Recent logs - v1.16.6-456-g3e20fab38

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?