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
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-07 1 00000000=sceUtilityScreenshotInitStart(09cabec8)
SHINOBIDO HOMURA v1.17.1 2024-08-07 52 sceMpegRingbufferPut(): invalid mpeg data
Prince of Persia - Revelations v1.17.1 2024-08-06 1 80630006=sceAtracSetDataAndGetID(0958cac0, 00000800): invalid RIFF header
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-06 1 00000000=sceUtilityScreenshotInitStart(09caa168)
DISSIDIA 012[duodecim] FINAL FANTASY v1.17.1 2024-08-06 1 WriteToHardware: Invalid address 000050c0 near PC 08881840 LR 08881840
DISSIDIA 012[duodecim] FINAL FANTASY v1.17.1 2024-08-06 1 Unknown GetPointerWrite 00004e30 PC 08935524 LR 0887d810
EFOOTBALL NEW PATCH SEASON 2024 v1.17.1 2024-08-06 48 80420014=__sceSasCore(08bb3a00, 45baecc0): invalid address
EFOOTBALL NEW PATCH SEASON 2024 v1.17.1 2024-08-06 49 80420014=__sceSasCore(08bb3a00, 45bae8c0): invalid address
God of War: Chains of Olympus v1.17.1 2024-08-06 2 80000107=sceDisplaySetFrameBuf(00000000, 512, 3, 0): must change latched framebuf first
eFootball 2024 v1.9.4 2026-10-05 303 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
God of War®: Ghost of Sparta v1.17.1 2024-08-06 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 r10p0-00dev0 [Revision 96995]. 01730445:00010b29 HWX C T N LM TexProjPos UVMtx Light: 0: c:1 t:1 1: c:0 t:1 2: c:0 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)) // 01730445:00010b29 HWX C T N LM TexProjPos UVMtx Light: 0: c:1 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 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 mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform 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 lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular0 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - 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; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = mul(vec4(position, 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
God of War®: Ghost of Sparta v1.17.1 2024-08-06 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 r10p0-00dev0 [Revision 96995]. 01730144:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 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)) // 01730144:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 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 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 lowp vec3 u_lightspecular2; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); 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); 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 ; } lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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 > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin
Assassin's Creed: Bloodlines™ v1.17.1 2024-08-06 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09dac094, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-08-06 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09dac094, 4, 00000000, 0)
God of War®: Ghost of Sparta v1.17.1 2024-08-06 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 r10p0-00dev0 [Revision 96995]. 01f34444:00010b29 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 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)) // 01f34444:00010b29 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:3 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 mediump mat4 u_texmtx; 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 mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); 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 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = splat3(0.0); v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogd
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-08-06 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(ce9cda0, 1, 2, 09fbf960, 20000000, 0) at 0897eb28
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-08-06 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(5de3171, 6c:50:ff:0e:6f:16, 20000000, 0) at 0897ed90
