Recent logs - v1.18.1

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.

Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
SplinterCell v1.18.1 2025-10-18 33 WriteToHardware: Invalid address 04800000 near PC 08805d64 LR 08805d64
Brothers in Arms D-Day v1.17.1-334-g1786a4ddb 2024-05-07 1 Unknown GetPointerWrite 7d5f2040 PC 08cc52dc LR 08cb7d50
LEGO® Indiana Jones™: The Original Adventures v1.17.1-334-g1786a4ddb 2024-05-07 1 Unaligned icache invalidation of 086155b8 (086155b8 + 0) at PC=0896f274
PES FL 2022 v1.18.1 2025-04-13 10 Unknown GetPointerWrite 00000900 PC 08872ba4 LR 08872c0c
PES MY 2024 v1.17.1-334-g1786a4ddb 2025-10-17 33 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header
Crash™ Tag Team Racing v1.17.1-491-g9cdd97c13b 2025-11-02 13 Unknown GetPointerWrite 00000000 PC 08b3a088 LR 08a88638
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.17.1-334-g1786a4ddb 2024-05-06 1 Error in shader compilation: info: Compile failed. WARNING: 0:64: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:88: 'function_call_constructor@vec3_vec3@99' : used without being initialised WARNING: 0:104: 'function_call_constructor@float_float@141' : used without being initialised WARNING: 3 compilation warnings. 01000000:80000b29 HWX C T N LM Light: LightUberShader Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b29 HWX C T N LM Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matsp
Juiced 2: Hot Import Nights v1.17.1-334-g1786a4ddb 2025-02-10 2 __KernelStopThread: thread 728 does not exist (helper deleted)
FIFA STREET 2 v1.17.1-334-g1786a4ddb 2024-05-06 1 ReadFromHardware: Invalid address d9e47298 near PC d9e47298 LR 088176a4
NARUTO SHIPPUDEN: Ultimate Ninja Heroes 3 v1.19.3 2025-09-28 10 Can't draw: No current render step. Step count: 0
CHILI CON CARNAGE v1.17.1-334-g1786a4ddb 2024-05-06 1 Jump to invalid address: 037305c0
ドラゴンボール タッグバーサス v1.18.1-986-ga174fdb19e 2026-11-03 118,638 AT3 header map lacks entry for bpf: 0 channels: 0
LEGO® Batman™: The Videogame v1.17.1-334-g1786a4ddb 2024-05-05 1 Unaligned icache invalidation of 086d03b8 (086d03b8 + 0) at PC=089741fc
Disney•Pixar UP v1.18.1 2025-10-25 6 Can't draw: No current render step. Step count: 0
CHILI CON CARNAGE v1.17.1-334-g1786a4ddb 2024-05-05 1 Unknown GetPointerWrite 00000000 PC 088a28f8 LR 088a290c
Toy Story 3 v1.17.1-334-g1786a4ddb 2024-05-04 1 __KernelStopThread: thread 919 does not exist (helper deleted)
Toy Story 3 v1.18.1 2025-01-22 3 __KernelStopThread: thread 850 does not exist (helper deleted)
Crash™ Tag Team Racing v1.17.1-491-g9cdd97c13b 2026-07-03 28 Unknown GetPointer 00000040 PC 08b28d88 LR 08b28d88
Crash™ Tag Team Racing v1.17.1-491-g9cdd97c13b 2026-07-03 39 Unknown GetPointerWrite 00000040 PC 08aa5d5c LR 08aa5d5c
頭文字D STREET STAGE v1.17.1-334-g1786a4ddb 2024-06-17 2 Error in shader compilation: info: Compile failed. WARNING: 0:64: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:88: 'function_call_constructor@vec3_vec3@99' : used without being initialised WARNING: 0:104: 'function_call_constructor@float_float@141' : used without being initialised WARNING: 3 compilation warnings. 01000000:80000b29 HWX C T N LM Light: LightUberShader Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b29 HWX C T N LM Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matsp
