Recent logs - v1.17.1

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Game title Version Latest Report Message
eFootball Lop - Play v1.17.1 2025-11-08 Unknown GetPointer 10beeff7 PC 0884d5b0 LR 0884d7d4
EA-Sports FC ATGX v1.17.1 2025-11-08 80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data
EA-Sports FC ATGX v1.17.1 2025-11-08 80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data
EA-Sports FC ATGX v1.17.1 2025-11-08 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
Patapon™3 v1.17.1 2025-11-08 Unknown GE command : fee38e00
Patapon™3 v1.17.1 2025-11-08 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
Patapon™3 v1.17.1 2025-11-08 00000000=sceGeEdramSetAddrTranslation(00000000)
eFootball RB - V. v1.17.1 2025-11-08 Unknown GetPointer 00000000 PC 0884d7b4 LR 0884d7d4
eFootball RB - V. v1.18.1-1195-ge8df6d453a 2025-11-08 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
eFootball RB - V. v1.9.4 2025-11-08 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFootball RB - V. v1.9.4 2025-11-08 Savedata version requested: 3
eFootball RB - V. v1.17.1 2025-11-07 sceDmacMemcpy(dest=040cc000, src=0927e1c0, size=557056): overlapping read
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2025-11-07 sceDmacMemcpy(dest=0417c440, src=09369680, size=128): overlapping read
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.17.1 2025-11-06 WriteToHardware: Invalid address 00000498 near PC 08ad7ec8 LR 08adcf14
Tomb Raider: Anniversary v1.17.1 2025-11-05 sceDmacMemcpy(dest=041fc000, src=095db530, size=5120): overlapping read
Jak and Daxter: The Lost Frontier™ v1.17.1 2025-11-04 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=255, data=0, text=0
Def Jam® Fight For NY™: The Takeover v1.17.1 2025-11-03 sceDmacMemcpy(dest=09803300, src=08400000, size=203968): overlapping read
Syphon Filter™: Logan's Shadow v1.17.1 2025-11-03 Unexpected mpeg first timestamp: dcbc0b9080c / 15168762873868
EAFC 26 By Komo Valeri v1.17.1 2025-11-03 Unknown GetPointer 00000000 PC 0884d7cc LR 0884d7d4
EAFC 26 By Komo Valeri v1.17.1 2025-11-03 WriteToHardware: Invalid address 00000004 near PC 08863d6c LR 0884c9fc
EAFC 26 By Komo Valeri v1.17.1 2025-11-03 ReadFromHardware: Invalid address 00000004 near PC 08863d6c LR 0884c9fc
EAFC 26 By Komo Valeri v1.17.1 2025-11-03 Unknown GetPointerWrite 00000000 PC 08816154 LR 0881615c
EAFC 26 By Komo Valeri v1.17.1 2025-11-03 ReadFromHardware: Invalid address 00000000 near PC 08a478b4 LR 08a3fbe4
Syphon Filter™: Logan's Shadow v1.17.1 2025-11-03 Unknown GE command : 03fafafa
Syphon Filter™: Logan's Shadow v1.17.1 2025-11-03 Unknown GetPointerWrite d92918a8 PC 08c15384 LR 08ad78b0
eFootball v1.17.1 2025-11-03 Unknown GetPointerWrite 00000001 PC 08a02afc LR 090ec834
WWE SVR 2011MOD 2K25 PSP BY OUSSAMA BEN DZ MODDER v1.17.1 2025-11-03 80630006=sceAtracSetData(3, 08d4b180, 00003710): invalid RIFF header
EA-Sports FC PC-V v1.17.1 2025-11-03 Unknown GetPointer 10b65d77 PC 0884d7b4 LR 0884d7d4
EA-Sports FC PC-V v1.17.1 2025-11-03 Unknown GetPointer 10b63877 PC 0884d5b0 LR 0884d7d4
デジモンアドベンチャー v1.17.1 2025-11-02 Unknown GetPointer 370d7218 PC 088b7edc LR 088afce0
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2025-11-02 sceDmacMemcpy(dest=04182300, src=093b2cc0, size=128): overlapping read
デジモンアドベンチャー v1.17.1 2025-11-02 Unknown GetPointer 3710c2d8 PC 088b7edc LR 088afce0
EA-Sports FC Lop-Play v1.17.1 2025-11-02 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l0 rate 0004
デジモンアドベンチャー v1.17.1 2025-11-02 Unknown GetPointer 468e4648 PC 088b7edc LR 088afce0
デジモンアドベンチャー v1.17.1 2025-11-02 Unknown GetPointer a18f1a78 PC 088b7edc LR 088afce0
デジモンアドベンチャー v1.17.1 2025-11-02 Unknown GetPointer c38feea8 PC 088b7edc LR 088afce0
デジモンアドベンチャー v1.17.1 2025-11-02 Unknown GetPointerWrite 16fb9950 PC 088b7edc LR 088afce0
英雄伝説 空の軌跡SC v1.17.1 2025-11-02 sceDmacMemcpy(dest=041c1000, src=08e49640, size=4096): overlapping read
Kenka Bancho: Badass Rumble v1.17.1 2025-11-01 00000000=sceUtilityScreenshotInitStart(091b2940)
Kenka Bancho: Badass Rumble v1.17.1 2025-11-01 00000000=sceUtilityScreenshotInitStart(091b1360)
Kenka Bancho: Badass Rumble v1.17.1 2025-11-01 00000000=sceUtilityScreenshotInitStart(091aec50)