SBK®09 Superbike World Championship v1.17.1 2024-08-06 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0926ac10): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-08-06 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0926da60): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-08-06 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096789f0): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-08-06 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0928fef0): duplicate handler
NARUTO Shippuden: Legends: Akatsuki Rising v1.17.1 2024-08-06 1 MIPSCompileOp: Invalid instruction 430fdb3c
SBK®09 Superbike World Championship v1.17.1 2024-08-06 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096d3e20): duplicate handler
Gran Turismo® v1.17.1 2024-08-06 50 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/UCAS40265-GAMEINST/CONTENTS.DAT, 09a643d0, 00000002)
판타지 골프 팡야 포터블 v1.17.1 2024-08-06 5 sceFontGetFontInfo(0, 9ffc948): bad font
eFOOTBALL 2020 v1.17.1 2024-08-06 1 Branch in RSZeroComp delay slot at 08efc9f6 in block starting at 08efc996
eFOOTBALL 2020 v1.17.1 2024-08-06 6 MIPSCompileOp: Invalid instruction 7fe83c02
eFOOTBALL 2020 v1.17.1 2024-08-06 4 MIPSCompileOp: Invalid instruction 7fe43c02
eFOOTBALL 2020 v1.17.1 2024-08-06 2 MIPSCompileOp: Invalid instruction 7fe03c02
eFOOTBALL 2020 v1.17.1 2024-08-06 1 MIPSCompileOp: Invalid instruction 041de7a0
eFOOTBALL 2020 v1.17.1 2024-08-06 1 MIPSCompileOp: Invalid instruction 04240e21
eFOOTBALL 2020 v1.17.1 2024-08-06 2 MIPSCompileOp: Invalid instruction 7fdc3c02
eFOOTBALL 2020 v1.17.1 2024-08-06 1 MIPSCompileOp: Invalid instruction 041cc441
eFOOTBALL 2020 v1.17.1 2024-08-06 1 MIPSCompileOp: Invalid instruction 780c0000
eFOOTBALL 2020 v1.17.1 2024-08-06 1 MIPSCompileOp: Invalid instruction 77cc0000
eFOOTBALL 2020 v1.17.1 2024-08-06 1 MIPSCompileOp: Invalid instruction 778c3053
eFOOTBALL 2020 v1.17.1 2024-08-06 1 MIPSCompileOp: Invalid instruction 77442862
eFOOTBALL 2020 v1.17.1 2024-08-06 1 MIPSCompileOp: Invalid instruction 76e83053
eFOOTBALL 2020 v1.17.1 2024-08-06 1 MIPSCompileOp: Invalid instruction 70802862
eFOOTBALL 2020 v1.17.1 2024-08-06 1 MIPSCompileOp: Invalid instruction 702c3053
eFOOTBALL 2020 v1.17.1 2024-08-06 1 MIPSCompileOp: Invalid instruction 7f1c2862
eFOOTBALL 2020 v1.17.1 2024-08-06 1 MIPSCompileOp: Invalid instruction 7ec03053
eFOOTBALL 2020 v1.17.1 2024-08-06 1 MIPSCompileOp: Invalid instruction 7e782862
eFOOTBALL 2020 v1.17.1 2024-08-06 1 MIPSCompileOp: Invalid instruction 7e243053
GOD EATER v1.17.1 2024-08-06 176 MIPSCompileOp: Invalid instruction 03e803e8
God of War™: Ghost of Sparta v1.17.1 2024-08-06 2 80630006=sceAtracSetDataAndGetID(08d44140, 00020000): invalid RIFF header
LEGO® Batman™: The Videogame v1.17.1 2024-08-06 1 Unaligned icache invalidation of 086194b8 (086194b8 + 0) at PC=089741fc
LEGO® Batman™: The Videogame v1.17.1 2024-08-06 1 Unaligned icache invalidation of 0860b4f8 (0860b4f8 + 0) at PC=089741fc
Naruto Shippuden: Kizuna Drive v1.17.1 2024-08-06 1 00000400=sceGeEdramSetAddrTranslation(00000800)
Naruto Shippuden: Kizuna Drive v1.17.1 2024-08-06 2 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-09 2 Unknown GetPointerWrite 00000000 PC 08a50f58 LR 089c63bc
Dragon Ball Z Shin Budokai v1.17.1 2024-08-06 1 Jump to invalid address: 038a4200 PC 08e2906c LR 08abd6b8
Dragon Ball Z Shin Budokai v1.17.1 2024-08-06 1 Jump to invalid address: 0389de00 PC 08e27764 LR 08abd6b8
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-06 2 Jump to invalid address: 06e4b0c0 PC 08e29374 LR 08abd6b8
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-06 2 Jump to invalid address: 06e4ac80 PC 08e29370 LR 08abd6b8
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-06 3 Jump to invalid address: 06e4a840 PC 08e2936c LR 08abd6b8
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-06 3 Jump to invalid address: 06e4a400 PC 08e29368 LR 08abd6b8
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-06 3 Jump to invalid address: 06e49fc0 PC 08e29364 LR 08abd6b8
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-06 3 Jump to invalid address: 05a21120 PC 08e29354 LR 08abd6b8
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-06 3 Jump to invalid address: 03c98d20 PC 08e29350 LR 08abd6b8
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-06 3 Jump to invalid address: 06e4e3c0 PC 08e29340 LR 08abd6b8
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-06 3 Jump to invalid address: 038a4180 PC 08e290a0 LR 08abd6b8
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-06 2 Jump to invalid address: 038a4200 PC 08e29070 LR 08abd6b8
