Recent logs - v1.9.4

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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
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-10-28 507 80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2025-03-22 25 80630007=sceAtracSetData(2, 08d4b180, 0000d260): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-04-27 78 80630007=sceAtracSetData(2, 08d4b180, 00003fd0): atracID uses different codec type than data
EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON v1.9.4 2026-06-29 2,593 80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16)
WWE 2K23 by Gamer Modder and Finn v1.9.4 2025-02-09 7 80630007=sceAtracSetData(2, 08d4b180, 00007f00): atracID uses different codec type than data
EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON v1.18.1 2025-04-28 79 Unknown GetPointerWrite 00000000 PC 08824cf4 LR 088113dc
EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON v1.18.1 2025-06-06 109 Unknown GetPointerWrite 00000000 PC 088287f0 LR 08828800
POCKET POOL v1.18.1 2025-08-31 14 sceNetAdhocMatchingInit(32768) at 08872f74
Kenka Bancho: Badass Rumble v1.18.1 2025-03-27 3 00000000=sceUtilityScreenshotInitStart(091a3510)
eFootball By TM ARTS v1.18.1 2025-03-25 2 MIPSCompileOp: Invalid instruction 44f10000
eFootball By TM ARTS v1.18.1 2025-03-25 2 MIPSCompileOp: Invalid instruction 450c3000
God of War: Ragnarok v1.18.1 2025-02-26 37 Rendering to framebuffer offset at 04161800 +64x0 (stride 1024)
EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON v1.18.1 2026-05-27 440 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
Need For Speed™ Underground Rivals v1.19.3 2025-07-29 5 Block transfer invalid: 9ae5a040/20 -> 041c5770/20, 32x64x2 (0,0)->(0,0)
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-17 8 MIPSCompileOp: Invalid instruction 4c045c00
WWE SmackDown vs. RAW 2011 v1.18.1 2026-01-17 7 Unknown GetPointerWrite 00000000 PC 088d8984 LR 088d898c
MONSTER HUNTER FREEDOM UNITE™ v1.18.1 2025-03-25 8 MIPSCompileOp: Invalid instruction 00000038
NARUTO SHIPPUDEN: Ultimate Ninja Heroes 3 v1.18.1 2024-11-26 3 00000000=sceUtilityScreenshotInitStart(09a8cc48)
Resistance: Retribution™ v1.18.1 2025-03-19 3 MIPSCompileOp: Invalid instruction 00000015
MONSTER HUNTER FREEDOM UNITE™ v1.18.1 2025-03-17 7 Branch in JumpReg delay slot at 09ff4aac in block starting at 09ff1e00
Ys: The Oath in Felghana v1.18.1 2025-01-15 8 sceIoIoctl(disc0:/sce_lbn059fa1_size0x15b15, 0101000a, 09faf8c0, 4, 00000000, 0)
eFootball 2024 Beta By Tutoriales Bendezu v1.18.1-116-g2402eea4b1 2025-10-16 24 MIPSCompileOp: Invalid instruction 00010101
eFootball PES 2023 Danilo Gamer v1.18.1 2024-11-14 27 807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0000
God of War®: Ghost of Sparta v1.18.1 2025-03-23 2 WriteToHardware: Invalid address 000002a0 near PC 08a8873c LR 08a880cc
Ben 10 Ultimate Alien Cosmic Destruction v1.18.1 2026-01-11 92 Unknown GetPointerWrite 00000000 PC 0889f828 LR 0894a094
Pro Evolution Soccer 2013 v1.18.1 2025-05-27 4 Error in shader program link: info: Variable u_texelDelta has unmatched precision qualifier in different shaders fs: postshader #version 320 es precision mediump float; precision highp int; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec4 u_time; in vec2 v_texcoord0; out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; bvec4 _and_(bvec4 A, bvec4 B) { return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w); } vec4 df(vec4 A, vec4 B) { return abs(A - B); } bvec4 close(vec4 A, vec4 B) { vec4 param = A; vec4 param_1 = B; return lessThan(df(param, param_1), vec4(15.0)); } bvec4 _or_(bvec4 A, bvec4 B) { return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w); } vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { vec4 param = a; vec4 param_1 = b; vec4 param_2 = a; vec4 param_3 = c; vec4 param_4 = d; vec4 param_5 = e; vec4 param_6 = d; vec4 param_7 = f; vec4 param_8 = g; vec4 param_9 = h; return (((df(param, param_1) + df(param_2, param_3)) + df(param_4, param_5)) + df(param_6, param_7)) + (df(param_8, param_9) * 4.0); } vec3 processxBR(vec3 color) { vec2 pS = vec2(1.0) / u_texelDelta; vec2 fp = fract(v_texcoord0 * pS); vec2 TexCoord_0 = v_texcoord0 - (fp * u_pixelDelta); vec2 dx = vec2(u_texelDelta.x, 0.0); vec2 dy = vec2(0.0, u_texelDelta.y); vec2 