Recent logs - v1.17.1

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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
PRO EVOLUTION SOCCER MYMAXFFY EDITION v1.17.1 2025-03-07 344 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.14.4 2024-03-30 6 Replacement rowPitch=128, but w=2000 (level=0)
eFootball Chelito 19 v1.15.4 2023-09-23 2 80000107=sceDisplaySetFrameBuf(04044000, 512, 0, 0): must change latched framebuf first
Stateshift v1.14.4 2023-09-16 1 Ignoring possible texturing from framebuffer at 04130000 +0x128 / 256x272
WWE'12 v1.14.4 2023-09-16 1 Replacement rowPitch=1024, but w=3932 (level=0)
eFootball 2024 Beta By Tutoriales Bendezu v1.14.4 2023-09-29 2 Replacement rowPitch=512, but w=1200 (level=0)
Resistance: Retribution™ v1.14.4 2023-09-16 1 Unknown GetPointerWrite 0cffcce8 PC 08cd674c LR 08cd6754
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.14.4 2023-11-06 4 Replacement rowPitch=256, but w=4096 (level=0)
eFootball 2024 Beta By Tutoriales Bendezu v1.18.1 2025-01-10 20 Unknown GetPointerWrite 00000002 PC 08a02afc LR 08872c1c
EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON v1.14.4 2023-10-18 6 Replacement rowPitch=1024, but w=3416 (level=0)
eFootball Chelito 19 v1.14.4 2024-05-26 5 Replacement rowPitch=512, but w=2048 (level=0)
EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON v1.14.4 2024-05-26 4 Replacement rowPitch=1024, but w=5120 (level=0)
Midnight Club 3: DUB Edition v1.14.4 2023-09-15 79 Unusual bezier/spline vtype: 12000780, morph: 0, bones: 1
RIDGE RACERS 2 v1.14.4 2023-09-15 1 Ignoring possible texturing from framebuffer at 04195a40 +512x252 / 480x272
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.14.4 2023-09-15 2 Replacement rowPitch=256, but w=3840 (level=0)
RIDGE RACERS 2 v1.14.4 2023-09-15 1 Ignoring possible texturing from framebuffer at 04155080 +0x214 / 480x272
EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON v1.14.4 2023-09-15 1 Replacement rowPitch=128, but w=600 (level=0)
EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON v1.14.4 2024-06-03 22 Replacement rowPitch=256, but w=512 (level=0)
EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON v1.14.4 2024-07-26 39 Replacement rowPitch=128, but w=512 (level=0)
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.14.4 2024-01-31 7 Replacement rowPitch=512, but w=2036 (level=0)
Justice League: Heroes™ v1.14.4 2023-09-14 1 Block transfer invalid: 1c43ca40/80 -> 02cd5400/80, 128x513x4 (0,0)->(0,0)
eFootball Chelito 19 v1.9.4 2026-10-04 1,059 807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0000
eFootball RH12 SEASON 6 v1.14.4 2023-09-14 1 Replacement rowPitch=256, but w=512 (level=0)
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.14.4 2023-11-01 3 Replacement rowPitch=512, but w=3072 (level=0)
MotoGP v1.14.4 2023-09-13 1 WriteToHardware: Invalid address 000000a4 near PC 089654e8 LR 089612b8
NARUTO: Ultimate Ninja Heroes 2 v1.14.4 2023-09-13 2 sceKernelCreateSema(KSAP_ThLockSema) unsupported attr parameter: 00000011
NARUTO: Ultimate Ninja Heroes 2 v1.14.4 2023-09-13 2 sceKernelCreateSema(KSAP_FnLockSema) unsupported attr parameter: 00000011
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.14.4 2023-09-13 1 Replacement rowPitch=256, but w=8192 (level=0)
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.14.4 2023-09-13 1 Replacement rowPitch=512, but w=2352 (level=0)
eFootball Chelito 19 v1.14.4 2024-09-16 23 Replacement rowPitch=128, but w=512 (level=0)
eFootball Chelito 19 v1.14.4 2024-07-29 43 Replacement rowPitch=256, but w=512 (level=0)
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.14.4 2024-01-06 2 Replacement rowPitch=512, but w=2864 (level=0)
eFottball Hend Asean v1.14.4 2024-04-06 4 Replacement rowPitch=2048, but w=5760 (level=0)
Touch Racing Nitro v1.16.6 2025-05-25 2 Unknown GetPointerWrite 00000000 PC 089a0720 LR 089a0740
eFootball 2024 Beta By Tutoriales Bendezu v1.14.4 2023-11-17 2 Replacement rowPitch=2048, but w=8192 (level=0)
