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
Call of Duty : Roads to Victory™ v1.17.1 2024-11-01 1 sceSasSetADSRMode(08c3e340, 13, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Call of Duty : Roads to Victory™ v1.17.1 2024-11-01 1 sceSasSetADSRMode(08c3e340, 12, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Call of Duty : Roads to Victory™ v1.17.1 2024-11-01 1 sceSasSetADSRMode(08c3e340, 11, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Call of Duty : Roads to Victory™ v1.17.1 2024-11-01 1 sceSasSetADSRMode(08c3e340, 10, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Call of Duty : Roads to Victory™ v1.17.1 2024-11-01 1 sceSasSetADSRMode(08c3e340, 9, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Call of Duty : Roads to Victory™ v1.17.1 2024-11-01 1 sceSasSetADSRMode(08c3e340, 8, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Call of Duty : Roads to Victory™ v1.17.1 2024-11-01 1 sceSasSetADSRMode(08c3e340, 7, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Call of Duty : Roads to Victory™ v1.17.1 2024-11-01 1 sceSasSetADSRMode(08c3e340, 6, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Call of Duty : Roads to Victory™ v1.17.1 2024-11-01 1 sceSasSetADSRMode(08c3e340, 5, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Call of Duty : Roads to Victory™ v1.17.1 2024-11-01 1 sceSasSetADSRMode(08c3e340, 4, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Call of Duty : Roads to Victory™ v1.17.1 2024-11-01 1 sceSasSetADSRMode(08c3e340, 3, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Call of Duty : Roads to Victory™ v1.17.1 2024-11-01 1 sceSasSetADSRMode(08c3e340, 2, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Call of Duty : Roads to Victory™ v1.17.1 2024-11-01 1 sceSasSetADSRMode(08c3e340, 1, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
Call of Duty : Roads to Victory™ v1.17.1 2024-11-01 1 sceSasSetADSRMode(08c3e340, 0, 15, 00000000, 00000000, 00000000, 00000000): invalid modes
The Godfather® v1.17.1 2024-11-01 1 Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-11-01 1 00000000=sceUtilityScreenshotInitStart(09cac388)
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-11-01 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(b135a52, b0:06:8b:0c:12:b2, 20000000, 0) at 0897eeec
Assassin's Creed: Bloodlines™ v1.17.1 2024-11-01 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09afd0a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-11-01 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09afd0a4, 4, 00000000, 0)
God of War®: Ghost of Sparta v1.17.1 2024-11-01 1 Block transfer invalid: 090f2fe0/80 -> 0e1d8000/10, 178x2x4 (0,0)->(20,960)
God of War®: Ghost of Sparta v1.17.1 2024-11-01 1 Bad index address 0da07b9d!
God of War®: Ghost of Sparta v1.17.1 2024-11-01 1 Vertices without position found: (04200015) P: ? C: 5551 T: u8 (8b)
God of War®: Ghost of Sparta v1.17.1 2024-11-01 1 Vertices without position found: (12200015) P: ? C: 5551 T: u8 (8b)
LEGO® Batman™: The Videogame v1.17.1 2024-11-01 1 Unaligned icache invalidation of 086c1638 (086c1638 + 0) at PC=089741fc
初音ミク -Project DIVA- 2nd v1.17.1 2024-11-01 1 00000000=sceUtilityScreenshotInitStart(0927cfb0)
WWE SmackDown vs. RAW 2011 v1.17.1 2024-11-01 1 Unknown GetPointerWrite 7cc90725 PC 08bfbe38 LR 08bfbe5c
God of War™: Ghost of Sparta v1.17.1 2024-11-14 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 r10p0-00rel0 [Revision 96995]. 07f34115:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:0 3: c:0 t:1 MatUp:3 WScale 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)) // 07f34115:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:0 3: c:0 t:1 MatUp:3 WScale 3 attribute mediump vec4 w1; attribute mediump float w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; 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 lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient1 * ambientColor.r
God of War™: Ghost of Sparta v1.17.1 2024-11-14 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 r10p0-00rel0 [Revision 96995]. 07730151:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 MatUp:3 WScale 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)) // 07730151:41000b09 HWX C T N LM Bones:5 Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 MatUp:3 WScale 3 attribute mediump vec4 w1; attribute mediump float w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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); 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); if (ldot >=
