Recent logs - v1.17.1

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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
MONSTER HUNTER PORTABLE 3rd v1.17.1 2024-07-26 1 MIPSCompileOp: Invalid instruction 7400006e
SBK®09 Superbike World Championship v1.17.1 2024-07-26 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0926d810): duplicate handler
LEGO® Indiana Jones™: TOA v1.17.1 2024-07-26 1 Unaligned icache invalidation of 086c8f78 (086c8f78 + 0) at PC=0896f274
Need For Speed™ Underground Rivals v1.17.1 2024-07-26 2 80630011=sceAtracSetHalfwayBufferAndGetID(08bff040, 00000000, 00040000): buffer too small
WWE 2K19 by GamerNafZ™ and Finn v1.17.1 2024-07-26 17 80630011=sceAtracSetHalfwayBufferAndGetID(08bff040, 00000000, 00040000): buffer too small
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-26 1 MIPSCompileOp: Invalid instruction 9faf3310
Dragon Ball Z Shin Budokai v1.17.1 2024-07-26 1 Unknown GetPointerWrite 00000000 PC 08816154 LR 0881615c
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-26 1 MIPSCompileOp: Invalid instruction eef22fd0
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-26 1 MIPSCompileOp: Invalid instruction 62d658d0
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-26 1 MIPSCompileOp: Invalid instruction b7f2e0d0
LORD of APOCALYPSE v1.17.1 2024-07-26 1 Vertices without position found: (12856c40) P: ? N: s16 W: u16 (6x) I: u8 Morph: 2 (through) (44b)
LORD of APOCALYPSE v1.18.1 2024-12-28 2 Block transfer invalid: 0448ea40/200 -> 001c1680/180, 801x535x2 (880,837)->(979,438)
LORD of APOCALYPSE v1.17.1 2024-07-26 1 Unknown GE command : edaaaaa2
TRON EVOLUTION v1.17.1 2024-07-26 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 r10p0-00rel0 [Revision 96995]. 01f04440:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f04440:00090b20 HWX T N TexProjNNrm UVMtx Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 Cull 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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; 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 mediump vec3 u_lightatt3; 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() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); 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); 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 - 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_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_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -
TRON EVOLUTION v1.17.1 2024-07-26 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 r10p0-00rel0 [Revision 96995]. 01f05551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f05551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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 = u_matambientalpha; 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(to
TRON EVOLUTION v1.17.1 2024-07-26 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 r10p0-00rel0 [Revision 96995]. 01f35551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f35551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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 = u_matambientalpha; 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 =
TRON EVOLUTION v1.17.1 2024-07-26 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 r10p0-00rel0 [Revision 96995]. 01730551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01730551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 = u_matambientalpha; 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) lightSum1 += u
World Rally Championship v1.18.1 2025-01-22 4 WriteToHardware: Invalid address 00000890 near PC 08000000 LR 08000000
MLB 11 The Show™ v1.17.1 2024-07-26 2 scePsmfPlayerSetPsmf*: incorrect PSMF magic (2b697f60), bad data
MLB 11 The Show™ v1.17.1 2024-07-26 2 scePsmfPlayerSetPsmf*: incorrect PSMF magic (2b492590), bad data
eFOOTBALL VJPATCH 2024 v1.17.1 2024-07-26 1 Unknown GetPointerWrite 00000000 PC 08824ce4 LR 088113c4
METAL SLUG Anthology v1.17.1 2024-07-26 2 UNTESTED sceNetAdhocctlJoinEnterGameMode(TRIb73d, dc:45:33:d5:b7:3d, 20000000, 0) at 088e683c
MONSTER HUNTER PORTABLE 2nd G v1.17.1 2024-07-26 1 WriteToHardware: Invalid address 00000008 near PC 08890de8 LR 08890df4
MONSTER HUNTER PORTABLE 2nd G v1.17.1 2024-07-26 1 WriteToHardware: Invalid address 00000004 near PC 08890de8 LR 08890df4
MONSTER HUNTER PORTABLE 2nd G v1.17.1 2024-07-26 1 WriteToHardware: Invalid address 00000000 near PC 08890de8 LR 08890df4
PES 2014 v1.17.1 2024-08-09 9 807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0003
