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
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)

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