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| Game title |
Version |
Latest Report |
Hits |
Message |
| Crash™ Tag Team Racing |
v1.17.1 |
2024-05-30 |
1 |
80630006=sceAtracSetDataAndGetID(0992ae00, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.17.1 |
2024-05-30 |
2 |
80630006=sceAtracSetDataAndGetID(09916d80, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.17.1 |
2024-05-30 |
1 |
80630006=sceAtracSetDataAndGetID(09e45640, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.17.1 |
2024-05-30 |
1 |
80630006=sceAtracSetDataAndGetID(09e315c0, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.17.1 |
2024-05-30 |
1 |
80630006=sceAtracSetDataAndGetID(09c652c0, 00014000): invalid RIFF header |
| eFootball PES 2023 "SNE" |
v1.17.1 |
2024-05-30 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data |
| eFootball PES 2023 "SNE" |
v1.17.1 |
2024-05-30 |
2 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
| eFootball PES 2023 "SNE" |
v1.17.1 |
2024-05-30 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data |
| eFootball PES 2023 "SNE" |
v1.17.1 |
2024-05-30 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data |
| eFootball PES 2023 "SNE" |
v1.17.1 |
2024-05-30 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data |
| Prince of Persia® Rival Swords |
v1.17.1 |
2024-05-30 |
1 |
Unknown GE command : eff86eb0 |
| Tenchu: Shadow Assassins |
v1.17.1 |
2024-05-30 |
1 |
WriteToHardware: Invalid address 42f1e538 near PC 089784e0 LR 089784e0 |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-05-30 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bc9d04, 4, 00000000, 0) |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-06-04 |
4 |
Unaligned icache invalidation of 08617e38 (08617e38 + 0) at PC=089741fc |
| eFootball |
v1.18.1 |
2026-10-18 |
24 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
| WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER |
v1.17.1 |
2024-07-12 |
3 |
80630006=sceAtracSetData(3, 08d4b180, 00004200): invalid RIFF header |
| MotoGP™22 [INDEPENDENT TEAM] | By CahNdutz |
v1.17.1 |
2024-05-30 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 09128180): duplicate handler |
| MotoGP™22 [INDEPENDENT TEAM] | By CahNdutz |
v1.17.1 |
2024-05-30 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 0922c810): duplicate handler |
| MotoGP™22 [INDEPENDENT TEAM] | By CahNdutz |
v1.17.1 |
2024-05-30 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 091fb500): duplicate handler |
| MotoGP™22 [INDEPENDENT TEAM] | By CahNdutz |
v1.17.1 |
2024-05-30 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 09154420): duplicate handler |
| MotoGP™22 [INDEPENDENT TEAM] | By CahNdutz |
v1.17.1 |
2024-05-30 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 0926d8a0): duplicate handler |
| WWE SmackDown vs. RAW 2009 |
v1.17.1 |
2024-09-15 |
5 |
sceIoAssign(memstick:, msstor0p1:/, fatms0:, IOASSIGN_RDWR, 00000000, 0) |
| SBK-07 |
v1.17.1 |
2024-05-30 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 094188e0): duplicate handler |
| Xiaolin Showdown |
v1.17.1 |
2024-05-30 |
2 |
80630011=sceAtracSetDataAndGetID(00000000, 00000000): buffer too small |
| Pro Evolution Soccer 6 |
v1.17.1 |
2024-05-30 |
1 |
Unknown GetPointerWrite 61af3c1f PC 0887a1b0 LR 0887a1c0 |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-09-26 |
4 |
Unaligned icache invalidation of 0860fe38 (0860fe38 + 0) at PC=089741fc |
| Ben 10 Alien Force: Vilgax Attacks |
v1.17.1 |
2024-05-30 |
1 |
MIPSCompileOp: Invalid instruction 42c1a92a |
| God of War™: Ghost of Sparta |
v1.17.1-669-gd298c6f6f5 |
2024-06-16 |
2 |
80630007=sceAtracSetData(2, 08bd5600, 000037e0): atracID uses different codec type than data |
| God of War™: Ghost of Sparta |
v1.17.1-669-gd298c6f6f5 |
2024-06-16 |
2 |
80630007=sceAtracSetData(2, 08bd5600, 000020a0): atracID uses different codec type than data |
| eFootball PES 2024 "SN3" |
v1.18.1 |
2025-01-18 |
16 |
Unknown GetPointerWrite 00000000 PC 088287e0 LR 088287f0 |
| Resistance: Retribution™ |
v1.17.1 |
2024-05-30 |
1 |
sceKernelCreateThread(name=SceParseHTTPheader_Library): unsupported attributes 00000006 |
| Resistance: Retribution™ |
v1.17.1 |
2024-05-30 |
1 |
sceKernelCreateThread(name=SceParseURI_Library): unsupported attributes 00000006 |
| Resistance: Retribution™ |
v1.17.1 |
2024-05-30 |
1 |
sceKernelCreateThread(name=SceBase64_Library): unsupported attributes 00000006 |
| Resistance: Retribution™ |
v1.17.1 |
2024-05-30 |
1 |
sceKernelCreateThread(name=sceCert_Loader): unsupported attributes 00001006 |
| eFootball 2024 By Komo Valeri |
v1.9.4 |
2026-07-01 |
580 |
MIPSCompileOp: Invalid instruction 01010101 |
| Prince of Persia - Revelations |
v1.17.1 |
2024-05-30 |
1 |