FIFA 14 v1.18.1 2025-10-04 5 Branch in Jump delay slot at 08f48e28 in block starting at 08f48e18
MONSTER HUNTER FREEDOM UNITE™ v1.18.1 2025-10-11 5 __KernelStopThread: thread 329 does not exist (ApctlThread stopped)
FIFA 07 v1.17.1-334-g1786a4ddb 2024-12-31 23 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2
PES MY 2024 v1.17.1-334-g1786a4ddb 2025-08-31 17 Can't draw: No current render step. Step count: 0
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.20.3 2026-09-08 62 sceNetAdhocMatchingInit(32768) at 08a587d0
Disney•Pixar UP v1.18.1 2025-01-29 2 __KernelStopThread: thread 2258 does not exist (helper deleted)
Disney•Pixar UP v1.17.1-334-g1786a4ddb 2024-05-04 1 __KernelStopThread: thread 1742 does not exist (helper deleted)
Disney•Pixar UP v1.17.1-334-g1786a4ddb 2024-05-04 1 __KernelStopThread: thread 898 does not exist (helper deleted)
eFootball Chelito 19 v1.17.1-334-g1786a4ddb 2025-05-23 2 MIPSCompileOp: Invalid instruction 07fa0000
PES MY 2024 v1.17.1-334-g1786a4ddb 2024-10-03 2 sceDmacMemcpy(dest=092ed040, src=086ce8c0, size=1251136): overlapping read
Juiced 2: Hot Import Nights v1.18.1 2025-04-11 23 __KernelStopThread: thread 862 does not exist (helper deleted)
eFootball Chelito 19 v1.17.1-334-g1786a4ddb 2025-05-01 7 Jump to invalid address: 07fc0000
PES FL 2022 v1.18.1 2025-09-08 10 Unknown GetPointer 00000000 PC 0881c410 LR 0881c420
eFootball 2024 Beta By Tutoriales Bendezu v1.17.1-334-g1786a4ddb 2024-06-04 6 807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 000d
Crash® of the Titans v1.18.1 2025-04-30 4 Unknown GetPointerWrite 000058fc PC 08c59c48 LR 08b0d348
PES 2018 GLGM PATCHS v1.17.1-334-g1786a4ddb 2024-05-02 1 MIPSCompileOp: Invalid instruction 00000d77
PES 2018 GLGM PATCHS v1.17.1-334-g1786a4ddb 2024-05-02 1 MIPSCompileOp: Invalid instruction 00000078
PES 2018 GLGM PATCHS v1.17.1-334-g1786a4ddb 2024-05-02 1 MIPSCompileOp: Invalid instruction 0000123d
TALES OF THE WORLD RADIANT MYTHOLOGY 2 v1.17.1-334-g1786a4ddb 2024-05-01 1 80020190=sceKernelStartModule(000010c2, 00000000, 00000000, 09f909d0, 00000000): out of memory, 00040000 stack requested
PES MY 2024 v1.17.1-334-g1786a4ddb 2026-01-03 246 80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): invalid RIFF header
Mega Man Powered Up v1.17.1-334-g1786a4ddb 2024-05-01 1 Can't draw: No current render step. Step count: 0
Crash™ Tag Team Racing v1.17.1-334-g1786a4ddb 2024-05-01 1 ReadFromHardware: Invalid address 216d6546 near PC 0896e138 LR 0896e138
Crash™ Tag Team Racing v1.17.1-334-g1786a4ddb 2024-05-01 1 WriteToHardware: Invalid address 00000059 near PC 089a1268 LR 089c6ce4
Crash™ Tag Team Racing v1.17.1-334-g1786a4ddb 2024-05-01 1 ReadFromHardware: Invalid address 216d65c0 near PC 0896bb14 LR 0896bb14
Crash™ Tag Team Racing v1.17.1-334-g1786a4ddb 2024-05-01 1 ReadFromHardware: Invalid address 000051ca near PC 08a7b688 LR 08a7b664
Crash™ Tag Team Racing v1.17.1-334-g1786a4ddb 2024-05-01 1 WriteToHardware: Invalid address 00000008 near PC 08b88834 LR 08b888a8
