Recent logs - v1.17.1-334-g1786a4ddb

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Game title Version Latest Report Message
PES my 2024 v1.17.1-334-g1786a4ddb 2025-04-02 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2
PES my 2024 v1.17.1-334-g1786a4ddb 2025-04-02 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=1, text=1
World Tour Soccer v1.17.1-334-g1786a4ddb 2025-04-02 sceKernelLoadModule: unsupported options size=00000014, flags=08d853c4, pos=1, access=1, data=1, text=1
World Tour Soccer v1.17.1-334-g1786a4ddb 2025-04-02 sceKernelLoadModule: unsupported options size=00000014, flags=08dd5138, pos=0, access=1, data=2, text=2
World Tour Soccer v1.17.1-334-g1786a4ddb 2025-04-02 sceKernelLoadModule: unsupported options size=00000014, flags=0000a018, pos=0, access=1, data=1, text=1
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.17.1-334-g1786a4ddb 2025-04-02 80630007=sceAtracSetData(2, 08d4b180, 00003710): atracID uses different codec type than data
PES MY 2024 v1.17.1-334-g1786a4ddb 2025-04-01 MIPSCompileOp: Invalid instruction 01010101
Assassin's Creed: Bloodlines™ v1.17.1-334-g1786a4ddb 2025-03-31 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b99ba4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1-334-g1786a4ddb 2025-03-31 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b99ba4, 4, 00000000, 0)
Rocky Balboa v1.17.1-334-g1786a4ddb 2025-04-01 Unknown GetPointerWrite 00000079 PC 08a08738 LR 08807404
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-31 Jump to invalid address: 00d0b1a0
UEFA Champions League™ 2006-2007 v1.17.1-334-g1786a4ddb 2025-03-30 ReadFromHardware: Invalid address ffedffed near PC ffedffed LR 08d086c4
UEFA Champions League™ 2006-2007 v1.17.1-334-g1786a4ddb 2025-03-30 ReadFromHardware: Invalid address fff5fff5 near PC fff5fff5 LR 08d086c4
Ben 10 Alien Force: Vilgax Attacks v1.17.1-334-g1786a4ddb 2025-03-29 80630006=sceAtracSetMOutHalfwayBuffer(0, 09b31320, 00001000, 00001000): multiple fmt definitions
Ben 10 Alien Force: Vilgax Attacks v1.17.1-334-g1786a4ddb 2025-03-29 80630006=sceAtracSetMOutHalfwayBuffer(0, 09afca68, 00001000, 00001000): multiple fmt definitions
Assassin's Creed: Bloodlines™ v1.17.1-334-g1786a4ddb 2025-03-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bdb104, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1-334-g1786a4ddb 2025-03-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bdb104, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1-334-g1786a4ddb 2025-03-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b01b74, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1-334-g1786a4ddb 2025-03-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b01b74, 4, 00000000, 0)
WWE SmackDown vs. RAW 2008 v1.17.1-334-g1786a4ddb 2025-03-29 sceDmacMemcpy(dest=04171b50, src=094631b0, size=65552): overlapping read
eFootball Asia 2023 v1.17.1-334-g1786a4ddb 2025-03-29 Unknown GetPointer 00000140 PC 08824a58 LR 088113dc
Def Jam® Fight For NY™: The Takeover v1.17.1-334-g1786a4ddb 2025-03-29 Error in shader program link: info: Error: Uniform u_texelDelta precision mismatch with other stage. Error: Linking failed. fs: postshader #version 320 es precision mediump float; precision highp int; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec4 u_time; in vec2 v_texcoord0; out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; bvec4 _and_(bvec4 A, bvec4 B) { return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w); } vec4 df(vec4 A, vec4 B) { return abs(A - B); } bvec4 close(vec4 A, vec4 B) { vec4 param = A; vec4 param_1 = B; return lessThan(df(param, param_1), vec4(15.0)); } bvec4 _or_(bvec4 A, bvec4 B) { return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w); } vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { vec4 param = a; vec4 param_1 = b; vec4 param_2 = a; vec4 param_3 = c; vec4 param_4 = d; vec4 param_5 = e; vec4 param_6 = d; vec4 param_7 = f; vec4 param_8 = g; vec4 param_9 = h; return (((df(param, param_1) + df(param_2, param_3)) + df(param_4, param_5)) + df(param_6, param_7)) + (df(param_8, param_9) * 4.0); } vec3 processxBR(vec3 color) { vec2 pS = vec2(1.0) / u_texelDelta; vec2 fp = fract(v_texcoord0 * pS); vec2 TexCoord_0 = v_texcoord0 - (fp * u_pixelDelta); vec2 dx = vec2(u_texelDelta.x, 0.0); vec2 dy = vec2(0.0, u_texelDelta.y); vec2 y2 = dy + dy; vec2 x2 = dx + dx; vec3 A = texture(sampler0, (TexCoord_0 - dx) - dy).xyz; vec3 B = texture(sampler0, TexCoord_0 - dy).xyz; vec3 C = texture(sampler0, (TexCoord_0 + dx) - dy).xyz; vec3 D = texture(sampler0, TexCoord_0 - dx).xyz; vec3 E = texture(sampler0, TexCoord_0).xyz; vec3 F = texture(sampler0, TexCoord_0 + dx).xyz; vec3 G = texture(sampler0, (TexCoord_0 - dx) + dy).xyz; vec3 H = texture(sampler0, TexCoord_0 + dy).xyz; vec3 I = texture(sampler0, (TexCoord_0 + dx) + dy).xyz; vec3 A1 = texture(sampler0, (TexCoord_0 - dx) - y2).xyz; vec3 C1 = texture(sampler0, (TexCoord_0 + dx) - y2).xyz; vec3 A0 = texture(sampler0, (TexCoord_0 - x2) - dy).xyz; vec3 G0 = texture(sampler0, (TexCoord_0 - x2) + dy).xyz; vec3 C4 = texture(sampler0, (TexCoord_0 + x2) - dy).xyz; vec3 I4 = texture(sampler0, (TexCoord_0 + x2) + dy).xyz; vec3 G5 = texture(sampler0, (TexCoord_0 - dx) + y2).xyz; vec3 I5 = texture(sampler0, (TexCoord_0 + dx) + y2).xyz; vec3 B1 = texture(sampler0, TexCoord_0 - y2).xyz; vec3 D0 = texture(sampler0, TexCoord_0 - x2).xyz; vec3 H5 = texture(sampler0, TexCoord_0 + y2).xyz; vec3 F4 = texture(sampler0, TexCoord_0 + x2).xyz; vec4 b = vec4(dot(B, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(D, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(H, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(F, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 c = vec4(dot(C, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(A, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(G, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(I, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 d = vec4(b.y, b.z, b.w, b.x); vec4 e = vec4(dot(E, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 f = vec4(b.w, b.x, b.y, b.z); vec4 g = vec4(c.z, c.w, c.x, c.y); vec4 h = vec4(b.z, b.w, b.x, b.y); vec4 i = vec4(c.w, c.x, c.y, c.z); vec4 i4 = vec4(dot(I4, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(C1, vec3(16.1630001068115234375, 23.3509998321533203125, 8.4771995544