y2 = dy + dy; vec2 x2 = dx + dx; vec3 A = texture(sampler0, (TexCoord_0 - dx) - dy).xyz; vec3 B = texture(sampler0, TexCoord_0 - dy).xyz; vec3 C = texture(sampler0, (TexCoord_0 + dx) - dy).xyz; vec3 D = texture(sampler0, TexCoord_0 - dx).xyz; vec3 E = texture(sampler0, TexCoord_0).xyz; vec3 F = texture(sampler0, TexCoord_0 + dx).xyz; vec3 G = texture(sampler0, (TexCoord_0 - dx) + dy).xyz; vec3 H = texture(sampler0, TexCoord_0 + dy).xyz; vec3 I = texture(sampler0, (TexCoord_0 + dx) + dy).xyz; vec3 A1 = texture(sampler0, (TexCoord_0 - dx) - y2).xyz; vec3 C1 = texture(sampler0, (TexCoord_0 + dx) - y2).xyz; vec3 A0 = texture(sampler0, (TexCoord_0 - x2) - dy).xyz; vec3 G0 = texture(sampler0, (TexCoord_0 - x2) + dy).xyz; vec3 C4 = texture(sampler0, (TexCoord_0 + x2) - dy).xyz; vec3 I4 = texture(sampler0, (TexCoord_0 + x2) + dy).xyz; vec3 G5 = texture(sampler0, (TexCoord_0 - dx) + y2).xyz; vec3 I5 = texture(sampler0, (TexCoord_0 + dx) + y2).xyz; vec3 B1 = texture(sampler0, TexCoord_0 - y2).xyz; vec3 D0 = texture(sampler0, TexCoord_0 - x2).xyz; vec3 H5 = texture(sampler0, TexCoord_0 + y2).xyz; vec3 F4 = texture(sampler0, TexCoord_0 + x2).xyz; vec4 b = vec4(dot(B, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(D, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(H, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(F, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 c = vec4(dot(C, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(A, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(G, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(I, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 d = vec4(b.y, b.z, b.w, b.x); vec4 e = vec4(dot(E, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 f = vec4(b.w, b.x, b.y, b.z); vec4 g = vec4(c.z, c.w, c.x, c.y); vec4 h = vec4(b.z, b.w, b.x, b.y); vec4 i = vec4(c.w, c.x, c.y, c.z); vec4 i4 = vec4(dot(I4, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(C1, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))
WWE SmackDown vs. RAW 2K23 v1.18.1 2025-02-06 17 sceNetAdhocMatchingInit(32768) at 08a587d0
God of War®: Ghost of Sparta v1.19.3 2025-12-09 23 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]. 01730144:00000f29 HWX C T N LM RevN Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 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)) // 01730144:00000f29 HWX C T N LM RevN Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 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 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 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() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(-normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - 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; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cul
God of War®: Ghost of Sparta v1.19.3 2025-12-09 31 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]. 01730144:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 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)) // 01730144:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:1 t:0 MatUp:3 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 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 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() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = color0.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - 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; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w
Desi Adda: Games of India™ v1.18.1 2024-12-26 324 Bad VAG samples address? 09c9ba10 / 222304
MONSTER HUNTER PORTABLE 2nd G v1.18.1 2025-04-06 9 80630006=sceAtracSetDataAndGetID(08c74880, 0007b800): invalid RIFF header
MONSTER HUNTER PORTABLE 2nd G v1.18.1 2025-04-06 9 80630006=sceAtracSetDataAndGetID(08c74880, 000ae000): invalid RIFF header
Silent Hill Origins Bahasa Indonesia By Indra Constantine v1.18.1 2025-11-27 30 00000400=sceGeEdramSetAddrTranslation(00001000)
eFootball Chelito 19 v1.9.4 2025-06-08 6 MIPSCompileOp: Invalid instruction 00000aff
ドラゴンボールZ 真武道会2 v1.18.1 2025-01-06 14 Branch in branch delay slot at 48abff38 with different target
ドラゴンボールZ 真武道会2 v1.18.1 2025-01-06 6 Branch in branch delay slot at 48abff24 with different target