God of War: Chains of Olympus v1.14.4 2023-09-12 14 80630011=sceAtracSetHalfwayBufferAndGetID(08bff040, 00000000, 00040000): buffer too small
METAL SLUG Anthology v1.14.4 2023-09-12 2 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI1bab, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4
METAL SLUG Anthology v1.14.4 2023-09-11 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI1bab, 1, 2, 09fff8c0, 20000000, 0) at 0882910c
SBK®09 Superbike World Championship v1.14.4 2023-09-11 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0926a900): duplicate handler
CDM FIFA v1.14.4 2023-09-11 1 MIPSCompileOp: Invalid instruction 44706f72
CDM FIFA v1.14.4 2023-09-11 1 MIPSCompileOp: Invalid instruction 44705f6d
CDM FIFA v1.14.4 2023-09-11 1 MIPSCompileOp: Invalid instruction 736e6f69
CDM FIFA v1.14.4 2023-09-11 1 MIPSCompileOp: Invalid instruction 7469736f
CDM FIFA v1.14.4 2023-09-11 1 MIPSCompileOp: Invalid instruction 705f7375
CDM FIFA v1.14.4 2023-09-11 1 MIPSCompileOp: Invalid instruction 72705f6d
CDM FIFA v1.14.4 2023-09-11 2 MIPSCompileOp: Invalid instruction 4e63696d
CDM FIFA v1.14.4 2023-09-11 1 MIPSCompileOp: Invalid instruction 73656c63
CDM FIFA v1.14.4 2023-09-11 1 MIPSCompileOp: Invalid instruction 6b726f77
God of War™: Ghost of Sparta v1.14.4 2023-09-11 1 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r10p0-00rel0 [Revision 96995]. 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 2023-09-11 1 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r10p0-00rel0 [Revision 96995]. 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
God of War™: Ghost of Sparta v1.14.4 2023-09-11 1 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r10p0-00rel0 [Revision 96995]. 01f14404:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 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)) // 01f14404:00000b39 HWX C T N LM Tex Light: 0: c:0 t:1 1: c:0 t:0 2: c:0 t:1 3: c:0 t:1 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform 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 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 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 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 = 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); 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; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x
WWE 2K22 EN ESPAÑOL BY ANT PLAY AIPS v1.17.1 2024-07-28 9 80630007=sceAtracSetData(2, 08d4b180, 0000ab04): atracID uses different codec type than data
WWE 2K22 EN ESPAÑOL BY ANT PLAY AIPS v1.17.1 2024-07-29 3 80630007=sceAtracSetData(2, 08d4b180, 00005924): atracID uses different codec type than data
WWE 2K22 EN ESPAÑOL BY ANT PLAY AIPS v1.17.1 2024-07-30 10 80630007=sceAtracSetData(2, 08d4b180, 0000779c): atracID uses different codec type than data
WWE 2K22 EN ESPAÑOL BY ANT PLAY AIPS v1.17.1 2024-05-12 6 80630007=sceAtracSetData(2, 08d4b180, 00008da4): atracID uses different codec type than data
WWE 2K22 EN ESPAÑOL BY ANT PLAY AIPS v1.18.1 2025-01-08 7 80630007=sceAtracSetData(2, 08d4b180, 000090c0): atracID uses different codec type than data
eFootball Chelito 19 v1.14.4 2023-09-10 1 MIPSCompileOp: Invalid instruction 000000fa
eFootball Chelito 19 v1.14.4 2023-09-10 1 MIPSCompileOp: Invalid instruction 00001014
eFootball Chelito 19 v1.14.4 2023-09-10 1 MIPSCompileOp: Invalid instruction 000002ba
eFootball Chelito 19 v1.9.4 2026-10-04 196 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l0 rate 000f
eFootball Chelito 19 v1.9.4 2026-10-04 4,799 sceMp3Init: invalid data: not layer 3
WWE'12 v1.14.4 2023-09-10 1 Replacement rowPitch=128, but w=664 (level=0)
WWE 2K22 EN ESPAÑOL BY ANT PLAY AIPS v1.17.1 2024-07-30 16 80630007=sceAtracSetData(2, 08d4b180, 00006194): atracID uses different codec type than data
WWE 2K22 EN ESPAÑOL BY ANT PLAY AIPS v1.14.4 2023-09-17 2 80630007=sceAtracSetData(2, 08d4b180, 000153ec): atracID uses different codec type than data
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-09-10 1 WriteToHardware: Invalid address deae2387 near PC 090ecc50 LR 0887d10c