God of War™: Ghost of Sparta v1.17.1 2024-11-14 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 r10p0-00rel0 [Revision 96995]. 07f34040:41000b09 HWX C T N LM Bones:5 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:3 WScale 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)) // 07f34040:41000b09 HWX C T N LM Bones:5 Light: 0: c:0 t:0 1: c:0 t:1 2: c:0 t:0 3: c:0 t:1 MatUp:3 WScale 3 attribute mediump vec4 w1; attribute mediump float w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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; 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; gl_
WWE'12 v1.17.1 2024-11-01 1 Unknown GetPointerWrite 698e0f71 PC 08bfbdfc LR 08bfbe04
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1 2024-11-01 1 00000000=sceUtilityScreenshotInitStart(09caada8)
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-11-01 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(01661f1, b0:3a:cb:53:2f:e8, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-11-01 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(01661f1, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-11-01 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(71ef298, 28:46:ad:61:e8:f9, 20000000, 0) at 0897eeec
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-11-01 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(71ef298, 1, 2, 09fbf960, 20000000, 0) at 0897ec84
Resistance: Retribution™ v1.17.1 2024-11-01 1 Unknown GetPointerWrite 07170608 PC 08d09d20 LR 08cd6754
eFootball Chelito 19 v1.18.1 2025-04-02 3 Unknown GetPointerWrite 00001b24 PC 08872bb4 LR 08872c1c
Resistance: Retribution™ v1.17.1 2024-11-01 3 Unknown GetPointerWrite 1b170798 PC 08d09d20 LR 08cd6754
Grand Theft Auto: Liberty City Stories v1.17.1 2024-11-01 1 WriteToHardware: Invalid address 39a3dbc2 near PC 088cb314 LR 088cb494
Resistance: Retribution™ v1.17.1 2024-10-31 1 Unknown GE command : 29040b18
FIFA 14 - Por v1.17.1 2024-10-31 1 Block transfer invalid: 09e52c00/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0)
SOL TRIGGER v1.17.1 2024-10-31 12 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed
SBK®08 Superbike World Championship v1.17.1 2024-10-31 1 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 0974c2e0): duplicate handler
SBK®08 Superbike World Championship v1.17.1 2024-10-31 1 sceKernelRegisterSubIntrHandler(30, 0, 089c90fc, 09061aa0): duplicate handler
Lego Star Wars II: The Original Trilogy v1.17.1 2024-10-31 1 Unaligned icache invalidation of 086015b8 (086015b8 + 0) at PC=08845668
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-10-31 2 807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0000
eFootball Chelito 19 v1.17.1 2024-10-31 1 MIPSCompileOp: Invalid instruction 455546fd
eFootball Chelito 19 v1.17.1 2024-10-31 1 MIPSCompileOp: Invalid instruction 45554400
eFootball Euro y Copa America By T. Bendezu v1.17.1 2024-10-31 1 WriteToHardware: Invalid address 00000008 near PC 0880a65c LR 08809cc8
Resistance: Retribution™ v1.17.1 2024-10-31 1 Unknown GetPointerWrite 27504268 PC 08d09d20 LR 08cd6754
eFootball PC - V. v1.17.1 2025-01-31 55 80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first
eFootball PC - V. v1.17.1 2025-01-31 52 80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first
TEKKEN DARK RESURRECTION v1.17.1 2024-10-31 27 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10518DATA/DATA.DNS, 09f919b0, 00000002)
WWE'12 v1.17.1 2024-10-31 1 Unknown GetPointerWrite 0a000140 PC 08bfbde0 LR 08bfbe04
Toy Story 3 v1.17.1 2024-10-31 1 WriteToHardware: Invalid address 00000578 near PC 08b64b64 LR 08b6533c
FIFA 14 - Por v1.17.1 2024-10-31 1 Block transfer invalid: 09eb4100/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0)
MONSTER HUNTER FREEDOM UNITE™ v1.17.1 2024-10-31 2 MIPSCompileOp: Invalid instruction f3003821
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-10-31 1 WriteToHardware: Invalid address c18a36d4 near PC 0880dcc8 LR 0880dcc8
eFootball By TM ARTS v1.17.1 2024-10-31 1 MIPSCompileOp: Invalid instruction efffffff
eFootball By TM ARTS v1.17.1 2024-10-31 1 MIPSCompileOp: Invalid instruction d00cffff
eFootball By TM ARTS v1.17.1 2024-10-31 1 MIPSCompileOp: Invalid instruction d103fc00
eFootball PC - V. v1.18.1-1309-gecbbadd604 2025-06-06 7 Unknown GetPointerWrite 00000492 PC 08872bb4 LR 08872c1c
SBK®09 Superbike World Championship v1.17.1 2024-10-31 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09013a00): duplicate handler
eFootball PC - V. v1.17.1 2024-10-31 1 MIPSCompileOp: Invalid instruction 019ffff9
God of War®: Ghost of Sparta v1.17.1 2024-10-31 1 WriteToHardware: Invalid address 3f1bbf72 near PC 08a812e8 LR 08a81bac
eFootball 2025 By DILZZ PROJECTS V5 v1.17.1 2024-10-31 1 Unknown GetPointerWrite 00000000 PC 08872bb4 LR 08872c1c