Brandish: The Dark Revenant v1.17.1 2025-11-01 sceDmacMemcpy(dest=04126000, src=08daca80, size=262144): overlapping read
NEED FOR SPEED™ Carbon OTC v1.17.1 2025-11-01 ReadFromHardware: Invalid address 00000014 near PC 088555e0 LR 08856094
スーパーダンガンロンパ2 さよなら絶望学園 v1.17.1 2025-10-31 GE Interrupt: newState might be 1
スーパーダンガンロンパ2 さよなら絶望学園 v1.17.1 2025-10-31 GE Interrupt: newState might be 0
WWE SVR 2011MOD 2K25 PSP BY OUSSAMA BEN DZ MODDER v1.17.1 2025-10-31 80630006=sceAtracSetData(3, 08d4b180, 00005380): invalid RIFF header
WWE SVR 2011MOD 2K25 PSP BY OUSSAMA BEN DZ MODDER v1.17.1 2025-10-31 80630006=sceAtracSetData(3, 08d4b180, 00004318): invalid RIFF header
Syphon Filter™: Logan's Shadow v1.17.1 2025-10-31 Unexpected mpeg first timestamp: 8fddfbcb030 / 9886473433136
Lolis Desnudas All Transformacion v1.17.1 2025-10-31 sceGeListEnqueue: invalid address 40000000
Lolis Desnudas All Transformacion v1.17.1 2025-10-31 00000400=sceGeEdramSetAddrTranslation(00000800)
eFootball Chelito 19 v1.17.1 2025-10-31 ReadFromHardware: Invalid address 79e0ff20 near PC 79e0ff20 LR 08a3c194
eFOOTBALL 2020 v1.17.1 2025-10-31 Unknown GetPointer 52b55040 PC 0884a938 LR 0884a940
TRON EVOLUTION v1.17.1 2025-10-31 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 r6p2-01rel0 [Revision 96995]. 01700551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t: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)) // 01700551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t: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 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 mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; 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; 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); 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) { 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; 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); 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_lightspecular2 *
TRON EVOLUTION v1.17.1 2025-10-31 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 r6p2-01rel0 [Revision 96995]. 01f04440:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t: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)) // 01f04440:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t: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 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() { 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); 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); 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 - 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_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 * outPos.w > -ou
TRON EVOLUTION v1.17.1 2025-10-31 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 r6p2-01rel0 [Revision 96995]. 01f05551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t: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)) // 01f05551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t: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 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 mediump vec3 u_lightatt2; 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 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; 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); 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) { 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; 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLi
Pro Evolution Soccer 2012 v1.17.1 2025-10-31 Unknown GetPointerWrite 01764e06 PC 0888f0c0 LR 0888f0d8
Tomb Raider: Anniversary v1.17.1 2025-10-31 sceDmacMemcpy(dest=041a9000, src=098e67ac, size=12288): overlapping read
eFootball 2025 By Komo Valeri v1.18.1 2025-11-04 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
eFootball 2026 StaR Patch v1.17.1 2025-10-29 ReadFromHardware: Invalid address 1397d998 near PC 08849a4c LR 08849a58
討鬼伝 極 v1.17.1 2025-10-29 sceDmacMemcpy(dest=09a91ae0, src=09b9b940, size=10096): overlapping read
Obscure: The Aftermath v1.17.1 2025-10-29 sceDmacMemcpy(dest=09376e60, src=09a8ae40, size=8192): overlapping read
Tomb Raider: Anniversary v1.17.1 2025-10-28 sceDmacMemcpy(dest=041b4c00, src=096aeca0, size=9216): overlapping read
