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| 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 |