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| Game title |
Version |
Latest Report |
Hits |
Message |
| NARUTO Shippuden: Legends: Akatsuki Rising |
v1.18.1 |
2025-06-03 |
2 |
MIPSCompileOp: Invalid instruction 0000840e |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-06-27 |
189 |
80630007=sceAtracSetData(3, 08d4b180, 00012e00): atracID uses different codec type than data |
| グランナイツヒストリー |
v1.18.1 |
2025-02-17 |
4 |
00000000=sceUtilityScreenshotInitStart(08de3090) |
| Spider-Man(TM): Web of Shadows – Amazing Allies Edition |
v1.18.1 |
2025-04-02 |
9 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| eFootball Chelito 19 |
v1.18.1 |
2024-11-19 |
3 |
MIPSCompileOp: Invalid instruction 00004505 |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2025-11-27 |
91 |
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 r4p0-00rel0 [Revision 96995].
01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp: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))
// 01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
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() {
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);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = splat3(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_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
| Crash™ Tag Team Racing |
v1.18.1 |
2025-01-20 |
3 |
80630006=sceAtracSetDataAndGetID(09c4f540, 00014000): invalid RIFF header |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-11 |
3 |
MIPSCompileOp: Invalid instruction 43bad93c |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.18.1 |
2025-05-11 |
3 |
MIPSCompileOp: Invalid instruction cdd167b1 |
| DIABOLIK LOVERS MORE,BLOOD |
v1.18.1 |
2026-09-05 |
181 |
00000000=sceUtilityScreenshotInitStart(08b61688) |
| MLB 11 The Show™ |
v1.18.1 |
2025-04-14 |
10 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (596cf7f5), bad data |
| eFootball PES 2021 By GABRIEL |
v1.18.1 |
2025-05-17 |
6 |
Unknown GetPointerWrite 00000000 PC 0881606c LR 08816080 |
| Silent Hill®: Origins |
v1.18.1 |
2025-04-30 |
14 |
Imm vertex used fog |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2025-08-08 |
3 |
00000000=sceUtilityScreenshotInitStart(09cabea8) |
| PES 2014 |
v1.18.1 |
2025-06-04 |
18 |
807f00fd=sceMp3Init(00000000): invalid bitrate v1 l3 rate 000f |
| Assassin's Creed: Bloodlines™ |
v1.19.3 |
2026-02-28 |
176 |
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].
01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp: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))
// 01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
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() {
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);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = splat3(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_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.18.1 |
2025-06-26 |
5 |
00000000=sceUtilityScreenshotInitStart(09a747e8) |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.18.1 |
2025-05-15 |
19 |
80630007=sceAtracSetData(2, 08d4b180, 00003710): atracID uses different codec type than data |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.8.0 |
2026-05-30 |
39 |
80630007=sceAtracSetData(2, 08d4b180, 00008c2c): atracID uses different codec type than data |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.8.0 |
2026-05-30 |
46 |
80630007=sceAtracSetData(2, 08d4b180, 000011e4): atracID uses different codec type than data |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.8.0 |
2026-05-30 |
36 |
80630007=sceAtracSetData(2, 08d4b180, 00003224): atracID uses different codec type than data |
| Cars: Race-O-Rama |
v1.18.1 |
2025-10-12 |
3 |
Error in shader compilation: info: Fragment shader failed to compile with the following errors:
