Recent logs - v1.17.1-334-g1786a4ddb

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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
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-27 1 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 1 Jump to invalid address: 07371400
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-27 5 Jump to invalid address: 07370780
God of War®: Ghost of Sparta v1.17.1-334-g1786a4ddb 2025-03-27 2 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 2 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 2 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; }
eFootball PES 2021 By GABRIEL v1.18.1 2025-10-16 35 Jump to invalid address: 07fc0000
NBA STREET Showdown v1.17.1-334-g1786a4ddb 2026-05-25 2 Unknown GetPointerWrite ffffffff PC 08aae580 LR 08aae580
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.8.0 2026-07-23 9 80630007=sceAtracSetData(2, 08d4b180, 0000cf18): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.18.1 2025-09-01 5 80630007=sceAtracSetData(2, 08d4b180, 0000d148): atracID uses different codec type than data
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 1 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 1 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 1 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 1 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 1 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 1 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 1 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 1 Jump to invalid address: 02786c10
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 1 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 1 Jump to invalid address: 02786cb0
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 2 Jump to invalid address: 02a80000
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 1 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 2 Jump to invalid address: 07fd5290
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 1 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 7 Jump to invalid address: 07fd5120
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 2 Jump to invalid address: 027923d0
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 2 Jump to invalid address: 027937f0
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 1 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 2 Jump to invalid address: 02793890
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 1 Jump to invalid address: 07fd4fb0
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 1 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 1 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 4 Jump to invalid address: 02ab3f30
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-26 2 Jump to invalid address: 02807dc0
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 1 Branch in Jump delay slot at 09ff5438 in block starting at 09ff53a4
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 1 Branch in Jump delay slot at 09ff5434 in block starting at 09ff53a4
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 1 Branch in Jump delay slot at 09ff5430 in block starting at 09ff53a4
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 1 Branch in Jump delay slot at 09ff540c in block starting at 09ff53a4
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 1 Branch in Jump delay slot at 09ff53e4 in block starting at 09ff53a4
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 1 Branch in Jump delay slot at 09ff53c0 in block starting at 09ff53a4
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 1 Branch in Jump delay slot at 09ff53a8 in block starting at 09ff53a4
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 1 Branch in Jump delay slot at 09ff5450 in block starting at 09ff5394
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 1 Branch in Jump delay slot at 09ff544c in block starting at 09ff5394
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 1 Branch in Jump delay slot at 09ff5438 in block starting at 09ff5394
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 1 Branch in Jump delay slot at 09ff5434 in block starting at 09ff5394
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 2 Jump to invalid address: 02786c10
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 1 Branch in Jump delay slot at 09ff5430 in block starting at 09ff5394
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 2 Jump to invalid address: 02786cb0
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 2 Jump to invalid address: 02a80000
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 1 Branch in Jump delay slot at 09ff540c in block starting at 09ff5394
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 2 Jump to invalid address: 07fd5290
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 1 Branch in Jump delay slot at 09ff53e4 in block starting at 09ff5394
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 8 Jump to invalid address: 07fd5120
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 2 Jump to invalid address: 027923d0
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 2 Jump to invalid address: 027937f0
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 1 Branch in Jump delay slot at 09ff53c0 in block starting at 09ff5394
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 2 Jump to invalid address: 036893c0
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 1 Jump to invalid address: 03d6a940
Ghost Rider v1.17.1-334-g1786a4ddb 2025-03-26 2 MIPSCompileOp: Invalid instruction 00000137
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.7.1 2026-09-02 8 80630007=sceAtracSetData(2, 08d4b180, 00007220): atracID uses different codec type than data
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-25 1 Branch in branch delay slot at 0965b208 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-25 1 Branch in branch delay slot at 0965b200 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-25 1 Branch in branch delay slot at 0965b1f8 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-25 1 Branch in branch delay slot at 0965b1f0 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-25 1 Branch in branch delay slot at 0965b188 with different target
Dragon Ball Z: Tenkaichi Tag Team v1.17.1-334-g1786a4ddb 2025-03-25 1 Branch in branch delay slot at 0965b180 with different target
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.18.1 2026-03-07 6 80630007=sceAtracSetData(2, 08d4b180, 0000db20): atracID uses different codec type than data
Virtua Tennis: World Tour v1.17.1-334-g1786a4ddb 2025-03-25 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09fff610, 4, 00000000, 0)
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.18.1 2025-12-23 5 80630007=sceAtracSetData(2, 08d4b180, 0000b2a8): atracID uses different codec type than data
WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE v1.8.0 2026-02-28 12 80630007=sceAtracSetData(2, 08d4b180, 0000d378): atracID uses different codec type than data
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 1 Jump to invalid address: 06aabbc0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 1 Jump to invalid address: 06aa9e40
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 1 Jump to invalid address: 06aa4ec0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 1 Jump to invalid address: 06aacac0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 1 Jump to invalid address: 06aa5ac0
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 1 Branch in Jump delay slot at 08c9010c in block starting at 08c900b8
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 1 Jump to invalid address: 06aa5140
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 1 Branch in Jump delay slot at 08c90108 in block starting at 08c900b8
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 1 Jump to invalid address: 06aab580
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 2 MIPSCompileOp: Invalid instruction 00000094
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 2 MIPSCompileOp: Invalid instruction 00000114
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 2 MIPSCompileOp: Invalid instruction 0000007a
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 1 MIPSCompileOp: Invalid instruction 000000a8
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 1 MIPSCompileOp: Invalid instruction 000000ce
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 1 MIPSCompileOp: Invalid instruction 00000014
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 2 MIPSCompileOp: Invalid instruction 6214c1b5
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 4 MIPSCompileOp: Invalid instruction cd3d33e3
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 2 Jump to invalid address: 0a4520e8
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 2 MIPSCompileOp: Invalid instruction ee9dcced
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 2 MIPSCompileOp: Invalid instruction 9d84d355
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 2 MIPSCompileOp: Invalid instruction b012b222
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 2 MIPSCompileOp: Invalid instruction 72dff905
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 2 MIPSCompileOp: Invalid instruction f334ea2b
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 1 80630006=sceAtracSetHalfwayBuffer(2, 08e11470, 00004650, 00010000): multiple fmt definitions
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 1 80630006=sceAtracSetHalfwayBuffer(1, 08e01460, 00004650, 00010000): multiple fmt definitions
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 1 MIPSCompileOp: Invalid instruction 9fcbda81
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 1 80630006=sceAtracSetHalfwayBuffer(1, 08e01460, 00004bc8, 00010000): multiple fmt definitions
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 1 80630006=sceAtracSetHalfwayBuffer(0, 08de1450, 00004bc8, 00020000): multiple fmt definitions
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 1 80630006=sceAtracSetHalfwayBuffer(0, 08e01460, 00001bb8, 00010000): multiple fmt definitions
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1-334-g1786a4ddb 2025-03-24 4 80630006=sceAtracSetHalfwayBuffer(0, 08e01460, 00008000, 00010000): multiple fmt definitions

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