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| 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 |