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| Game title |
Version |
Latest Report |
Hits |
Message |
| Grand Theft Auto: Vice City Stories |
v1.17.1 |
2024-09-28 |
1 |
80630007=sceAtracSetData(2, 08bd5600, 00004c00): atracID uses different codec type than data |
| eFootball Euro y Copa America By T. Bendezu |
v1.17.1 |
2024-09-28 |
2 |
WriteToHardware: Invalid address 0a000004 near PC 08880464 LR 08880450 |
| Crash™ Tag Team Racing |
v1.17.1 |
2024-09-28 |
7 |
80630006=sceAtracSetDataAndGetID(09abfd80, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.17.1 |
2024-09-28 |
1 |
80630006=sceAtracSetDataAndGetID(09aa3cc0, 00014000): invalid RIFF header |
| eFootball Chelito 19 |
v1.17.1 |
2024-09-28 |
1 |
Unknown GetPointerWrite 9e6e4a0a PC 0888d3f4 LR 0888d40c |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-09-28 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09006dc0): duplicate handler |
| TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-09-28 |
1 |
80000107=sceDisplaySetFrameBuf(04088000, 512, 3, 0): must change latched framebuf first |
| Tenchu: Shadow Assassins |
v1.17.1 |
2024-09-28 |
1 |
WriteToHardware: Invalid address 0071e537 near PC 088768b4 LR 08876834 |
| SOUL EATER BATTLE RESONANCE |
v1.17.1 |
2024-09-28 |
1 |
sceNetAdhocMatchingInit(12288) at 0892bd40 |
| SOUL EATER BATTLE RESONANCE |
v1.17.1 |
2024-09-28 |
1 |
ELF relocation HI16/4 pair (instead of LO16) at 08806ccc / 08807278 |
| GTA: Sindacco Chronicles |
v1.17.1 |
2024-09-28 |
1 |
MFIC instruction hit (70020024) at 088ba5dc |
| Pes Colombia By Lasso Droid - Yunier Yunier |
v1.18.1 |
2026-02-24 |
57 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| eFootball Chelito 19 |
v1.17.1 |
2024-09-28 |
1 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-09-28 |
1 |
Unaligned icache invalidation of 086d58b8 (086d58b8 + 0) at PC=089741fc |
| eFootball |
v1.17.1 |
2024-09-28 |
1 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 000f |
| eFootball |
v1.18.1 |
2025-02-02 |
65 |
sceMp3Init: invalid data: not layer 3 |
| WWE SVR 2011MOD 2K24 PSP BY WWE BEAST MODZ |
v1.17.1 |
2024-10-17 |
2 |
80630006=sceAtracSetData(3, 08d4b180, 00003874): invalid RIFF header |
| eFootball By TM ARTS |
v1.9.4 |
2025-09-26 |
24 |
80420014=__sceSasCore(08bb3a00, c4cd28c0): invalid address |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-09-28 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096da9f0): duplicate handler |
| MLB 11 The Show™ |
v1.17.1 |
2024-09-28 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (00010d74), bad data |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-09-28 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096ddbf0): duplicate handler |
| MLB 11 The Show™ |
v1.17.1 |
2024-09-28 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (6cb2de90), bad data |
| METAL SLUG Anthology |
v1.17.1 |
2024-09-28 |
3 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI5dc5, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4 |
| eFootball Euro y Copa America By T. Bendezu |
v1.17.1 |
2024-09-28 |
1 |
Branch in RSRTComp delay slot at 0431e624 in block starting at 0431e620 |
| eFootball Euro y Copa America By T. Bendezu |
v1.17.1 |
2024-10-25 |
2 |
Branch in RSRTComp delay slot at 04660e68 in block starting at 04660e68 |
| eFootball Euro y Copa America By T. Bendezu |
v1.17.1 |
2024-10-25 |
2 |
Branch in RSRTComp delay slot at 04323670 in block starting at 04323670 |
| eFootball Euro y Copa America By T. Bendezu |
v1.18.1 |
2024-11-30 |
4 |
MIPSCompileOp: Invalid instruction 71145c38 |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-28 |
3 |
80630006=sceAtracSetDataAndGetID(08acd000, 00001020): invalid RIFF header |
| Lego Star Wars II: The Original Trilogy |
v1.17.1 |
2024-09-28 |
1 |
Unaligned icache invalidation of 08708bb8 (08708bb8 + 0) at PC=088454a0 |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-09-28 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09403de0): duplicate handler |
| eFootball PES 2024 "SN3" |
v1.17.1 |
2025-02-08 |
5 |
80630007=sceAtracSetData(2, 08b9d5c0, 00038000): atracID uses different codec type than data |
| eFootball PES 2024 "SN3" |
v1.17.1 |
2024-11-23 |
3 |
80630007=sceAtracSetData(2, 08bd5600, 00015700): atracID uses different codec type than data |
| eFootball PES 2024 "SN3" |
v1.17.1 |
2024-11-23 |
4 |
80630007=sceAtracSetData(2, 08bd5600, 0000fe00): atracID uses different codec type than data |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-09-28 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09239e70): duplicate handler |
| Lego Star Wars II: The Original Trilogy |
v1.17.1 |
2024-11-30 |
2 |
Unaligned icache invalidation of 08705938 (08705938 + 0) at PC=088454a0 |
| Medal of Honor Heroes™ 2 |
v1.18.1 |
2024-12-17 |
2 |
WriteToHardware: Invalid address 000004c4 near PC 08a26754 LR 08a26754 |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-10-24 |
2 |
Unaligned icache invalidation of 086ca438 (086ca438 + 0) at PC=089741fc |
| Dante's Inferno™ |
v1.19.3 |
2025-07-19 |
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 r8p0-01rel0 [Revision 96995].