ERROR: 0:2: error(#61) Required extension isn't found, extension 'GL_ARB_shader_stencil_export' is not supported
ERROR: error(#273) 1 compilation errors. No code generated
stencil_fs
#version 410
#extension GL_ARB_shader_stencil_export : require
// Driver: AMD Radeon(TM) HD 7450A Graphics - GLSL 410
#define DISCARD discard
#define lowp
#define mediump
#define highp
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
uniform sampler2D tex;
float roundAndScaleTo255f(in float x) { return floor(x * 255.99); }
in highp vec2 v_texcoord; // TEXCOORD0
uniform float stencilValue;
out vec4 fragColor0;
void main() {
vec4 index = texture(tex, v_texcoord.xy);
vec4 outColor = index.aaaa;
gl_FragStencilRefARB = int(roundAndScaleTo255f(index.a));
fragColor0 = outColor;
}
|
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.18.1 |
2025-05-07 |
665 |
80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first |
| WWE 2K22 EN ESPAÑOL BY ANT |
v1.18.1 |
2025-05-07 |
664 |
80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first |
| TNT Racers |
v1.20.4 |
2026-07-24 |
15 |
sceNetAdhocMatchingInit(32768) at 08903c64 |
| クロニクルオブダンジョンメーカー |
v1.18.1 |
2025-06-10 |
20 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2025-05-23 |
8 |
00000000=sceUtilityScreenshotInitStart(09caaee8) |
| NARUTO Shippuden: Ultimate Ninja Heroes 3 |
v1.18.1 |
2025-04-12 |
12 |
00000000=sceUtilityScreenshotInitStart(09a83c98) |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-06-27 |
558 |
80630007=sceAtracSetData(3, 08d4b180, 00015700): atracID uses different codec type than data |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-06-27 |
250 |
80630007=sceAtracSetData(3, 08d4b180, 0000d800): atracID uses different codec type than data |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-03-17 |
27 |
80630007=sceAtracSetData(3, 08d4b180, 00004c00): atracID uses different codec type than data |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.20.4 |
2026-11-15 |
3,166 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.9.4 |
2026-09-16 |
3,142 |
80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data |
| 真・三國無雙 MULTI RAID 2 |
v1.20.3 |
2026-10-09 |
34 |
sceNetAdhocMatchingInit(32768) at 08982204 |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.9.4 |
2025-09-10 |
28 |
80630007=sceAtracSetData(2, 08d4b180, 000061b8): atracID uses different codec type than data |
| WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS |
v1.9.4 |
2025-06-19 |
44 |
80630007=sceAtracSetData(2, 08d4b180, 00002130): atracID uses different codec type than data |
| WWE SmackDown vs. RAW 2011 |
v1.18.1 |
2025-01-09 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 00007f40): atracID uses different codec type than data |
| SSX On Tour |
v1.18.1 |
2025-08-27 |
18 |
Imm vertex used fog |
| Assassin's Creed: Bloodlines™ |
v1.20.3 |
2026-05-16 |
293 |
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].
01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp: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))
// 01710444:00000328 HWX C N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
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() {
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);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = splat3(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_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
| WWE 2K22 EN ESPAÑOL BY ANT PLAY AIPS |
v1.18.1 |
2025-01-08 |
90 |
80630007=sceAtracSetData(2, 08d4b180, 00004b8c): atracID uses different codec type than data |
| eFootball PES 2023 Danilo Gamer |
v1.9.4 |
2025-08-26 |
197 |
sceMp3Init: invalid data: not layer 3 |
| Midnight Club: L.A. Remix® |
v1.18.1 |
2025-03-08 |
3 |
80630006=sceAtracSetDataAndGetID(08ca5900, 00004b4c): invalid RIFF header |
| MLB 11 The Show™ |
v1.18.1 |
2025-04-15 |
6 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (9a226dd9), bad data |