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-31 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bc5f64, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.17.1 2024-10-31 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b0ed44, 4, 00000000, 0)
LEGO® Batman™: The Videogame v1.17.1 2024-10-31 1 Unaligned icache invalidation of 086d7af8 (086d7af8 + 0) at PC=089741fc
SBK®09 Superbike World Championship v1.17.1 2024-10-31 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092521a0): duplicate handler
METAL SLUG Anthology v1.17.1 2024-10-31 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIc56b, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4
METAL SLUG Anthology v1.17.1 2024-10-31 1 UNTESTED sceNetAdhocctlJoinEnterGameMode(TRIc56b, c8:ea:92:eb:c5:6b, 20000000, 0) at 088e683c
SBK®09 Superbike World Championship v1.17.1 2024-10-31 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09096a10): duplicate handler
喧嘩番長4~一年戦争~ v1.17.1 2024-10-31 1 00000000=sceUtilityScreenshotInitStart(092ebc50)
PATCH SPARTAN11 v1.18.1 2025-04-09 2 Unknown GetPointerWrite 00000002 PC 08a02db8 LR 08922f74
eFootball PC - V. v1.20.3 2026-03-26 6 BREAK instruction hit
TEKKEN 6 v1.17.1 2024-10-31 1 WriteToHardware: Invalid address 000000c8 near PC 08220e24 LR 083fddc0
Prince of Persia The Forgotten Sands™ v1.17.1 2024-10-31 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09442db4, 4, 00000000, 0)
Prince of Persia The Forgotten Sands™ v1.17.1 2024-10-31 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09442db4, 4, 00000000, 0)
EA-Sports FC PC-V v1.17.1 2024-10-31 1 Jump to invalid address: 02bb7ef0 PC 09fdd690 LR 0888d330
EA-Sports FC PC-V v1.17.1 2024-10-31 1 Jump to invalid address: 02233f00 PC 09fdd68c LR 0888d330
EA-Sports FC PC-V v1.17.1 2024-10-31 1 Jump to invalid address: 02bb8130 PC 09fdd680 LR 0888d330
EA-Sports FC PC-V v1.17.1 2024-10-31 1 Jump to invalid address: 02235080 PC 09fdd67c LR 0888d330
EA-Sports FC PC-V v1.17.1 2024-10-31 1 Jump to invalid address: 02f98000 PC 09fdd674 LR 0888d330
EA-Sports FC PC-V v1.17.1 2024-10-31 1 Jump to invalid address: 07523880 PC 09fdd664 LR 0888d330
EA-Sports FC PC-V v1.17.1 2024-10-31 1 Jump to invalid address: 02bb8080 PC 09fdd660 LR 0888d330
Def Jam® Fight For NY™: The Takeover v1.17.1 2024-10-31 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(33ee37d, 1, 2, 09fbf960, 20000000, 0) at 0897eb28
Dragon Ball Z: Tenkaichi Tag Team v1.17.1 2024-10-31 1 WriteToHardware: Invalid address be203005 near PC 089adbb4 LR 089adbb4
Tomb Raider: Anniversary™ v1.17.1 2024-11-01 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 r8p0-00dev0 [Revision 96995]. 03f14444:41c00b28 HWX C T N Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 1 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)) // 03f14444:41c00b28 HWX C T N Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 1 Cull attribute mediump vec4 w1, w2; 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 mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; 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 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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); 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) * lightSc
eFootball 2024 By Komo Valeri v1.17.1 2024-10-31 98 MIPSCompileOp: Invalid instruction 7a5ce6c4
God of War®: Ghost of Sparta v1.17.1 2024-10-31 1 WriteToHardware: Invalid address 00006900 near PC 08b45798 LR 08b45798
Need For Speed™ Underground Rivals v1.18.1 2025-08-12 2 WriteToHardware: Invalid address 00002260 near PC 0882eab4 LR 0882f48c
SBK®09 Superbike World Championship v1.17.1 2024-10-31 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091a1020): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-10-31 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091a10b0): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-10-31 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09269770): duplicate handler
Ben 10 Alien Force™ v1.17.1 2024-11-13 252 No DL ID available to enqueue
SBK®09 Superbike World Championship v1.17.1 2024-10-31 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09645950): duplicate handler
SBK®09 Superbike World Championship v1.17.1 2024-10-31 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0927e6c0): duplicate handler
God of War®: Ghost of Sparta v1.17.1 2024-10-31 2 WriteToHardware: Invalid address 0000004c near PC 08a96328 LR 08a962cc
Secret Agent Clank™ v1.17.1 2024-10-31 1 MIPSCompileOp: Invalid instruction 419a1484

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