Recent logs - v1.18.1

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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
GTA: Liberty City Stories v1.18.1 2025-10-03 13 WriteToHardware: Invalid address 39a3dbc2 near PC 08000000 LR 08000000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-07-13 1 WriteToHardware: Invalid address 000007bf near PC 08955944 LR 08955944
Dragon Ball Z: Forever Tenkaichi Tag Team v1.17.1 2024-07-13 1 MIPSCompileOp: Invalid instruction 42ec518d
Dragon Ball Z: Forever Tenkaichi Tag Team v1.17.1 2024-07-13 1 MIPSCompileOp: Invalid instruction 43229331
Tom Clancy's Splinter Cell® Essentials v1.17.1 2024-07-13 2 MIPSCompileOp: Invalid instruction 002aa27c
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-13 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 r9p0-00dev0 [Revision 96995]. 03f10044:40c00b20 HWX T N Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 WScale 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)) // 03f10044:40c00b20 HWX T N Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 WScale 1 Cull attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - 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); 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); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-13 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 r9p0-00dev0 [Revision 96995]. 03f10044:41c90b20 HWX T N TexProjNNrm UVMtx Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 WScale 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)) // 03f10044:41c90b20 HWX T N TexProjNNrm UVMtx Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 WScale 1 Cull attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - 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); 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); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-13 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]. 03f10444:40c90b20 HWX T N TexProjNNrm UVMtx Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 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)) // 03f10444:40c90b20 HWX T N TexProjNNrm UVMtx Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 1 Cull attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - 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); 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); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-13 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 r9p0-00dev0 [Revision 96995]. 03f10044:40c90b20 HWX T N TexProjNNrm UVMtx Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 WScale 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)) // 03f10044:40c90b20 HWX T N TexProjNNrm UVMtx Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 WScale 1 Cull attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - 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); 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); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(length(normal) == 0.0 ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(normalize(normal), 1.0), u_texmtx).xyz * vec3(u_uvscaleoff
SBK®09 Superbike World Championship v1.17.1 2024-07-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09087ec0): duplicate handler
LEGO® Batman™: The Videogame v1.17.1 2024-09-21 2 Unaligned icache invalidation of 08617ff8 (08617ff8 + 0) at PC=089741fc
Ben 10 Ultimate Alien: Cosmic Destruction v1.17.1 2024-07-13 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (20de31e0), bad data
Ben 10 Ultimate Alien: Cosmic Destruction v1.17.1 2024-07-13 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (dd0511ef), bad data
Ben 10 Ultimate Alien: Cosmic Destruction v1.17.1 2024-07-13 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (0f14fde2), bad data
Ben 10 Ultimate Alien: Cosmic Destruction v1.17.1 2024-07-13 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (e1f1f02f), bad data
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.17.1 2024-07-13 1 MIPSCompileOp: Invalid instruction b0000000
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.17.1 2024-07-13 1 MIPSCompileOp: Invalid instruction 00000aff
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.17.1 2024-07-13 1 WriteToHardware: Invalid address 0000007c near PC 0888bb3c LR 08890078
Gran Turismo® v1.17.1 2024-07-13 1 ELF relocation HI16/1(16) pair (instead of LO16) at 08904614 / 08904618
Gran Turismo® v1.17.1 2024-07-13 1 ELF relocation HI16/1(16) pair (instead of LO16) at 08900c60 / 08900c6c
Gran Turismo® v1.17.1 2024-07-13 1 ELF relocation HI16/1(16) pair (instead of LO16) at 088ef1c4 / 088ef1c8
Gran Turismo® v1.17.1 2024-07-13 1 ELF relocation HI16/1(16) pair (instead of LO16) at 088ef180 / 088ef1bc
Lego Star Wars II: The Original Trilogy v1.17.1-334-g1786a4ddb 2025-01-05 4 Unaligned icache invalidation of 08706478 (08706478 + 0) at PC=088454a0
Resistance: Retribution™ v1.17.1 2024-07-13 2 Unknown GetPointerWrite 288170d8 PC 08d09d20 LR 08cd6754
Ben 10 Alien Force: Vilgax Attacks v1.17.1 2024-07-13 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (3ec7d2e2), bad data
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.17.1 2024-07-14 2 sceNetAdhocMatchingInit(32768) at 08868d68
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-13 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b0ecb4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-07-13 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b0ecb4, 4, 00000000, 0)
SBK®09 Superbike World Championship v1.17.1 2024-07-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 095f1f60): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-07-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091e9f30): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-07-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091f5f20): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-07-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0967ad50): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-07-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0965be20): duplicate handler
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.18.1 2025-03-19 2 00000000=sceUtilityScreenshotInitStart(09a8f298)
IWF VS AEW & CZW 2K23 v1.18.1 2025-11-22 5 80630007=sceAtracSetData(2, 08bd5600, 000016e0): atracID uses different codec type than data
IWF VS AEW & CZW 2K23 v1.18.1 2025-11-22 3 80630007=sceAtracSetData(2, 08bd5600, 00001560): atracID uses different codec type than data
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-13 1 MIPSCompileOp: Invalid instruction 04bdb410
LEGO® Indiana Jones™: The Original Adventures v1.17.1 2024-07-13 1 Unaligned icache invalidation of 086cb178 (086cb178 + 0) at PC=0896f274
WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER v1.17.1-1002-g5fd8fae8b5 2025-06-29 5 80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data
LEGO® Batman™: The Videogame v1.17.1 2024-07-13 1 Unaligned icache invalidation of 0861adf8 (0861adf8 + 0) at PC=089741fc