01d15501:00000b29 HWX C T N LM Light: 0: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01d15501:00000b29 HWX C T N LM Light: 0: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1 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 lowp vec3 u_lightspecular0;
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 = color0;
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_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);
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);
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)
|
| Dante's Inferno™ |
v1.19.3 |
2025-07-19 |
3 |
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 r8p0-01rel0 [Revision 96995].
01b15051:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01b15051:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 t:1 MatUp:1 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 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_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 = color0;
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_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);
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)
|
| Dante's Inferno™ |
v1.19.3 |
2025-07-19 |
3 |
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 r8p0-01rel0 [Revision 96995].
01710551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01710551:00000b29 HWX C T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 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 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 = color0;
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)
|
| God of War®: Ghost of Sparta |
v1.17.1 |
2024-09-28 |
1 |
80631003=sceAtracSetAA3DataAndGetID(08c60dc0, 0001e000, 001ce6c8, 09fbba6c[ffffffff]): invalid ea3 magic bytes |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-09-28 |
1 |
scePsmfPlayerStart(09280680, 09280690, 0): unable to change video stream to 0 |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-09-28 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (89cd147d), bad data |
| PES2K ALPHA BY ARTIX |
v1.17.1 |
2024-10-01 |
2 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-10-02 |
10 |
Unknown GetPointerWrite 0d067138 PC 08d09d20 LR 08cd6754 |
| WWE 2K24
|
v1.17.1 |
2024-09-28 |
3 |
80630007=sceAtracSetData(2, 08d13140, 000062d0): atracID uses different codec type than data |
| WWE 2K24
|
v1.17.1 |
2024-09-28 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 00017e18): atracID uses different codec type than data |
| WWE 2K24
|
v1.17.1 |
2024-09-28 |
3 |
80630007=sceAtracSetData(2, 08d13140, 00009bb0): atracID uses different codec type than data |
| WWE 2K24
|
v1.17.1 |
2024-09-28 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 0001bb58): atracID uses different codec type than data |
| WWE 2K24
|
v1.17.1 |
2024-09-28 |
4 |
80630007=sceAtracSetData(2, 08d4b180, 00007d10): atracID uses different codec type than data |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (12400008) P: ? C: ? (3b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (04400008) P: ? C: ? (3b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (04600004) P: ? C: ? (3b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (12600004) P: ? C: ? (3b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (04000015) P: ? C: 5551 T: u8 (8b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (04200061) P: ? N: f T: u8 (20b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (04200076) P: ? N: f C: 5551 T: u16 (24b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (04300003) P: ? T: f Morph: 5 (60b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (0400000b) P: ? C: ? T: f (4b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (04200006) P: ? C: ? T: u16 (4b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (04400007) P: ? C: ? T: f (4b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (0460001e) P: ? C: 8888 T: u16 (12b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (1260001e) P: ? C: 8888 T: u16 (12b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (0440000c) P: ? C: ? (3b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (1240000c) P: ? C: ? (3b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (04800077) P: ? N: f C: 5551 T: f (through) (28b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (04600005) P: ? C: ? T: u8 (3b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (0480000f) P: ? C: ? T: f (through) (4b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (04e0000e) P: ? C: ? T: u16 (through) (4b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Unknown GE command : fbb20040 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Unknown GetPointerWrite 0cb83110 PC 08d09d20 LR 08bfb8e4 |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-28 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bdd7e4, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.17.1 |
2024-09-28 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bdd7e4, 4, 00000000, 0) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-12-10 |
3 |
Unknown GetPointerWrite 00000000 PC 088287e8 LR 088287f0 |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
2 |
Vertices without position found: (1200000b) P: ? C: ? T: f (4b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
2 |
Vertices without position found: (04000005) P: ? C: ? T: u8 (3b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
2 |
Vertices without position found: (12000005) P: ? C: ? T: u8 (3b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (12200003) P: ? T: f (12b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (04200003) P: ? T: f (12b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (12000034) P: ? N: s8 C: 5551 (8b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (04000034) P: ? N: s8 C: 5551 (8b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (04a0000b) P: ? C: ? T: f (through) (4b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (04000003) P: ? T: f (12b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (04c00020) P: ? N: s8 (through) (6b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (04200014) P: ? C: 5551 (6b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (12200014) P: ? C: 5551 (6b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (0420000a) P: ? C: ? T: u16 (4b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (1220000a) P: ? C: ? T: u16 (4b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (04c00023) P: ? N: s8 T: f (through) (16b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (0480001c) P: ? C: 8888 (through) (8b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (04000007) P: ? C: ? T: f (4b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (12400014) P: ? C: 5551 (6b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (04400014) P: ? C: 5551 (6b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (0400000c) P: ? C: ? (3b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (04f50006) P: ? C: ? T: u16 Morph: 6 (through) (24b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (0440001c) P: ? C: 8888 (8b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (1240001c) P: ? C: 8888 (8b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (04400004) P: ? C: ? (3b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (04a00004) P: ? C: ? (through) (3b) |
| RESISTANCE® ~報復の刻~ |
v1.17.1 |
2024-09-28 |
1 |
Vertices without position found: (04600003) P: ? T: f (12b) |