ドラゴンボールZ 真武道会2 v1.18.1 2025-01-06 6 Branch in branch delay slot at 48abff20 with different target
ドラゴンボールZ 真武道会2 v1.18.1 2025-01-06 6 MIPSCompileOp: Invalid instruction 42c00000
SBK®09 Superbike World Championship v1.18.1 2025-06-26 2 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08faf200): duplicate handler
eFootball Asia 2023 v1.18.1 2026-05-01 60 80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): invalid RIFF header
UFC® Undisputed™ 2010 v1.18.1 2025-03-18 5 Unknown GetPointerWrite 00000004 PC 08880470 LR 089fc1cc
eFootball 2024 Beta By Tutoriales Bendezu v1.18.1 2025-10-15 107 Unknown GetPointerWrite 00000000 PC 08871374 LR 0887138c
eFooTBall Play Cesar Patch v1.18.1 2025-11-07 16 Unknown GetPointerWrite 00000000 PC 08816154 LR 0881615c
MLB 11 The Show™ v1.18.1 2025-05-01 2 scePsmfPlayerSetPsmf*: incorrect PSMF magic (1480000a), bad data
WWE 2K22 EN ESPAÑOL BY ANT v1.18.1 2025-05-05 2 80630007=sceAtracSetData(2, 08d4b180, 00003e54): atracID uses different codec type than data
Syphon Filter®: Dark Mirror v1.18.1 2025-01-21 2 WriteToHardware: Invalid address 00000050 near PC 08b78f18 LR 08b792a0
英雄伝説 零の軌跡 v1.20.4 2026-11-13 1,037 ELF relocation HI16/4 pair (instead of LO16) at 0893826c / 08937bbc
英雄伝説 零の軌跡 v1.20.4 2026-11-13 1,050 ELF relocation HI16/4 pair (instead of LO16) at 0893826c / 08937ba4
英雄伝説 零の軌跡 v1.20.4 2026-11-13 1,042 ELF relocation HI16/4 pair (instead of LO16) at 0893826c / 08937b74
英雄伝説 零の軌跡 v1.20.4 2026-11-13 4,197 ELF relocation HI16/0 pair (instead of LO16) at 0893826c / 08804000
英雄伝説 零の軌跡 v1.20.4 2026-11-13 1,025 ELF relocation HI16/4 pair (instead of LO16) at 0890d0ec / 0890be84
英雄伝説 零の軌跡 v1.20.4 2026-11-13 1,028 ELF relocation HI16/4 pair (instead of LO16) at 0890d0ec / 0890be44
英雄伝説 零の軌跡 v1.20.4 2026-11-13 1,040 ELF relocation HI16/4 pair (instead of LO16) at 0890d0ec / 0890be18
英雄伝説 零の軌跡 v1.20.4 2026-11-13 1,044 ELF relocation HI16/4 pair (instead of LO16) at 0890d0ec / 0890be10
英雄伝説 零の軌跡 v1.20.4 2026-11-13 1,077 ELF relocation HI16/0 pair (instead of LO16) at 0890d0ec / 08804000
Silent Hill v1.20.4 2026-11-14 56 Rendering to framebuffer offset at 04170000 +256x0 (stride 512)
Kenka Bancho: Badass Rumble v1.18.1 2025-03-02 2 00000000=sceUtilityScreenshotInitStart(093c3f30)
WWE 2K22 EN ESPAÑOL BY ANT v1.18.1 2025-05-04 3 80630007=sceAtracSetData(2, 08d4b180, 00005924): atracID uses different codec type than data
次の犠牲者をオシラセシマス -死と絶望を乗り越えて- v1.18.1 2025-10-20 7 00000400=sceGeEdramSetAddrTranslation(00000000)
WWE 2K22 EN ESPAÑOL BY ANT v1.18.1 2025-03-02 3 80630007=sceAtracSetData(2, 08d4b180, 0001c504): atracID uses different codec type than data
WWE 2K22 EN ESPAÑOL BY ANT v1.9.4 2025-05-19 11 80630007=sceAtracSetData(2, 08d4b180, 00010000): atracID uses different codec type than data
eFootball 2024 Beta By Tutoriales Bendezu v1.18.1 2025-05-12 66 Unknown GetPointerWrite 00000000 PC 0882bbf4 LR 088113dc
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-05-08 6 00000000=sceUtilityScreenshotInitStart(09caa2c8)
WWE 2K22 EN ESPAÑOL BY ANT v1.18.1 2025-05-07 13 80630007=sceAtracSetData(2, 08d4b180, 00003a58): atracID uses different codec type than data
WWE 2K22 EN ESPAÑOL BY ANT v1.18.1 2025-05-07 3 80630007=sceAtracSetData(2, 08d4b180, 00002e64): atracID uses different codec type than data
無双OROCHI2 Special v1.18.1 2026-01-04 10 80630006=sceAtracSetDataAndGetID(08ecd500, 000034e4): invalid RIFF header
無双OROCHI2 Special v1.18.1 2026-01-06 4 80630006=sceAtracSetDataAndGetID(08ecd500, 00008fa4): invalid RIFF header
無双OROCHI2 Special v1.18.1 2026-01-05 6 80630006=sceAtracSetDataAndGetID(08ecd500, 00004fe4): invalid RIFF header
無双OROCHI2 Special v1.18.1 2026-01-04 8 80630006=sceAtracSetDataAndGetID(08ecd500, 00008464): invalid RIFF header
PERSONA2 罰 v1.20.4 2026-10-23 1,139 ELF relocation HI16/0 pair (instead of LO16) at 0886b6c8 / 08804000
MONSTER HUNTER PORTABLE 2nd G v1.18.1 2025-02-11 4 Branch in JumpReg delay slot at 09ffdc4c in block starting at 09ffd5d4
Jak & Daxter®:The Lost Frontier™ v1.18.1 2025-01-03 2 Unknown GetPointerWrite 00000000 PC 09ee9f2c LR 09ee78c8
Resistance: Retribution™ v1.18.1 2025-05-01 3 80631003=sceAtracSetAA3DataAndGetID(08ffa940, 0000c800, 00e1a800, 09fcc9b8[ffffffff]): invalid ea3 magic bytes
SBK®09 Superbike World Championship v1.18.1 2025-03-07 4 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0913c6e0): duplicate handler