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.7.5 2025-09-30 6 WriteToHardware: Invalid address 0000064c near PC 08000000 LR 08000000
DRAGONBALL: EVOLUTION v1.17.1 2024-07-26 2 80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header
MLB 10 The Show ™ v1.17.1 2024-07-26 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (02602825), bad data
真・三國無双5 Special v1.17.1 2024-07-27 2 WriteToHardware: Invalid address 0a05af6c near PC 08ab7d9c LR 08ab7d9c
真・三國無双5 Special v1.17.1 2024-07-27 2 Unknown GetPointerWrite 0a05af60 PC 08ab7d9c LR 08ab7d9c
MLB 10 The Show ™ v1.17.1 2024-07-26 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (00004249), bad data
eFootball PC - V. v1.9.4 2026-06-26 106 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 0000
MLB 10 The Show ™ v1.17.1 2024-07-26 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (bf7a11f3), bad data
Lego Star Wars II: The Original Trilogy v1.17.1 2024-07-26 1 Unaligned icache invalidation of 08613138 (08613138 + 0) at PC=08845668
MLB 11 The Show™ v1.17.1 2024-07-26 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (00092202), bad data
Resistance: Retribution™ v1.18.1 2025-05-05 4 Unknown GetPointerWrite 261705a8 PC 08d09d20 LR 08cd6754
PES 2013 v1.17.1 2024-07-26 1 MIPSCompileOp: Invalid instruction 443c0308
PES 2013 v1.17.1 2024-08-12 2 MIPSCompileOp: Invalid instruction 02286301
MYFC 25 MYUNO4U v1.18.1 2025-04-06 14 Unknown GetPointerWrite 00000000 PC 08a02a0c LR 0881615c
EFOOTBALL NEW PATCH SEASON 2025.... v1.9.4 2025-05-28 39 80630006=sceAtracSetDataAndGetID(09a25200, 00000800): invalid RIFF header
EFOOTBALL NEW PATCH SEASON 2025.... v1.7.5 2025-05-07 62 80630006=sceAtracSetDataAndGetID(09a25200, 00001000): invalid RIFF header
喧嘩番長3~全国制覇~ v1.17.1 2024-07-26 2 00000000=sceUtilityScreenshotInitStart(0925fe60)
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-26 1 WriteToHardware: Invalid address df72cba0 near PC 0880dcc8 LR 0880dcc8
MONSTER HUNTER PORTABLE 3rd v1.17.1 2024-07-26 1 MIPSCompileOp: Invalid instruction 45200065
MONSTER HUNTER PORTABLE 3rd v1.17.1 2024-07-26 1 MIPSCompileOp: Invalid instruction 6e796c65
MONSTER HUNTER PORTABLE 3rd v1.17.1 2024-07-26 1 MIPSCompileOp: Invalid instruction 4620736b
NBA2K12 v1.17.1 2026-10-16 17 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
PES MY 2024 v1.17.1 2024-07-28 8 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
eFootball Play-C v1.17.1 2024-07-26 1 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
WWE SVR 2011MOD 2K24 PSP BY OUSSAMA BEN DZ MODDER v1.17.1 2025-03-30 3 80630006=sceAtracSetData(2, 08d4b180, 00006194): invalid RIFF header
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.17.1 2024-07-26 1 Error in shader compilation: info: Fragment shader failed to compile with the following errors: ERROR: 0:2: error(#61) Required extension isn't found, extension 'GL_ARB_shader_stencil_export' is not supported ERROR: error(#273) 1 compilation errors. No code generated stencil_fs #version 330 #extension GL_ARB_shader_stencil_export : require // Driver: ATI Radeon 3000 Graphics - GLSL 330 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; float roundAndScaleTo255f(in float x) { return floor(x * 255.99); } in highp vec2 v_texcoord; // TEXCOORD0 uniform float stencilValue; out vec4 fragColor0; void main() { vec4 index = texture(tex, v_texcoord.xy); vec4 outColor = index.aaaa; gl_FragStencilRefARB = int(roundAndScaleTo255f(index.a)); fragColor0 = outColor; }
Kenka Bancho: Badass Rumble v1.17.1-334-g1786a4ddb 2024-11-08 4 00000000=sceUtilityScreenshotInitStart(091b24c0)
Kenka Bancho: Badass Rumble v1.17.1-334-g1786a4ddb 2025-01-02 13 00000000=sceUtilityScreenshotInitStart(091b2b00)
Persona3 PORTABLE v1.17.1 2024-07-26 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Best First-Person Survival Horror Games.mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-26 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Batman's New Space Armor Is Powerful Enough to Take on Darkseid Himself.mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-26 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/Assassin's Creed Origins actor heard a line while filming House of the Dragon that he liked so much he snuck it into his Metroidvania-style adventure game _ GamesRadar+.mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-26 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/As cries for Dino Crisis and Mega Man revivals intensify, Capcom says it has to think about the _gameplay and specific appeal that an IP holds_ _ GamesRadar+.mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-26 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/AMD Ryzen 9000 reviews will be posted day before launch - VideoCardz.com.mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-26 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/5 images of nebula, galaxy, stars and more captured by NASA Hubble Space Telescope.mhtml, 09eccd28, 00000002)
