To see your stuff show here, enable Compatibility Server Reports in PPSSPP.
Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.
Game title |
Version |
Latest Report |
Message |
Tomb Raider : Legend |
v1.16.6-456-g3e20fab38 |
2024-11-02 |
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 r8p1-00rel0 [Revision 96995].
03f14444:41800b28 HWX C T N Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 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))
// 03f14444:41800b28 HWX C T N Bones:7 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 1 Cull
attribute mediump vec4 w1;
attribute mediump vec3 w2;
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 mat4 u_bone0;
uniform mat4 u_bone1;
uniform mat4 u_bone2;
uniform mat4 u_bone3;
uniform mat4 u_bone4;
uniform mat4 u_bone5;
uniform mat4 u_bone6;
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 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 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() {
mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6);
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 = 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 - 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;
toLight = u_ |
Grand Theft Auto: Chinatown Wars |
v1.16.6-456-g3e20fab38 |
2024-09-16 |
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 r8p1-00rel0 [Revision 96995].
01f31591:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:1 3: c:1 t:0 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f31591:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:2 2: c:1 t:1 3: c:1 t:0 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 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 lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
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;
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 = 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;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
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);
angle = dot(u_lightdir1, toLight);
if (angle >= u_lightangle_spotCoef1.x) {
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y));
} else {
lightScale = 0.0;
}
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance |
Assassin's Creed: Bloodlines™ |
v1.16.6-456-g3e20fab38 |
2024-09-19 |
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 r8p1-00rel0 [Revision 96995].
01f10444:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 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))
// 01f10444:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 vec3 u_lightpos3;
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 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 = 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;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(normalize(normal), 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 |
遊☆戯☆王 アーク□ファイブ タッグフォース スペシャル |
v1.16.6-456-g3e20fab38 |
2023-12-14 |
Unknown GetPointer 0000003c PC 0947e2fc LR 0947e2f0 |
遊☆戯☆王 アーク□ファイブ タッグフォース スペシャル |
v1.16.6-456-g3e20fab38 |
2023-12-14 |
Unknown GetPointerWrite 00000000 PC 0947e2fc LR 0947e2f0 |
LEGO® Batman™: The Videogame |
v1.16.6-456-g3e20fab38 |
2024-11-02 |
Unaligned icache invalidation of 086e0af8 (086e0af8 + 0) at PC=089741fc |
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 |
2024-11-15 |
__KernelStopThread: thread 289 does not exist (helper deleted) |
Phantom Brave : The Hermuda Triangle |
v1.18.1 |
2024-11-14 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
The Simpsons™ Game |
v1.17.1 |
2024-11-10 |
DEPTH16 depal unsupported: shift=7 mask=fe offset=0 |
Disgaea 2: Dark Hero Days |
v1.18.1 |
2024-11-18 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
Prinny: Can I Really Be the Hero? |
v1.18.1 |
2024-11-17 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
Indiana Jones™ and the Staff of Kings |
v1.18.1 |
2024-11-18 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
遊☆戯☆王 アーク□ファイブ タッグフォース スペシャル |
v1.18.1-92-gfe6db07f0d |
2024-11-19 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
寂静岭:破碎的记忆 |
v1.18.1 |
2024-11-15 |
00000400=sceGeEdramSetAddrTranslation(00001000) |
Mega Man Maverick Hunter X |
v1.18.1 |
2024-11-19 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
MONSTER HUNTER PORTABLE 2nd G |
v1.18.1-140-g8b189abd5d |
2024-11-19 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
Assassin's Creed: Bloodlines™ |
v1.18.1-92-gfe6db07f0d |
2024-11-19 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
GTA: Liberty City Stories |
v1.18.1 |
2024-11-17 |
sceNetAdhocMatchingInit(13620) at 08a0a46c |
FINAL FANTASY 零式 ディスク1 |
v1.17.3 |
2024-08-02 |
sceIoChstat: change attr to 0000 requested |
FINAL FANTASY 零式 ディスク2 |
v1.17.3 |
2024-10-08 |
sceIoChstat: change attr to 0000 requested |
FINAL FANTASY 零式 ディスク1 |
v1.17.3 |
2024-08-02 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/NPJH50443DATA1/TYPE0INS.BIN, 09f95590, 00000002) |
FINAL FANTASY 零式 ディスク1 |
v1.18.1 |
2024-11-08 |
Unimplemented HLE function sceNetInetInetAddr |
FINAL FANTASY 零式 ディスク2 |
v1.17.3 |
2024-10-08 |
UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/NPJH50443DATA2/TYPE0INS.BIN, 09f95590, 00000002) |
VALKYRIE PROFILE -LENNETH- |
v1.9.4 |
2024-11-12 |
sceKernelCreateThread(name=scePsmf_library): unsupported attributes 00000006 |
Indiana Jones™ and the Staff of Kings |
v1.9.4 |
2024-11-18 |
An uneaten prefix at end of block: 08c18e28 |
ソウルキャリバー Broken Destiny |
v1.9.4 |
2024-11-17 |
80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first |
SOULCALIBUR: Broken Destiny |
v1.9.4 |
2024-11-19 |
80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first |