Innocent Life v1.17.1 2025-10-28 An uneaten prefix at end of block: 08a0d770
METAL GEAR SOLID PEACE WALKER v1.17.1 2025-10-28 Jump to invalid address: 052e8f00 PC 094ade48 LR 094add98
METAL GEAR SOLID PEACE WALKER v1.17.1 2025-10-28 Jump to invalid address: 052df760 PC 094ade20 LR 094add98
METAL GEAR SOLID PEACE WALKER v1.17.1 2025-10-28 Branch in Jump delay slot at 094ade1c in block starting at 094add98
METAL GEAR SOLID PEACE WALKER v1.17.1 2025-10-28 Jump to invalid address: 04b301c0 PC 094ade1c LR 094add98
METAL GEAR SOLID PEACE WALKER v1.17.1 2025-10-28 Branch in Jump delay slot at 094ade18 in block starting at 094add98
METAL GEAR SOLID PEACE WALKER v1.17.1 2025-10-28 Jump to invalid address: 04b05f00 PC 094ade18 LR 094add98
METAL GEAR SOLID PEACE WALKER v1.17.1 2025-10-28 Jump to invalid address: 052e8e00 PC 094ade0c LR 094add98
METAL GEAR SOLID PEACE WALKER v1.17.1 2025-10-28 Jump to invalid address: 052df660 PC 094adde4 LR 094add98
METAL GEAR SOLID PEACE WALKER v1.17.1 2025-10-28 Branch in Jump delay slot at 094adde0 in block starting at 094add98
METAL GEAR SOLID PEACE WALKER v1.17.1 2025-10-28 Jump to invalid address: 04b300c0 PC 094adde0 LR 094add98
METAL GEAR SOLID PEACE WALKER v1.17.1 2025-10-28 Branch in Jump delay slot at 094adddc in block starting at 094add98
METAL GEAR SOLID PEACE WALKER v1.17.1 2025-10-28 Jump to invalid address: 04b05eb0 PC 094adddc LR 094add98
METAL GEAR SOLID PEACE WALKER v1.17.1 2025-10-28 Jump to invalid address: 052e8d00 PC 094addd0 LR 094add98
METAL GEAR SOLID PEACE WALKER v1.17.1 2025-10-28 Trying to compile instruction 00a419b1 that can't be interpreted
METAL GEAR SOLID PEACE WALKER v1.17.1 2025-10-28 Jump to invalid address: 052df560 PC 094adda8 LR 094add98
METAL GEAR SOLID PEACE WALKER v1.17.1 2025-10-28 Branch in Jump delay slot at 094adda4 in block starting at 094add98
METAL GEAR SOLID PEACE WALKER v1.17.1 2025-10-28 Jump to invalid address: 04b2ffc0 PC 094adda4 LR 094add98
METAL GEAR SOLID PEACE WALKER v1.17.1 2025-10-28 Branch in Jump delay slot at 094adda0 in block starting at 094add98
METAL GEAR SOLID PEACE WALKER v1.17.1 2025-10-28 Jump to invalid address: 04b05eb0 PC 094adda0 LR 094add98
WWE SVR 2011MOD 2K25 PSP BY OUSSAMA BEN DZ MODDER v1.17.1 2025-10-28 80630006=sceAtracSetData(2, 08d4b180, 00003940): invalid RIFF header
WWE SVR 2011MOD 2K25 PSP BY OUSSAMA BEN DZ MODDER v1.17.1 2025-10-28 80630006=sceAtracSetData(2, 08d4b180, 00004548): invalid RIFF header
Yu-Gi-Oh! GX Tag Force 3 v1.17.1 2025-10-27 WriteToHardware: Invalid address 0a21b79a near PC 08823a5c LR 08823a90
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2025-10-26 sceDmacMemcpy(dest=041550c0, src=0934b300, size=128): overlapping read
Tomb Raider: Legend™ v1.17.1 2025-10-26 sceDmacMemcpy(dest=041b5400, src=09435560, size=9216): overlapping read
EA FC 2024 BFARIS X LIO v1.17.1 2025-10-26 Unknown GetPointer 00000000 PC 0884a918 LR 0884a938
EA FC 2024 BFARIS X LIO v1.17.1 2025-11-02 Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460
Mortal Kombat: Unchained v1.17.1 2025-10-26 __KernelStopThread: thread 954 does not exist (helper deleted)
Dragon Ball Z: Forever Tenkaichi Tag Team v1.17.1 2025-10-25 Branch in Jump delay slot at 09e47310 in block starting at 09e47300
Dragon Ball Z: Forever Tenkaichi Tag Team v1.17.1 2025-10-25 Jump to invalid address: 0791b120
Dragon Ball Z: Forever Tenkaichi Tag Team v1.17.1 2025-10-25 Jump to invalid address: 07921700
ISO BT3 PORTABLE:VICTOR MODDER TTT v1.17.1 2025-10-25 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
ISO BT3 PORTABLE:VICTOR MODDER TTT v1.17.1 2025-10-25 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
EA SPORTS FC26 BY Charly v1.17.1 2025-10-25 sceDmacMemcpy(dest=040cc000, src=086ce940, size=1251008): overlapping read
eFootball 2025 By Komo Valeri v1.9.4 2025-11-08 Savedata version requested: 3
eFootball Play-C v1.17.1 2025-10-25 ReadFromHardware: Invalid address 00000040 near PC 08942ba0 LR 08824cec
WWE SVR 2011MOD 2K25 PSP BY OUSSAMA BEN DZ MODDER v1.17.1 2025-10-25 80630006=sceAtracSetData(3, 08d4b180, 00006ecc): invalid RIFF header
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2025-10-25 sceDmacMemcpy(dest=04158900, src=09178fe0, size=64): overlapping read