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2025-03-27 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 r9p0-01rel0 [Revision 96995]. 01f34155:00000f29 HWX C T N LM RevN Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f34155:00000f29 HWX C T N LM RevN Light: 0: c:1 t:1 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 mediump vec3 u_lightatt0; 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 - 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); 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 * lightScale; } 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); 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toL
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2025-03-27 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 r9p0-01rel0 [Revision 96995]. 01f34155:00000b29 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 MatUp:3 Cull #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f34155:00000b29 HWX C T N LM Light: 0: c:1 t:1 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 mediump vec3 u_lightatt0; 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 - 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); 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 * lightScale; } 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); 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2025-03-27 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 r9p0-01rel0 [Revision 96995]. 01730155:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 MatUp:3 #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01730155:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:0 MatUp:3 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 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 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 - 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); 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 * lightScale; } 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); 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; ldot = dot(toLight, worldnormal); 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_l
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-27 Jump to invalid address: 07376e80
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-27 Branch in Jump delay slot at 09cdc5b4 in block starting at 09cd0000
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-27 Jump to invalid address: 07371700
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-27 Jump to invalid address: 07376bc0
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-27 Branch in Jump delay slot at 09cdc574 in block starting at 09cd0000
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-27 Jump to invalid address: 07371600
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-27 Jump to invalid address: 07376900
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-27 Branch in Jump delay slot at 09cdc534 in block starting at 09cd0000
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-27 Jump to invalid address: 07371500
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-27 Jump to invalid address: 07376640
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-27 Branch in Jump delay slot at 09cdc4f4 in block starting at 09cd0000
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-27 Jump to invalid address: 07371400
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-27 Jump to invalid address: 07370780
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2025-03-27 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 r9p0-01rel0 [Revision 96995]. 01f34551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3 #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f34551:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3 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 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 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) { 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);
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2025-03-27 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 r9p0-01rel0 [Revision 96995]. 01f34515:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f34515:00000b09 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:0 t:1 MatUp:3 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 lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; 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 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 - 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); 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 * lightScale; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1; ldot = dot(toLight, worldnormal); 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 ; } 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2025-03-27 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 r9p0-01rel0 [Revision 96995]. 01b34051:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:0 t:1 MatUp:3 #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01b34051:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:0 t:1 MatUp:3 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_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) { 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_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 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; gl_Position = outPos; }