80630006=sceAtracSetDataAndGetID(095faec0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.17.1 |
2024-05-30 |
2 |
80630006=sceAtracSetDataAndGetID(09800480, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.17.1 |
2024-05-30 |
1 |
80630006=sceAtracSetDataAndGetID(09780700, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.17.1 |
2024-05-30 |
2 |
80630006=sceAtracSetDataAndGetID(09ab5d40, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.17.1 |
2024-05-30 |
1 |
80630006=sceAtracSetDataAndGetID(09ab7a80, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.17.1 |
2024-05-30 |
1 |
80630006=sceAtracSetDataAndGetID(098ad180, 00000800): invalid RIFF header |
| Dante's Inferno™ |
v1.17.1 |
2024-05-30 |
1 |
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 r9p0-00dev0 [Revision 96995].
01b15051:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 t:1 MatUp:1
#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))
// 01b15051:00000b09 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 t:1 MatUp:1
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 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 = color0;
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_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);
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)
ligh |
| Dante's Inferno™ |
v1.17.1 |
2024-05-30 |
1 |
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 r9p0-00dev0 [Revision 96995].
01710551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 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))
// 01710551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 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 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 = color0;
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)
|
| Dante's Inferno™ |
v1.17.1 |
2024-05-30 |
1 |
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 r9p0-00dev0 [Revision 96995].
01d15501:00000b29 HWX C T N LM Light: 0: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1 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))
// 01d15501:00000b29 HWX C T N LM Light: 0: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1 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 lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
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 = color0;
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_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 * specularColor * ldot * lightScale;
}
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);
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)
|
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-09-26 |
2 |
Unaligned icache invalidation of 086184f8 (086184f8 + 0) at PC=089741fc |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-05-30 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bca024, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-05-30 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bca024, 4, 00000000, 0) |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.17.1 |
2024-05-30 |
4 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (ff13b8fd), bad data |
| Tenchu: TOTA |
v1.17.1 |
2024-05-30 |
1 |
WriteToHardware: Invalid address 0620e580 near PC 088623d4 LR 0881a7d8 |
| インフィニットループ 憑依体験版 |
v1.18.1 |
2025-06-13 |
6 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-05-30 |
2 |
Vertices without position found: (00000007) P: ? C: ? T: f (4b) |
| eFootball |
v1.17.1 |
2025-03-13 |
23 |
avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7 |
| Prince of Persia - Revelations |
v1.17.1 |
2024-05-30 |
1 |
80630006=sceAtracSetDataAndGetID(0958b180, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.17.1 |
2024-05-30 |
1 |
80630006=sceAtracSetDataAndGetID(09590640, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.17.1 |
2024-05-30 |
1 |
80630006=sceAtracSetDataAndGetID(0999e8c0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.17.1 |
2024-05-30 |
1 |
80630006=sceAtracSetDataAndGetID(0981b440, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.17.1 |
2024-05-30 |
2 |
80630006=sceAtracSetDataAndGetID(0963ab00, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.17.1 |
2024-05-30 |
1 |
80630006=sceAtracSetDataAndGetID(097c0080, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.17.1 |
2024-05-30 |
1 |
80630006=sceAtracSetDataAndGetID(095287c0, 00000800): invalid RIFF header |
| Prince of Persia - Revelations |
v1.17.1 |
2024-05-30 |
1 |
80630006=sceAtracSetDataAndGetID(090f9680, 00000800): invalid RIFF header |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-05-29 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c3baa4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-05-29 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c3baa4, 4, 00000000, 0) |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2025-03-14 |