Crash™ Tag Team Racing v1.17.1-491-g9cdd97c13b 2024-05-16 2 ReadFromHardware: Invalid address 000000bc near PC 08a23150 LR 08a1a8a8
Crash™ Tag Team Racing v1.17.1-334-g1786a4ddb 2024-05-01 1 WriteToHardware: Invalid address 0000000c near PC 08a6f634 LR 08b888a8
DBZ BUDOKAI TENKAICHI 3 LATINO v1.18.1 2026-07-19 67,634 AT3 header map lacks entry for bpf: 0 channels: 0
PES FL 2022 v1.17.1-334-g1786a4ddb 2024-05-16 2 sceDmacMemcpy(dest=040cc000, src=09517240, size=557056): overlapping read
NASCAR® v1.17.1-334-g1786a4ddb 2024-04-29 1 Unknown GetPointer 00000000 PC 08aef124 LR 08807cb4
Def Jam® Fight For NY™: The Takeover v1.17.1-334-g1786a4ddb 2024-04-29 1 sceDmacMemcpy(dest=0982e880, src=08400000, size=203968): overlapping read
EA-Sports FC ATGX v1.9.4 2026-11-08 18,455 Savedata version requested: 3
LEGO® Batman™: The Videogame v1.17.1-334-g1786a4ddb 2024-12-18 2 80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first
PES MY 2024 v1.17.1-334-g1786a4ddb 2024-04-29 1 Unknown GetPointer 00000000 PC 0884d7a4 LR 0884d7c4
PES MY 2024 v1.17.1-334-g1786a4ddb 2024-04-29 1 Unknown GetPointer 12f7eba0 PC 0881606c LR 08816080
FIFA 14 - Por v1.18.1 2025-08-04 19 Can't draw: No current render step. Step count: 0
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2024-10-23 5 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
XV3 v7 by LegendCrack Z SUSCRIBE. v1.18.1-846-gab47c3cb1f 2025-12-21 18,249 AT3 header map lacks entry for bpf: 0 channels: 0
PES FL 2022 v1.8.0 2025-09-07 148 80420014=__sceSasCore(08bb3a00, e4b32cc0): invalid address
PES FL 2022 v1.8.0 2025-09-07 152 80420014=__sceSasCore(08bb3a00, e4b328c0): invalid address
PES 2019 VANDAMMEEDITION v1.17.1-334-g1786a4ddb 2025-06-20 5 sceDmacMemcpy(dest=09054040, src=086ce8c0, size=1251136): overlapping read
FIFA STREET 2 v1.17.1-334-g1786a4ddb 2024-04-27 1 Error in shader compilation: info: Compile failed. WARNING: 0:63: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:87: 'function_call_constructor@vec3_vec3@99' : used without being initialised WARNING: 0:103: 'function_call_constructor@float_float@141' : used without being initialised WARNING: 3 compilation warnings. 01000000:80000b28 HWX C T N Light: LightUberShader Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b28 HWX C T N Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0; } dif
PES FL 2022 v1.18.1 2024-12-13 4 Unknown GetPointerWrite 00000000 PC 08a029d8 LR 08808448
EA-Sports FC PC-V v1.17.1-334-g1786a4ddb 2024-05-28 5 807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 000d
EA-Sports FC PC-V v1.17.1-334-g1786a4ddb 2024-11-12 14 807f00fd=sceMp3Init(00000000): invalid sample rate v2 l2 rate 03
EA-Sports FC PC-V v1.9.4 2026-10-23 209 sceMp3Init: invalid data: not MPEG v1
PES MY 2024 v1.20.3 2026-06-15 43 sceNetAdhocMatchingInit(32768) at 08a71984
Dragon Ball Z: Tenkaichi Tag Team v1.18.1-993-ge80941403a 2026-11-08 235,972 AT3 header map lacks entry for bpf: 0 channels: 0
EA-Sports FC PC-V v1.18.1-945-gb0182ed0e6 2026-10-13 283 Unknown GetPointer 00000140 PC 08824cf4 LR 088113dc
EA-Sports FC PC-V v1.18.1-945-gb0182ed0e6 2026-10-13 220 Unknown GetPointerWrite 00000000 PC 08824cf4 LR 088113dc