NBA STREET Showdown v1.17.1-334-g1786a4ddb 2025-03-26 Unknown GetPointerWrite ffffffff PC 08aae580 LR 08aae580
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff540c in block starting at 09ff53bc
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff53e4 in block starting at 09ff53bc
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff53c0 in block starting at 09ff53bc
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff5450 in block starting at 09ff53b0
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff544c in block starting at 09ff53b0
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff5438 in block starting at 09ff53b0
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff5434 in block starting at 09ff53b0
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 Jump to invalid address: 02786c10
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff5430 in block starting at 09ff53b0
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 Jump to invalid address: 02786cb0
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 Jump to invalid address: 02a80000
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff540c in block starting at 09ff53b0
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 Jump to invalid address: 07fd5290
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff53e4 in block starting at 09ff53b0
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 Jump to invalid address: 07fd5120
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 Jump to invalid address: 027923d0
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 Jump to invalid address: 027937f0
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff53c0 in block starting at 09ff53b0
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 Jump to invalid address: 02793890
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 Jump to invalid address: 07fd4fb0
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff5450 in block starting at 09ff53a4
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff544c in block starting at 09ff53a4
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 Jump to invalid address: 02ab3f30
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 Jump to invalid address: 02807dc0
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff5438 in block starting at 09ff53a4
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff5434 in block starting at 09ff53a4
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff5430 in block starting at 09ff53a4
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff540c in block starting at 09ff53a4
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff53e4 in block starting at 09ff53a4
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff53c0 in block starting at 09ff53a4
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff53a8 in block starting at 09ff53a4
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff5450 in block starting at 09ff5394
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff544c in block starting at 09ff5394
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff5438 in block starting at 09ff5394
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff5434 in block starting at 09ff5394
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 Jump to invalid address: 02786c10
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff5430 in block starting at 09ff5394
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 Jump to invalid address: 02786cb0
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 Jump to invalid address: 02a80000
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff540c in block starting at 09ff5394
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 Jump to invalid address: 07fd5290
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff53e4 in block starting at 09ff5394
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 Jump to invalid address: 07fd5120
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 Jump to invalid address: 027923d0
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 Jump to invalid address: 027937f0
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 Branch in Jump delay slot at 09ff53c0 in block starting at 09ff5394
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 Jump to invalid address: 036893c0
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 Jump to invalid address: 03d6a940
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 MIPSCompileOp: Invalid instruction 00000137
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-25 Branch in branch delay slot at 0965b208 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-25 Branch in branch delay slot at 0965b200 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-25 Branch in branch delay slot at 0965b1f8 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-25 Branch in branch delay slot at 0965b1f0 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-25 Branch in branch delay slot at 0965b188 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-25 Branch in branch delay slot at 0965b180 with different target
Virtua Tennis: World Tour v1.17.1-334-g1786a4ddb 2025-03-25 Unimplemented HLE function Kprintf
Virtua Tennis: World Tour v1.17.1-334-g1786a4ddb 2025-03-25 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09fff610, 4, 00000000, 0)
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 Jump to invalid address: 06aabbc0