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
eFootball Chelito 19 v1.17.1 2024-08-09 1 MIPSCompileOp: Invalid instruction 04b43de1
eFootball Chelito 19 v1.17.1 2024-08-09 1 MIPSCompileOp: Invalid instruction 049445e1
eFootball Chelito 19 v1.17.1 2024-08-09 1 MIPSCompileOp: Invalid instruction b3c3bdc4
eFootball Chelito 19 v1.17.1 2024-08-09 1 MIPSCompileOp: Invalid instruction 0479e5e1
eFootball Chelito 19 v1.17.1 2024-08-08 1 Unknown GetPointerWrite 00000000 PC 08811368 LR 088113dc
GTA: Liberty City Stories v1.17.1 2024-08-08 1 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header
ダンボール戦機ブースト v1.17.1 2024-08-08 1 WriteToHardware: Invalid address 00000af8 near PC 0897ac90 LR 0897a4f8
LEGO® Batman™: The Videogame v1.17.1 2024-08-08 1 Unaligned icache invalidation of 08612438 (08612438 + 0) at PC=089741fc
LEGO® Batman™: The Videogame v1.17.1 2024-08-08 1 Unaligned icache invalidation of 086c6f38 (086c6f38 + 0) at PC=089741fc
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 1 Branch in JumpReg delay slot at 09f6babc in block starting at 09f62000
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 2 MIPSCompileOp: Invalid instruction 00000078
Call of Duty : Roads to Victory™ v1.17.1 2024-08-08 1 MIPSCompileOp: Invalid instruction 00000968
God of War: Chains of Olympus v1.17.1 2024-08-11 4 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]. 01f24040:00000b29 HWX C T N LM Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:2 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)) // 01f24040:00000b29 HWX C T N LM Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:2 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 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 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 = u_matambientalpha; 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; 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); 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 = 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.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_c
喧嘩番長5~漢の法則~ v1.17.1 2024-08-08 1 00000000=sceUtilityScreenshotInitStart(097ca560)
MLB 11 The Show™ v1.17.1 2024-08-08 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (04000070), bad data
MLB 11 The Show™ v1.18.1 2025-03-18 2 scePsmfPlayerSetPsmf*: incorrect PSMF magic (3d3d3d3d), bad data
ISO BT3 PORTABLE:VICTOR MODDER TTT v1.17.1 2024-08-08 1 WriteToHardware: Invalid address 2649ed40 near PC 08832b70 LR 08832b70
Lego Star Wars II: The Original Trilogy v1.17.1 2024-08-08 1 Unaligned icache invalidation of 0860dab8 (0860dab8 + 0) at PC=088454a0
Pro Evolution Soccer 2009 v1.17.1 2024-08-08 1 WriteToHardware: Invalid address 00000048 near PC 0886b8dc LR 08863ddc
Crash™ Tag Team Racing v1.17.1 2024-08-08 1 80630006=sceAtracSetDataAndGetID(090f8c00, 00014000): invalid RIFF header
EA SPORTS FC By Charly v1.18.1 2024-12-19 20 Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144
Crash™ Tag Team Racing v1.17.1 2024-08-08 2 80630006=sceAtracSetDataAndGetID(090b8a40, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.17.1 2024-08-08 1 80630006=sceAtracSetDataAndGetID(090d4b00, 00014000): invalid RIFF header
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-08 1 MIPSCompileOp: Invalid instruction 6b321a00
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-08 1 MIPSCompileOp: Invalid instruction 9f3114c0
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-08 1 MIPSCompileOp: Invalid instruction 9cf09440
MLB 11 The Show™ v1.17.1 2024-08-08 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (8fa70000), bad data
LEGO® Batman™: The Videogame v1.17.1 2024-11-17 4 Unaligned icache invalidation of 086c7738 (086c7738 + 0) at PC=089741fc
WWE SmackDown vs. RAW 2011 v1.17.1 2026-10-02 5 80630007=sceAtracSetData(2, 08d4b180, 00006960): atracID uses different codec type than data
eFootball Euro y Copa America By T. Bendezu v1.17.1 2024-08-08 10 Unusual bezier/spline vtype: 120017c1, morph: 0, bones: 1
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-30 2 WriteToHardware: Invalid address 3f664d5d near PC 08a552d0 LR 08a552d0
喧嘩番長4~一年戦争~ v1.17.1 2024-08-08 2 00000000=sceUtilityScreenshotInitStart(092190b0)
DBS TTT LATINO - LOS IJUE30S v1.18.1-635-g41bd984a7e 2025-09-09 2,485 00000400=sceGeEdramSetAddrTranslation(00000800)
EFOOTBALL NEW PATCH SEASON 2025.... v1.17.1 2024-12-15 2 Unknown GetPointerWrite 3f800000 PC 08a02a0c LR 088e3254
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-08 1 MIPSCompileOp: Invalid instruction 78df0568
SBK®09 Superbike World Championship v1.17.1 2024-08-08 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 094511a0): duplicate handler
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-08 1 WriteToHardware: Invalid address 11e3f8e0 near PC 0880de08 LR 0880de08
SBK®09 Superbike World Championship v1.17.1 2024-08-08 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0945d290): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-08-08 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092b00a0): duplicate handler
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-08-08 1 WriteToHardware: Invalid address 01de6f10 near PC 08902b8c LR 08902b9c
Pro Evolution Soccer 2011 v1.17.1 2024-08-10 4 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l3 rate 000f
WWE 2K24 STANDART EDITION v1.17.1 2024-08-08 1 80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data
Prince of Persia - Revelations v1.17.1 2024-08-08 1 80630006=sceAtracSetDataAndGetID(0993f8c0, 00000800): invalid RIFF header
Grand Theft Auto: Liberty City Stories v1.17.1 2024-08-08 1 Unknown GE command : fa83ffa0