2 |
Unaligned icache invalidation of 086138b8 (086138b8 + 0) at PC=089741fc |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-05-29 |
1 |
Unaligned icache invalidation of 086148b8 (086148b8 + 0) at PC=089741fc |
| MLB 11 The Show™ |
v1.17.1 |
2024-05-29 |
2 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (bddc4c10), bad data |
| PES 2021 LUIZ ARTS |
v1.17.1 |
2024-05-29 |
1 |
80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header |
| PES 2021 LUIZ ARTS |
v1.17.1 |
2024-05-29 |
1 |
80630006=sceAtracSetDataAndGetID(09a25200, 00000800): invalid RIFF header |
| Army of TWO™: The 40th Day (JP) |
v1.17.1 |
2024-05-29 |
1 |
WriteToHardware: Invalid address 000013b0 near PC 08220e00 LR 083fddc0 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-05-29 |
1 |
WriteToHardware: Invalid address 329fe880 near PC 08832b70 LR 08832b70 |
| eFootball Chelito 19 |
v1.18.1 |
2024-12-05 |
2 |
Bad SAS Mix output address: 08b26d80, grain=164358288 |
| Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-05-29 |
1 |
MIPSCompileOp: Invalid instruction b7f80220 |
| Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-05-29 |
1 |
MIPSCompileOp: Invalid instruction b7c40200 |
| Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-05-29 |
1 |
MIPSCompileOp: Invalid instruction b72c0000 |
| Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-05-29 |
1 |
MIPSCompileOp: Invalid instruction b6ec3404 |
| Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-05-29 |
1 |
MIPSCompileOp: Invalid instruction b6ac0200 |
| Call of Duty : Roads to Victory™ |
v1.17.1 |
2024-05-29 |
1 |
MIPSCompileOp: Invalid instruction b6780220 |
| eFootball PES 2024 "SN3" |
v1.18.1-1099-g863530fac8 |
2026-03-29 |
74 |
Unknown GetPointerWrite 00000000 PC 08808430 LR 08808448 |
| 初音ミク -Project DIVA- extend |
v1.17.1 |
2024-05-29 |
1 |
00000000=sceUtilityScreenshotInitStart(092ffd38) |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-05-29 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096efd20): duplicate handler |
| EAFC24 BY RAFZZ |
v1.17.1 |
2024-06-02 |
9 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 0000 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-05-29 |
1 |
WriteToHardware: Invalid address 4bad5ec8 near PC 0880dcc8 LR 0880dcc8 |
| 戦国無双3 Z Special |
v1.17.1 |
2024-05-29 |
1 |
WriteToHardware: Invalid address 000002ac near PC 08a4a0ec LR 08000020 |
| LEGO® Batman™: Patch Bahasa Indonesia By Indra Constantine |
v1.17.1 |
2024-05-29 |
1 |
Unaligned icache invalidation of 086e14f8 (086e14f8 + 0) at PC=089741fc |
| Prince of Persia - Rival Swords |
v1.17.1 |
2024-05-29 |
1 |
Unknown GE command : 34118000 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-05-29 |
1 |
Branch in branch delay slot at 09d2f850 with different target |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-05-29 |
1 |
MIPSCompileOp: Invalid instruction 06060600 |
| Secret Agent Clank™ |
v1.17.1 |
2024-05-29 |
1 |
80630006=sceAtracSetDataAndGetID(09108f40, 000016cc): invalid RIFF header |
| Secret Agent Clank™ |
v1.17.1 |
2024-05-29 |
2 |
80630006=sceAtracSetDataAndGetID(09108f40, 0000d3cc): invalid RIFF header |
| Secret Agent Clank™ |
v1.17.1 |
2024-05-29 |
1 |
80630006=sceAtracSetDataAndGetID(090e8d00, 00005e0c): invalid RIFF header |
| Secret Agent Clank™ |
v1.17.1 |
2024-05-29 |
1 |
80630006=sceAtracSetDataAndGetID(090e8d00, 000052cc): invalid RIFF header |
| Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-05-29 |
1 |
MIPSCompileOp: Invalid instruction 00548778 |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.17.1 |
2024-05-29 |
1 |
00000000=sceUtilityScreenshotInitStart(09a8da18) |
| Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-05-29 |
1 |
WriteToHardware: Invalid address ffffdf2e near PC 088ba9c0 LR 088ba99c |
| Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-05-29 |
1 |
WriteToHardware: Invalid address efa90415 near PC 08a317b8 LR 08a31774 |
| TEKKEN 6 |
v1.17.1 |
2024-05-29 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (5f7fac00), bad data |
| eFootball 2024 V1 |
v1.17.1 |
2024-12-06 |
18 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 0000 |
| eFootball 2024 V1 |
v1.17.1 |
2024-12-06 |
18 |
sceMp3Init: invalid data: not layer 3 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-05-29 |
1 |
MIPSCompileOp: Invalid instruction d057a2c0 |
| Secret Agent Clank™ |
v1.17.1 |
2024-05-29 |
1 |
80630006=sceAtracSetDataAndGetID(090e8d00, 00003a0c): invalid RIFF header |
| Secret Agent Clank™ |
v1.17.1 |
2024-05-29 |
1 |
80630011=sceAtracSetDataAndGetID(09108f40, 00010000): no data chunk |