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-09-10 2 Branch in branch delay slot at 090ecc58 with different target
SBK®09 Superbike World Championship v1.14.4 2023-09-10 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0945cc00): duplicate handler
eFootball Chelito 19 v1.18.1 2025-11-24 105 Unknown GetPointerWrite 00000000 PC 08824cf4 LR 088113dc
SBK®09 Superbike World Championship v1.14.4 2023-09-10 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08e9e360): duplicate handler
SBK®09 Superbike World Championship v1.14.4 2023-09-21 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09315de0): duplicate handler
SBK®09 Superbike World Championship v1.14.4 2023-09-10 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09005360): duplicate handler
SBK®09 Superbike World Championship v1.16.6 2024-01-03 10 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0915d250): duplicate handler
Capcom Puzzle World v1.18.1 2026-01-04 7 00000400=sceGeEdramSetAddrTranslation(00000200)
eFootball Chelito 19 v1.9.3 2026-05-19 144 WriteToHardware: Invalid address 00000004 near PC 08863d6c LR 0884c9fc
Prince of Persia - Revelations v1.14.4 2023-09-09 1 80630006=sceAtracSetDataAndGetID(09815680, 00000800): invalid RIFF header
WWE'12 v1.14.4 2023-09-09 1 Replacement rowPitch=256, but w=2000 (level=0)
eFootball Chelito 19 v1.18.1-986-ga174fdb19e 2026-11-01 6,728 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
eFootball Chelito 19 v1.9.3 2026-05-06 124 WriteToHardware: Invalid address 00000004 near PC 08863d6c LR 08856c34
eFootball Chelito 19 v1.18.1-984-gfd4809490b 2026-11-07 1,772 Unknown GetPointerWrite 00000000 PC 08816154 LR 0881615c
eFootball Chelito 19 v1.20.4 2026-10-26 25,392 sceNetAdhocMatchingInit(32768) at 08a719b8
eFootball Chelito 19 v1.18.1-986-ga174fdb19e 2026-11-08 71,708 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
eFootball Chelito 19 v1.9.4 2026-11-08 333,258 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
RA-PATCH EDISI FIFA WORLD CUP 2022 v1.14.4 2023-09-09 1 Replacement rowPitch=512, but w=1400 (level=0)
God of War: Ragnarok v1.18.1 2025-06-03 244 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-09-08 1 MIPSCompileOp: Invalid instruction b7068850
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-09-08 1 Jump to invalid address: 07d701c4 PC 0883e32c LR 0883e31c
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-09-08 1 MIPSCompileOp: Invalid instruction 7109a5d1
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-09-08 1 MIPSCompileOp: Invalid instruction 7162a215
Dragon Ball Z: Tenkaichi Tag Team v1.18.1-783-g81015abef7 2025-04-25 170 80020191=sceKernelChangeCurrentThreadAttr(deadbeef, deadbeef): invalid attr
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-09-08 1 80020191=sceKernelChangeCurrentThreadAttr(00000000, 09fce790): invalid attr
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-09-08 1 MIPSCompileOp: Invalid instruction 4f18eb50
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-09-08 1 MIPSCompileOp: Invalid instruction 71123871
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-09-08 1 MIPSCompileOp: Invalid instruction 7173b085
Dragon Ball Z: Tenkaichi Tag Team v1.14.4 2023-09-08 1 WriteToHardware: Invalid address 04f062cc near PC 089aa10c LR 089aa490
eFootball PES 2021 By FAR Channel Indonesia v1.14.4 2023-09-08 1 Replacement rowPitch=512, but w=1024 (level=0)
eFootball PES 2021 By FAR Channel Indonesia v1.14.4 2023-09-08 1 Replacement rowPitch=2048, but w=5120 (level=0)
PES 2014 v1.14.4 2023-09-08 1 Replacement rowPitch=256, but w=2000 (level=0)
eFootball 2024 Beta By Tutoriales Bendezu v1.16.6 2023-12-28 3 80630006=sceAtracSetDataAndGetID(09a25200, 00002800): invalid RIFF header
SBK®09 Superbike World Championship v1.9.4 2025-04-06 4 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08e9fb00): duplicate handler
Silent Hill: Shattered Memories v1.14.4 2023-09-07 1 Ignoring possible texturing from framebuffer at 08bb4780 +192x-16849 / 64x256

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