| NEED FOR SPEED™ Carbon OTC |
v1.18.1 |
2024-12-13 |
4 |
WriteToHardware: Invalid address 00000460 near PC 08b6b6b4 LR 088866d4 |
| SBK®09 Superbike World Championship |
v1.18.1 |
2025-06-18 |
3 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08f8ee40): duplicate handler |
| WWE 2K22 EN ESPAÑOL BY ANT PLAY AIPS |
v1.9.4 |
2025-06-29 |
53 |
80630007=sceAtracSetData(2, 08d4b180, 00001f00): atracID uses different codec type than data |
| eFootball 2023 by peruvian pes |
v1.18.1 |
2024-12-11 |
17 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| Def Jam® Fight For NY™: The Takeover |
v1.18.1 |
2025-04-17 |
6 |
sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 000008f5): duplicate handler |
| The 3rd Birthday® |
v1.18.1 |
2025-06-20 |
2 |
Branch in RSZeroComp delay slot at 089b08b3 in block starting at 089b08a3 |
| Prince of Persia The Forgotten Sands™ |
v1.18.1 |
2024-11-06 |
4 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09457f74, 4, 00000000, 0) |
| Prince of Persia The Forgotten Sands™ |
v1.18.1 |
2024-11-06 |
4 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09457f74, 4, 00000000, 0) |
| WWE 2K22 EN ESPAÑOL BY ANT PLAY AIPS |
v1.9.4 |
2025-06-29 |
215 |
80630006=sceAtracSetData(2, 08d4b180, 00018000): invalid RIFF header |
| うたの☆プリンスさまっ♪MUSIC |
v1.18.1-32-g62851d8770 |
2026-11-08 |
33 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| Kenka Bancho: Badass Rumble |
v1.18.1 |
2025-02-16 |
3 |
00000000=sceUtilityScreenshotInitStart(0945ea50) |
| eFootball Chelito 19 |
v1.9.4 |
2025-09-16 |
15 |
80630006=sceAtracSetDataAndGetID(09a25200, 00002800): invalid RIFF header |
| TRON EVOLUTION |
v1.18.1 |
2025-03-09 |
8 |
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].
01700551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t: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))
// 01700551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 = u_matambientalpha;
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)
lightSum1 += u_lightspecular2 * |
| TRON EVOLUTION |
v1.18.1 |
2025-03-09 |
11 |
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].
01f35551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f35551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 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 = u_matambientalpha;
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 = do |
| TRON EVOLUTION |
v1.18.1 |
2025-03-09 |
9 |
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].
01730551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01730551:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
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 = u_matambientalpha;
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)
lightSum1 += u_l |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.18.1 |
2025-03-14 |
2 |
scePsmfPlayerSetPsmf*: unexpected streamID 35 |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.18.1 |
2025-03-14 |
2 |
scePsmfPlayerSetPsmf*: unexpected streamID b6 |
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.18.1 |
2024-11-23 |
3 |
Branch in RSRTComp delay slot at 08000020 in block starting at 08000000 |
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.18.1 |
2024-11-23 |
3 |
MIPSCompileOp: Invalid instruction 001f171e |
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.18.1 |
2024-11-23 |
3 |
MIPSCompileOp: Invalid instruction b70d862a |
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.18.1 |
2024-11-23 |
3 |
MIPSCompileOp: Invalid instruction b009952c |
| eFooTBall Play Cesar Patch |
v1.18.1 |
2026-10-07 |
275 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
| eFootball Chelito 19 |
v1.4.2 |
2026-09-27 |
22 |
WriteToHardware: Invalid address 00000000 near PC 0882bbf4 LR 0882bc04 |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.18.1 |