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-06 2 Jump to invalid address: 038a4200 PC 08e2906c LR 08abd6b8
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-06 2 Jump to invalid address: 0389de00 PC 08e27764 LR 08abd6b8
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-06 3 Jump to invalid address: 0389de00 PC 08e27760 LR 08abd6b8
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-06 2 Jump to invalid address: 059c0060 PC 08e20f24 LR 08abd6b8
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-06 2 Jump to invalid address: 057d4f60 PC 08e20f20 LR 08abd6b8
Resistance: Retribution™ v1.17.1 2024-12-10 5 Unknown GetPointerWrite 25c411d8 PC 08d09d20 LR 08cd6754
SBK®09 Superbike World Championship v1.17.1 2024-08-06 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096474b0): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-08-06 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09221760): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-08-06 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092ad350): duplicate handler
EFOOTBALL NEW PATCH SEASON 2025.... v1.9.4 2025-05-12 35 MIPSCompileOp: Invalid instruction 00000001
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-08-06 1 00000000=sceUtilityScreenshotInitStart(09cadf08)
Assassin's Creed: Bloodlines™ v1.17.1 2024-08-06 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b16754, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-08-06 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b16754, 4, 00000000, 0)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-10-06 3 00000000=sceUtilityScreenshotInitStart(09cafea8)
NARUTO Shippuden: Legends: Akatsuki Rising v1.17.1 2024-09-15 11 00000400=sceGeEdramSetAddrTranslation(00000800)
Assassin's Creed: Bloodlines™ v1.17.1 2024-08-06 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c3acd4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-08-06 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c3acd4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-08-06 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bde574, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-08-06 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bde574, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-08-06 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b80c34, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-08-06 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b80c34, 4, 00000000, 0)
ナルティメットアクセル3 v1.17.1 2024-08-06 1 WriteToHardware: Invalid address 0000007e near PC 08830d7c LR 08830f38
Pimp My Ride v1.17.1 2024-08-06 1 sceKernelCreateThread(name=SceParseHTTPheader_Library): unsupported attributes 00000006
Pimp My Ride v1.17.1 2024-08-06 1 sceKernelCreateThread(name=SceParseURI_Library): unsupported attributes 00000006
Pimp My Ride v1.17.1 2024-08-06 1 sceKernelCreateThread(name=SceBase64_Library): unsupported attributes 00000006
Pimp My Ride v1.17.1 2024-08-06 1 sceKernelCreateThread(name=sceCert_Loader): unsupported attributes 00001006
Dragon Ball Z: Tenkaichi Tag Team v1.18.1-12-g1124be79f8 2025-05-30 8 MIPSCompileOp: Invalid instruction 45323a43
Dragon Ball Z: Tenkaichi Tag Team v1.18.1-12-g1124be79f8 2025-06-25 17 MIPSCompileOp: Invalid instruction 433a3245
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-08-06 5 80000107=sceDisplaySetFrameBuf(44000000, 512, 0, 0): must change latched framebuf first
Burnout™ Dominator v1.17.1 2024-08-06 1 00000400=sceGeEdramSetAddrTranslation(00000400)
Juiced 2: Hot Import Nights v1.17.1 2025-02-22 3 Unknown GetPointerWrite 00000000 PC 08b75770 LR 08a30c00
MYFC 25 MYUNO4U v1.9.4 2025-04-08 11 sceMp3Init: invalid data: not MPEG v1
MYFC 25 MYUNO4U v1.17.1 2024-08-23 5 807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 000d
MYFC 25 MYUNO4U v1.17.1 2024-08-23 5 807f00fd=sceMp3Init(00000000): invalid sample rate v3 l2 rate 03
MYFC 25 MYUNO4U v1.17.1 2024-08-23 5 807f00fd=sceMp3Init(00000000): invalid sample rate v2 l2 rate 03
eFootball 2024 Girabola By JG v1.18.1 2025-08-03 12 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
LEGO® Batman™: The Videogame v1.17.1 2024-10-26 4 Unaligned icache invalidation of 086034f8 (086034f8 + 0) at PC=089741fc

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