SBK®09 Superbike World Championship v1.17.1 2024-07-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091841e0): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-07-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091e9f40): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-07-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090800e0): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-07-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 095e7fd0): duplicate handler
โทคิเด็น คิวามิ - แพทช์อังกฤษ v3.0 โดย HoaiTrung 97 FT v1.17.1 2024-07-13 1 MIPSCompileOp: Invalid instruction ed050584
โทคิเด็น คิวามิ - แพทช์อังกฤษ v3.0 โดย HoaiTrung 97 FT v1.17.1 2024-07-13 3 MIPSCompileOp: Invalid instruction ed05159c
โทคิเด็น คิวามิ - แพทช์อังกฤษ v3.0 โดย HoaiTrung 97 FT v1.17.1 2024-07-13 1 MIPSCompileOp: Invalid instruction 67fdf7f0
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Download/Arrest Alice Guo, others – Senate.mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Download/Arrest Alice Guo, others – Senate (2).mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Download/Amazon offers free games ahead of Prime Day — here’s how to claim yours right now _ Tom's Guide.mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Download/Amazon offers free games ahead of Prime Day — here’s how to claim yours right now _ Tom's Guide (2).mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Download/Amazon offers free games ahead of Prime Day — here’s how to claim yours right now _ Tom's Guide (1).mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Download/Amazon offers free games ahead of Prime Day — here’s how to claim yours right now _ Tom's Guide (1) (2).mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Download/All 10 Species & Creatures In Warcraft, Explained.mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Download/All 10 Species & Creatures In Warcraft, Explained (2).mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Download/A Manhwa Considered Solo Leveling's Successor Has Already Surpassed It In the US.mhtml, 09eccd28, 00000002)
SBK®09 Superbike World Championship v1.17.1 2024-07-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0962a140): duplicate handler
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-07-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 00000ab6): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-07-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091d5db0): duplicate handler
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-13 1 MIPSCompileOp: Invalid instruction ccce2368
SBK®09 Superbike World Championship v1.17.1 2024-07-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 095f1fe0): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-07-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096dcbf0): duplicate handler
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Chinese deep-sea mining vehicle that could put entire South China Sea in reach tested _ South China Morning Post.mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Chinese Carrier Strike Group Operating in Philippine Sea - USNI News.mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Chinese Carrier Strike Group Operating in Philippine Sea - USNI News (1).mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/China says Scarborough Shoal waters 'excellent,' dismisses Philippine concerns.mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Calls renewed to declare July 12 ‘West Philippine Sea Victory Day’ _ Philstar.com.mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Best Yu-Gi-Oh! Characters (Who Aren't Yugi Moto).mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Best Turn-Based RPGs To Play On PC.mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Baldur’s Gate 3 players praise rare Amulet “too many people sleep on” - Dexerto.mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Action-Movies-Full-Movie-English-Hollywo_264.mp4, 09eccd28, 00000002)
初音ミク -Project DIVA- v1.17.1 2024-07-13 1 00000000=sceUtilityScreenshotInitStart(092d1010)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/NEW/04154400000009091f915121.png, 09eccd28, 00000002)
SBK®09 Superbike World Championship v1.17.1 2024-07-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0926e660): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-07-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096734b0): duplicate handler
Yu-Gi-Oh! 5D's Tag Force4 v1.17.1 2024-07-13 1 sceNetAdhocMatchingInit(32768) at 0895fb24
God of War®: Ghost of Sparta v1.17.1 2024-07-13 1 WriteToHardware: Invalid address 00000064 near PC 08b85afc LR 08bd9f5c
SBK®09 Superbike World Championship v1.17.1 2024-07-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091e36a0): duplicate handler
Lego Star Wars II: The Original Trilogy v1.17.1 2024-07-13 13 sceMpegRingbufferPut(): invalid mpeg data
SBK®09 Superbike World Championship v1.17.1 2024-07-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090afc10): duplicate handler
SBK-07 v1.17.1 2024-07-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 0918aef0): duplicate handler
PES FL 2022 v1.17.1 2024-07-13 2 MIPSCompileOp: Invalid instruction 7203421c
PES FL 2022 v1.17.1 2024-07-13 1 MIPSCompileOp: Invalid instruction 71e3abb8
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-13 1 WriteToHardware: Invalid address 2ac0c0c8 near PC 088aafa0 LR 089026a8
SBK®09 Superbike World Championship v1.17.1 2024-07-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09214720): duplicate handler
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Download/Scientists Identify a Speech Trait That Foreshadows Cognitive Decline _ ScienceAlert.mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Download/Open-World Games With The Best Stories.mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Download/One Piece_ Emet's True Strength, Explained.mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Download/Monster Hunter Wilds Looks More Ambitious by the Day.mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Download/Lawmakers slam VP Sara Duterte as ‘no longer trustworthy’.mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Download/Lara Croft fans can download the best Tomb Raider game for free, but act fast.mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Download/Best Survival Horror Games For Beginners.mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Download/Best Horror Games Set On A Ship, Ranked.mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Download/Amorsolo painting recovered, says NBI.mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-13 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Download/8 Best Open-World Games With Contemporary Settings.mhtml, 09eccd28, 00000002)
SBK®09 Superbike World Championship v1.17.1 2024-07-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0928a1f0): duplicate handler
SBK-07 v1.17.1 2024-07-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09322d90): duplicate handler
SBK-07 v1.17.1 2024-07-13 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08f597d0): duplicate handler
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-13 2 80420014=__sceSasCoreWithMix(08b65a00, 3f800000, 4096, 4096): invalid address
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-13 2 00000000=sceAtracLowLevelDecode(0, 09fce790, 09fce8c0[00000000], 3f800000, 09fce8c4[42400000]): invalid pointers

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