2025-03-27 |
4 |
00000000=sceUtilityScreenshotInitStart(09ca9c68) |
| Prince of Persia - Rival Swords |
v1.18.1 |
2025-05-18 |
8 |
Block transfer invalid: 722be500/308 -> 00000000/0, 565x897x4 (533,896)->(51,363) |
| KHLMANIA |
v1.18.1 |
2025-05-11 |
3 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 0935a214, 4, 00000000, 0) |
| 俺の屍を越えてゆけ |
v1.18.1 |
2025-10-01 |
156 |
00000000=sceUtilityScreenshotInitStart(09bcc5ac) |
| Efootball 2022 Komo Valeri... |
v1.9.4 |
2025-03-05 |
50 |
Failed to truncate file. |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.6.3 |
2025-06-12 |
6 |
MIPSCompileOp: Invalid instruction 43434343 |
| Grand Theft Auto: Vice City Stories |
v1.18.1 |
2025-05-18 |
11 |
WriteToHardware: Invalid address 42c8082c near PC 08000000 LR 08000000 |
| 勇者30 SECOND |
v1.18.1 |
2025-04-22 |
3 |
BREAK instruction hit |
| 勇者30 SECOND |
v1.18.1 |
2025-04-22 |
3 |
UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed |
| DUNGEON EXPLORER Warriors of Ancient Arts |
v1.19.3 |
2026-08-14 |
9 |
sceNetAdhocMatchingInit(32768) at 08814d8c |
| 勇者30 SECOND |
v1.18.1 |
2025-05-20 |
2 |
WriteToHardware: Invalid address 98fd4c53 near PC 08000000 LR 08000000 |
| Midnight Club: L.A. Remix® |
v1.18.1 |
2025-06-02 |
5 |
80630006=sceAtracSetDataAndGetID(08c9d8c0, 0000244c): invalid RIFF header |
| グランナイツヒストリー |
v1.18.1 |
2025-05-28 |
2 |
00000000=sceUtilityScreenshotInitStart(08de0850) |
| Forest Puzzle |
v1.18.1 |
2025-05-27 |
3 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
| eFootball PES By HAROUN TECH |
v1.9.4 |
2026-11-04 |
414 |
80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header |
| eFootball PES 2023 Danilo Gamer |
v1.18.1 |
2025-02-21 |
60 |
80630006=sceAtracSetDataAndGetID(09acbc00, 00004000): invalid RIFF header |
| eFootball Chelito 19 |
v1.18.1 |
2025-10-08 |
32 |
Branch in RSZeroComp delay slot at 08000100 in block starting at 0800002c |
| Blast Off |
v1.18.1 |
2026-08-05 |
60 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| Blast Off |
v1.18.1 |
2025-06-16 |
9 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| God of War®: Ghost of Sparta |
v1.18.1 |
2025-03-26 |
124 |
No DL ID available to enqueue |
| PES 2019 VANDAMMEEDITION |
v1.18.1-1785-g3f583ff5ab |
2025-07-05 |
9 |
Unknown GetPointerWrite 00000000 PC 08824cfc LR 088113e4 |
| Z.H.P.: Unlosing Ranger VS Darkdeath Evilman |
v1.18.1-362-g01b4eb41be |
2025-06-22 |
12 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| SBK-07 |
v1.18.1 |
2024-11-12 |
3 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08fa8b50): duplicate handler |
| Street Kix Freestyle |
v1.20.4-4634-g9f286ee4ca |
2026-11-09 |
136 |
Bad VAG samples address? 09d100f0 / 192502 |
| Street Kix Freestyle |
v1.20.4-479-gd82b795f6a |
2026-11-01 |
2,391 |
Bad VAG samples address? 09dd64f0 / 141752 |
| Midnight Club 3: DUB Edition |
v1.18.1 |
2025-05-24 |
26 |
MIPSCompileOp: Invalid instruction 00000001 |
| Silent Hill® Origins |
v1.19.3 |
2025-08-13 |
13 |
Imm vertex used fog |
| PES ASIA (SeziaMod) |
v1.18.1 |
2025-12-22 |
13 |
Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800 |
| フォトカノ |
v1.18.1 |
2025-05-31 |
13 |
00000000=sceUtilityScreenshotInitStart(08b59944) |
| Grand Theft Auto: Liberty City Stories |
v1.9.4 |
2025-05-12 |
8 |
WriteToHardware: Invalid address 00000268 near PC 08000000 LR 08000000 |
| Pro Evolution Soccer 6 |
v1.18.1 |
2025-07-11 |
6 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
| Prinny 2: Dawn of Operation Panties, Dood! |
v1.18.1 |
2025-08-23 |
28 |
00000400=sceGeEdramSetAddrTranslation(00000000) |
| SBK®09 Superbike World Championship |
v1.9.4 |
2025-04-18 |
164 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08f8c710): duplicate handler |
| SBK®09 Superbike World Championship |
v1.9.4 |
2025-04-18 |
436 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08fb5450): duplicate handler |