08-24 2 WriteToHardware: Invalid address 3f298b6c near PC 08a552d0 LR 08a552d0
TEKKEN 6 v1.14.4 2023-06-04 1 Replacement rowPitch=512, but w=5120 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-06-04 1 WriteToHardware: Invalid address 3a755470 near PC 08902c58 LR 08902c68
Assassin's Creed: Bloodlines™ v1.14.4 2023-06-04 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c1c3d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.14.4 2023-06-04 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c1c3d4, 4, 00000000, 0)
PES HAROUN ZASIA 2022 v1.14.4 2023-06-04 1 Replacement rowPitch=128, but w=400 (level=0)
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.14.4 2023-06-04 1 00000800=sceGeEdramSetAddrTranslation(00000000)
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.18.1 2025-04-02 9 00000400=sceGeEdramSetAddrTranslation(00000800)
喧嘩番長4~一年戦争~ v1.14.4 2023-06-04 1 00000000=sceUtilityScreenshotInitStart(09837020)
BURNOUT DOMINATOR v1.14.4 2023-06-03 3 80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data
BURNOUT DOMINATOR v1.14.4 2023-06-03 1 80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data
BURNOUT DOMINATOR v1.14.4 2023-06-03 1 80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data
Resistance: Retribution™ v1.14.4 2023-06-03 1 Unknown GE command : 4e2754b9
Resistance: Retribution™ v1.14.4 2023-06-03 1 Unknown GE command : fc021923
Resistance: Retribution™ v1.14.4 2023-06-03 1 Unknown GE command : 3535df86
eFottball Hend Asean v1.14.4 2023-12-13 3 Replacement rowPitch=1024, but w=1520 (level=0)
Grand Theft Auto: Vice City Stories v1.14.4 2023-06-03 1 WriteToHardware: Invalid address 00000000 near PC 08a31830 LR 08a31774
eFOOTBALL PES 2020 "C19" T. BENDEZU v1.14.4 2023-06-03 1 Replacement rowPitch=1024, but w=2048 (level=0)
eFootball PES By HAROUN Z v1.14.4 2023-06-03 1 Replacement rowPitch=512, but w=2000 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-06-03 1 WriteToHardware: Invalid address 007003e0 near PC 089adbb4 LR 089adbb4
eFootball PES 2022 By NTM Unit v1.17.1 2024-09-19 7 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
eFootball PES 2020 "C19" v1.14.4 2023-07-16 2 Replacement rowPitch=256, but w=1600 (level=0)
FNAF World (NazDev32) (4.0) v1.14.4 2023-06-05 4 80630006=sceAtracSetDataAndGetID(098c7a80, 00020000): invalid RIFF header
Pro Evolution Soccer 6 v1.14.4 2023-06-02 1 Replacement rowPitch=256, but w=2560 (level=0)
Grand Theft Auto®: Chinatown Wars™ v1.14.4 2023-06-02 1 Replacement rowPitch=2048, but w=4096 (level=0)
eFootball 2023 By Tutoriales Bendezu v1.14.4 2023-06-02 1 Replacement rowPitch=128, but w=880 (level=0)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-06-02 1 MIPSCompileOp: Invalid instruction 70faafa0
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-06-02 1 MIPSCompileOp: Invalid instruction 70f9c8f0
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-06-02 1 MIPSCompileOp: Invalid instruction 70f98190
NBA2K21 v1.14.4 2023-06-02 1 00000400=sceGeEdramSetAddrTranslation(00000400)
Need for Speed™ Shift v1.14.4 2023-06-02 1 Ignoring possible texturing from framebuffer at 04176000 +0x130 / 512x272
FNAF World (NazDev32) (4.0) v1.14.4 2023-06-02 1 Unknown GetPointerWrite 00000010 PC 088f2964 LR 088f296c
仮面ライダー 超クライマックスヒーローズ v1.14.4 2023-10-23 7 Replacement rowPitch=1024, but w=5120 (level=0)
FNAF World (NazDev32) (4.0) v1.14.4 2023-06-01 1 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Cars: Race-O-Rama v1.18.1 2025-10-12 3 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: 0:2: error(#61) Required extension isn't found, extension 'GL_ARB_shader_stencil_export' is not supported ERROR: error(#273) 1 compilation errors. No code generated stencil_fs #version 410 #extension GL_ARB_shader_stencil_export : require // Driver: AMD Radeon(TM) HD 7450A Graphics - GLSL 410 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; float roundAndScaleTo255f(in float x) { return floor(x * 255.99); } in highp vec2 v_texcoord; // TEXCOORD0 uniform float stencilValue; out vec4 fragColor0; void main() { vec4 index = texture(tex, v_texcoord.xy); vec4 outColor = index.aaaa; gl_FragStencilRefARB = int(roundAndScaleTo255f(index.a)); fragColor0 = outColor; }
Cars: Race-O-Rama v1.14.4 2023-06-01 1 Ignoring possible texturing from framebuffer at 095d9e80 +0x-25012 / 8x8
Resistance: Retribution™ v1.14.4 2023-06-01 1 Unknown GetPointerWrite 92010203 PC 08ca2724 LR 08ca2734

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