Persona3 PORTABLE v1.17.1 2024-07-26 1 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10512-INST00/5 images of nebula, galaxy, stars and more captured by NASA Hubble Space Telescope (1).mhtml, 09eccd28, 00000002)
Full Auto 2 Battlelines v1.17.1 2024-07-26 1 sceNetAdhocMatchingInit(65536) at 088a752c
PES 2014 v1.17.1 2024-07-26 1 Unknown GE command : 11ffffff
Call of Duty : Roads to Victory™ v1.17.1 2024-07-26 1 WriteToHardware: Invalid address 00000140 near PC 08a11864 LR 08a115c4
TEKKEN DARK RESURRECTION v1.17.1 2024-07-26 1 sceNetAdhocMatchingInit(204800) at 08a16e80
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.9.4 2024-10-27 15 80630007=sceAtracSetData(3, 08d4b180, 00004500): atracID uses different codec type than data
MYFC 25 MYUNO4U v1.18.1 2025-03-21 17 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ v1.9.4 2026-03-02 109 80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.17.1 2024-07-26 26 Unusual bezier/spline vtype: 12008780, morph: 0, bones: 3
Spider-Man(TM): Web of Shadows – Amazing Allies Edition v1.17.1 2024-07-26 54 Unusual bezier/spline vtype: 12004780, morph: 0, bones: 2
TACTICS OGRE™: Let Us Cling Together™ v1.17.1 2024-07-26 1 sceKernelCreateThread(name=god_menu): unsupported attributes 00000006
Resistance: Retribution™ v1.17.1 2024-07-26 1 Unknown GetPointerWrite 19201f28 PC 08d09d20 LR 08cd6754
LEGO® Batman™: The Videogame v1.17.1 2024-07-26 1 Unaligned icache invalidation of 08608f78 (08608f78 + 0) at PC=089741fc
Grand Theft Auto: Liberty City Stories v1.17.1 2024-07-26 1 Unknown GE command : d10862ef
Pro Evolution Soccer 2018 - PES Libertadores v4.1 - DAEMHVJPB v1.18.1 2025-05-30 9 Unknown GetPointerWrite 00000000 PC 0880840c LR 08808424
鉄拳 DARK RESURRECTION v1.17.1 2024-07-25 1 00000400=sceGeEdramSetAddrTranslation(00000200)
鉄拳 DARK RESURRECTION v1.17.1 2024-07-25 1 00000400=sceGeEdramSetAddrTranslation(00000800)
METAL SLUG Anthology v1.17.1 2024-07-25 1 MIPSCompileOp: Invalid instruction 0000ffff
METAL SLUG Anthology v1.17.1 2024-07-25 1 MIPSCompileOp: Invalid instruction 00000a01
METAL SLUG Anthology v1.17.1 2024-07-25 1 MIPSCompileOp: Invalid instruction 000cffff
METAL SLUG Anthology v1.17.1 2024-07-25 1 Jump to invalid address: 02ab1940 PC 08dc082c LR 08dc080c
METAL SLUG Anthology v1.17.1 2024-07-25 1 Jump to invalid address: 02ab1a68 PC 08dc0828 LR 08dc080c
METAL SLUG Anthology v1.17.1 2024-07-25 1 Jump to invalid address: 02b57150 PC 08dc0990 LR 08dc080c
METAL SLUG Anthology v1.17.1 2024-07-25 1 MIPSCompileOp: Invalid instruction 000102ff
METAL SLUG Anthology v1.17.1 2024-07-25 1 Jump to invalid address: 037868b0 PC 08dc096c LR 08dc080c
METAL SLUG Anthology v1.17.1 2024-07-25 1 Jump to invalid address: 03704290 PC 08dc0968 LR 08dc080c
METAL SLUG Anthology v1.17.1 2024-07-25 1 Jump to invalid address: 022fc4f0 PC 08dc0964 LR 08dc080c
METAL SLUG Anthology v1.17.1 2024-07-25 1 Jump to invalid address: 029574e0 PC 08dc095c LR 08dc080c
METAL SLUG Anthology v1.17.1 2024-07-25 8 MIPSCompileOp: Invalid instruction 7f800001
METAL SLUG Anthology v1.17.1 2024-07-25 1 Jump to invalid address: 02a998b8 PC 08dc0828 LR 08dc080c
LittleBigPlanet™ v1.17.1 2024-08-01 126 BREAK instruction hit
DBZ TTT BT4 ISO V8 BY IACG MODS v1.17.1 2024-07-25 1 00000000=sceAtracLowLevelDecode(0, 09fce250, 09fce4b0[00000130], 93ea2534, 09fce4b4[00001000]): invalid pointers
DBZ TTT BT4 ISO V8 BY IACG MODS v1.17.1 2024-07-25 1 WriteToHardware: Invalid address 93ea2534 near PC 0883ad10 LR 0883ad10
EFOOTBALL RA-PATCH 22-23 V. FINAL v1.17.1 2024-07-25 2 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l1 rate 000f
EFOOTBALL RA-PATCH 22-23 V. FINAL v1.17.1 2024-07-25 2 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l2 rate 000e
EFOOTBALL RA-PATCH 22-23 V. FINAL v1.17.1 2024-07-25 2 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l0 rate 000f
Lego Star Wars II: The Original Trilogy v1.17.1 2024-07-25 1 Unaligned icache invalidation of 0870b5b8 (0870b5b8 + 0) at PC=08845668
Need For Speed™ Underground Rivals v1.17.1 2024-07-25 1 Unknown GetPointerWrite 00000000 PC 089951dc LR 089a0718
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-25 1 MIPSCompileOp: Invalid instruction 001b72b5
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-07-25 1 MIPSCompileOp: Invalid instruction 00091a85

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