Resistance: Retribution™ v1.17.1 2024-08-08 1 Unknown GE command : 4e02054e
MONSTER HUNTER PORTABLE 3rd v1.17.1 2024-08-08 1 MIPSCompileOp: Invalid instruction 00080081
MONSTER HUNTER PORTABLE 3rd v1.17.1 2024-08-08 1 MIPSCompileOp: Invalid instruction 001c00b8
MONSTER HUNTER PORTABLE 3rd v1.17.1 2024-08-08 1 MIPSCompileOp: Invalid instruction 006400b8
MONSTER HUNTER PORTABLE 3rd v1.17.1 2024-08-08 1 MIPSCompileOp: Invalid instruction 00cf0055
MONSTER HUNTER PORTABLE 3rd v1.17.1 2024-08-08 3 MIPSCompileOp: Invalid instruction 000e000e
Pro Evolution Soccer 2010 v1.17.1 2024-08-08 2 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l3 rate 000f
God of War™: Ghost of Sparta v1.17.1 2024-08-08 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]. 01f34550:00000b09 HWX C T N LM Light: 0: c:0 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3 #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)) // 01f34550:00000b09 HWX C T N LM Light: 0: c:0 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 MatUp:3 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 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 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 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; 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); 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_lightspecular2 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLig
SBK® Superbike World Championship v1.17.1 2024-08-08 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 09615560): duplicate handler
DRAGON BALL Z SHIN BUDOKAI 2 v1.17.1 2024-08-27 2 sceNetAdhocMatchingInit(32768) at 089998dc
Grand Theft Auto: Liberty City Stories v1.17.1 2024-08-08 1 Unknown GE command : fa866830
SBK®09 Superbike World Championship v1.17.1 2024-08-08 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 095afbe0): duplicate handler
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (1260003e) P: ? N: s8 C: 8888 T: u16 (16b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06400021) P: ? N: s8 T: u8 (8b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (1240001d) P: ? C: 8888 T: u8 (12b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (0640001d) P: ? C: 8888 T: u8 (12b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06000004) P: ? C: ? (3b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06200023) P: ? N: s8 T: f (16b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (12200023) P: ? N: s8 T: f (16b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06e0000d) P: ? C: ? T: u8 (through) (3b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06e00014) P: ? C: 5551 (through) (6b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06200007) P: ? C: ? T: f (4b)
Resistance: Retribution™ v1.17.1 2024-09-24 3 Vertices without position found: (12200007) P: ? C: ? T: f (4b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (0660001b) P: ? C: 4444 T: f (16b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (1260001b) P: ? C: 4444 T: f (16b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (0660001f) P: ? C: 8888 T: f (16b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (1260001f) P: ? C: 8888 T: f (16b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06600038) P: ? N: s8 C: 4444 (8b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06e00008) P: ? C: ? (through) (3b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (0600001c) P: ? C: 8888 (8b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06200012) P: ? C: 565 T: u16 (10b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (0600000d) P: ? C: ? T: u8 (3b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06400020) P: ? N: s8 (6b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06600004) P: ? C: ? (3b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (0660005d) P: ? N: s16 C: 8888 T: u8 (20b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06000008) P: ? C: ? (3b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06200005) P: ? C: ? T: u8 (3b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06a00008) P: ? C: ? (through) (3b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06c00004) P: ? C: ? (through) (3b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06200015) P: ? C: 5551 T: u8 (8b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (0600000b) P: ? C: ? T: f (4b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06000005) P: ? C: ? T: u8 (3b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06200003) P: ? T: f (12b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06000034) P: ? N: s8 C: 5551 (8b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06a0000b) P: ? C: ? T: f (through) (4b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06000003) P: ? T: f (12b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06c00020) P: ? N: s8 (through) (6b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06200014) P: ? C: 5551 (6b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (0620000a) P: ? C: ? T: u16 (4b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06c00023) P: ? N: s8 T: f (through) (16b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (0680001c) P: ? C: 8888 (through) (8b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06000007) P: ? C: ? T: f (4b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (06400014) P: ? C: 5551 (6b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (0600000c) P: ? C: ? (3b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (0620000b) P: ? C: ? T: f (4b)
Resistance: Retribution™ v1.17.1 2024-08-08 1 Vertices without position found: (0640001c) P: ? C: 8888 (8b)

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