Gun™ Showdown |
v1.9.4 |
2024-11-18 |
Video out requested, not supported: mode=0 size=0,0 |
Crash® of the Titans |
v1.9.4 |
2024-11-19 |
80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first |
The Simpsons™ Game |
v1.9.4 |
2024-11-18 |
Video out requested, not supported: mode=0 size=0,0 |
ソウルキャリバー Broken Destiny |
v1.9.4 |
2024-11-17 |
80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first |
SOULCALIBUR: Broken Destiny |
v1.9.4 |
2024-11-19 |
80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first |
Juiced 2: Hot Import Nights |
v1.9.4 |
2024-11-18 |
Video out requested, not supported: mode=0 size=0,0 |
RIDGE RACER |
v1.9.4 |
2024-11-18 |
sceIoAssign(disc0:, umd0:, isofs0:, IOASSIGN_RDONLY, 00000000, 0) |
RIDGE RACER |
v1.9.4 |
2024-11-18 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2 |
RIDGE RACER |
v1.9.4 |
2024-11-18 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=1 |
Tomb Raider : Legend |
v1.9.4 |
2024-11-19 |
80630011=sceAtracSetDataAndGetID(00000000, 00000000): buffer too small |
Grand Theft Auto: Chinatown Wars |
v1.9.4 |
2024-11-19 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
JEANNE D'ARC |
v1.9.4 |
2024-11-18 |
Unimplemented HLE function sceNetResolverTerm |
The Simpsons™ Game |
v1.9.4 |
2024-11-16 |
Decoding texture from VRAM mirror at 04710000 swizzle=0 |
寂静岭:破碎的记忆 |
v1.9.4 |
2024-11-17 |
Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0 |
WipEout® Pulse |
v1.9.4 |
2024-11-17 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c1e3c0, pos=0, access=1, data=2, text=2 |
CAPCOM CLASSICS COLLECTION RELOADED |
v1.9.4 |
2024-11-18 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2 |
CAPCOM CLASSICS COLLECTION RELOADED |
v1.9.4 |
2024-11-18 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=1 |
The Simpsons™ Game |
v1.9.4 |
2024-11-18 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fbebb8, pos=0, access=1, data=2, text=2 |
The Simpsons™ Game |
v1.9.4 |
2024-11-18 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fbec58, pos=0, access=1, data=2, text=2 |
WipEout® Pulse |
v1.9.4 |
2024-11-18 |
sceKernelLoadModule: unsupported options size=00000014, flags=08a889d4, pos=0, access=1, data=2, text=2 |
Tomb Raider : Legend |
v1.9.4 |
2024-11-19 |
sceKernelLoadModule: unsupported options size=00000014, flags=08aea6b0, pos=0, access=1, data=2, text=2 |
Tomb Raider : Legend |
v1.9.4 |
2024-11-19 |
sceKernelLoadModule: unsupported options size=00000014, flags=09ee9e80, pos=0, access=1, data=1, text=1 |
Tomb Raider : Legend |
v1.9.4 |
2024-11-19 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
Tomb Raider : Legend |
v1.9.4 |
2024-11-19 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
CAPCOM CLASSICS COLLECTION RELOADED |
v1.9.4 |
2024-11-18 |
DL PC = 00000000 WTF!!!! |
Mega Man Maverick Hunter X |
v1.9.4 |
2024-11-19 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
Mega Man Maverick Hunter X |
v1.9.4 |
2024-11-19 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
VALKYRIE PROFILE -LENNETH- |
v1.9.4 |
2024-11-12 |
sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2 |
VALKYRIE PROFILE -LENNETH- |
v1.9.4 |
2024-11-12 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff6a4, pos=0, access=1, data=1, text=1 |
Crash® of the Titans |
v1.9.4 |
2024-11-19 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
Crash® of the Titans |
v1.9.4 |
2024-11-19 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.9.4 |
2024-11-19 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2 |
NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.9.4 |
2024-11-19 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=1, text=1 |
Assassin's Creed: Bloodlines™ |
v1.9.4 |
2024-11-19 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2 |
GTA: Liberty City Stories |
v1.9.4 |
2024-11-19 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000137, pos=0, access=1, data=2, text=2 |
JEANNE D'ARC |
v1.9.4 |
2024-11-18 |
sceKernelLoadModule: unsupported options size=00000014, flags=0882ce3c, pos=0, access=1, data=2, text=2 |
JEANNE D'ARC |
v1.9.4 |
2024-11-18 |
sceKernelLoadModule: unsupported options size=00000014, flags=09510110, pos=0, access=1, data=2, text=2 |
Street Fighter® Alpha 3 Max |
v1.9.4 |
2024-11-19 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
Street Fighter® Alpha 3 Max |
v1.9.4 |
2024-11-19 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
MONSTER HUNTER PORTABLE 2nd G |
v1.9.4 |
2024-11-19 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2 |
GTA: Liberty City Stories |
v1.9.4 |
2024-11-19 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5550, pos=0, access=1, data=2, text=2 |
GTA: Liberty City Stories |
v1.9.4 |
2024-11-19 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3328, pos=0, access=1, data=1, text=1 |
GTA: Liberty City Stories |
v1.9.4 |
2024-11-19 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1 |
Grand Theft Auto: Vice City Stories |
v1.9.4 |
2024-11-19 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2 |
Grand Theft Auto: Vice City Stories |
v1.9.4 |
2024-11-19 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc68c0, pos=0, access=1, data=2, text=2 |
Juiced 2: Hot Import Nights |
v1.9.4 |
2024-11-18 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09fff2f0, 4, 00000000, 0) |
Indiana Jones™ and the Staff of Kings |
v1.9.4 |
2024-11-12 |
VTYPE with morph used: THRU=0 TC=2 COL=0 POS=2 NRM=1 WT=1 NW=8 IDX=1 MC=2 |
Mega Man Maverick Hunter X |
v1.9.4 |
2024-11-18 |
Unknown GE command : fee38e00 |
JEANNE D'ARC |
v1.9.4 |
2024-11-18 |
sceKernelReleaseWaitThread(): Refusing to wake HLE-delayed thread, right thing to do? |