BLEACH ~ヒート・ザ・ソウル7~ v1.17.1-334-g1786a4ddb 2024-10-15 5 sceKernelCreateThread(name=god_m000_Boot): unsupported attributes 00000006
BLEACH ~ヒート・ザ・ソウル7~ v1.17.1-334-g1786a4ddb 2024-10-13 2 sceKernelCreateThread(name=god_menu): unsupported attributes 00000006
NASCAR® v1.17.1-334-g1786a4ddb 2024-04-24 1 VTYPE with morph used: THRU=0 TC=1 COL=6 POS=1 NRM=3 WT=2 NW=7 IDX=0 MC=2
Pro Evolution Soccer 2011 v1.17.1-334-g1786a4ddb 2026-08-08 6 Can't draw: No current render step. Step count: 0
EA-Sports FC PC-V v1.20.4 2026-11-10 9,729 sceNetAdhocMatchingInit(32768) at 08a719b8
EA-Sports FC PC-V v1.9.4 2026-10-23 1,331 sceMp3Init: invalid data: not layer 3
SPORTS FC24 DL EDITION v1.17.1-334-g1786a4ddb 2024-05-28 11 807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 000d
SPORTS FC24 DL EDITION v1.17.1-334-g1786a4ddb 2024-06-04 13 sceMp3Init: invalid data: not MPEG v1
SPORTS FC24 DL EDITION v1.17.1-334-g1786a4ddb 2024-06-04 44 sceMp3Init: invalid data: not layer 3
SPORTS FC24 DL EDITION v1.17.1-334-g1786a4ddb 2024-05-28 20 807f00fd=sceMp3Init(00000000): invalid sample rate v2 l2 rate 03
EA-Sports FC PC-V v1.7.2 2026-11-08 3,017 Unknown GetPointer 00000000 PC 0884a918 LR 0884a938
SOCOM U.S. Navy SEALs: Tactical Strike v1.18.1 2025-09-17 7 Can't draw: No current render step. Step count: 0
AFTER BURNER: BLACK FALCON v1.17.1-334-g1786a4ddb 2024-04-23 1 Unknown GetPointerWrite b4000075 PC 08ab6874 LR 0899e9dc
FIFA STREET 2 v1.17.1-334-g1786a4ddb 2024-04-22 1 ReadFromHardware: Invalid address 00000004 near PC 08a57714 LR 08a76158
FIFA STREET 2 v1.17.1-334-g1786a4ddb 2024-04-22 1 ReadFromHardware: Invalid address 0000653a near PC 08a7619c LR 08a76158
FIFA STREET 2 v1.17.1-334-g1786a4ddb 2024-04-22 1 MIPSCompileOp: Invalid instruction f3d33126
FIFA STREET 2 v1.17.1-334-g1786a4ddb 2024-04-22 1 MIPSCompileOp: Invalid instruction 715dcbe7
FIFA STREET 2 v1.17.1-334-g1786a4ddb 2024-04-22 1 MIPSCompileOp: Invalid instruction ee780740
FIFA STREET 2 v1.17.1-334-g1786a4ddb 2024-04-22 1 ReadFromHardware: Invalid address 000014c1 near PC 08a76160 LR 08a76158
FIFA STREET 2 v1.17.1-334-g1786a4ddb 2024-04-22 1 MIPSCompileOp: Invalid instruction ee5194bf
FIFA STREET 2 v1.17.1-334-g1786a4ddb 2024-04-22 1 WriteToHardware: Invalid address 00000000 near PC 08a66ce0 LR 08a66cf0
eFootball Chelito 19 v1.17.1-334-g1786a4ddb 2025-05-22 3 MIPSCompileOp: Invalid instruction 0008ffff
Resistance: Retribution™ v1.17.1-334-g1786a4ddb 2024-04-21 1 Bad bounding box data: 005522
Resistance: Retribution™ v1.17.1-334-g1786a4ddb 2024-04-21 1 VTYPE with morph used: THRU=0 TC=3 COL=4 POS=2 NRM=1 WT=1 NW=1 IDX=0 MC=5
Resistance: Retribution™ v1.17.1-334-g1786a4ddb 2024-04-21 1 Drawing region rate add non-zero: 0210, 03cc of 01df, 010f
Resistance: Retribution™ v1.17.1-334-g1786a4ddb 2024-04-21 1 Unknown GE command : 11033758
ワンピース ROMANCE DAWN 冒険の夜明け v1.18.1-841-gc3209aa868 2026-10-20 82,346 AT3 header map lacks entry for bpf: 0 channels: 0
God of War®: Ghost of Sparta v1.18.1 2025-11-03 39 Jump to invalid address: 02b7cbd0
PES FL 2022 v1.18.1 2026-05-24 109 Unknown GetPointer 00000000 PC 0884a908 LR 0884a928

« Newest   Older »