Spider-Man 3 v1.18.1 2025-01-27 14 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]. 03700011:41c00b21 HWX T N LM Bones:8 Light: 0: c:1 t:0 1: c:1 t:0 2: c:0 t:0 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)) // 03700011:41c00b21 HWX T N LM Bones:8 Light: 0: c:1 t:0 1: c:1 t:0 2: c:0 t:0 WScale 1 Cull attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 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 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() { 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 = 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; 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; 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.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(t
Spider-Man 3 v1.18.1 2025-01-27 94 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]. 03700110:41800b21 HWX T N LM Bones:7 Light: 0: c:0 t:0 1: c:1 t:0 2: c:1 t:0 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)) // 03700110:41800b21 HWX T N LM Bones:7 Light: 0: c:0 t:0 1: c:1 t:0 2: c:1 t:0 WScale 1 Cull attribute mediump vec4 w1; attribute mediump vec3 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; 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 vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; 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 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() { 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); 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 = 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; 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; 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.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); 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 ; } lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvsca
WWE DON'21 v1.6.3 2026-11-01 8 80630007=sceAtracSetData(2, 08d13140, 000060a0): atracID uses different codec type than data
Prince of Persia - Revelations v1.18.1 2025-01-08 3 80630006=sceAtracSetDataAndGetID(098a1380, 00000800): invalid RIFF header
Def Jam® Fight For NY™: The Takeover v1.7.5 2024-12-10 3 sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 0000072f): duplicate handler
METAL SLUG XX™ v1.18.1 2025-04-30 30 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
DISSIDIA FINAL FANTASY v1.18.1 2026-03-05 6 sceNetAdhocMatchingInit(20460) at 089a31f8
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.18.1 2024-11-12 3 00000000=sceUtilityScreenshotInitStart(09a73568)
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-05 7 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
eFootball Libertadores 2K23 by lasso y total G v1.19.1 2025-06-27 227 sceNetAdhocMatchingInit(32768) at 08a719b8
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-10-01 3 sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 0000030b): duplicate handler
MLB 07 The Show v1.18.1 2025-04-07 4 scePsmfPlayerSetPsmf*: incorrect PSMF magic (18de0770), bad data
Crazy Taxi: Fare Wars v1.18.1-162-gfe38e8822c 2026-09-13 11 Unknown GetPointerWrite ffffffef PC 088452ac LR 08845280
WWE SmackDown vs. RAW 2K23 v1.20.3 2026-04-25 320 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
WWE 2K22 EN ESPAÑOL BY ANT v1.9.4 2025-05-30 36 80630007=sceAtracSetData(2, 08d4b180, 00001f00): atracID uses different codec type than data
WWE 2K22 EN ESPAÑOL BY ANT v1.18.1 2025-04-18 9 80630007=sceAtracSetData(2, 08d4b180, 00009adc): atracID uses different codec type than data
ACE COMBAT JOINT ASSAULT v1.18.1 2025-07-26 17 Trying to compile instruction 40000000 that can't be interpreted
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-11-07 321 80630007=sceAtracSetData(2, 08d4b180, 00020000): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-11-07 767 80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data
eFootball Chelito 19 v1.18.1 2025-06-05 26 MIPSCompileOp: Invalid instruction 00ffffff
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.18.1 2025-06-13 6 00000000=sceUtilityScreenshotInitStart(09a81068)
SBK®09 Superbike World Championship v1.8.0 2025-06-04 6 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091d4a70): duplicate handler
SBK®09 Superbike World Championship v1.18.1 2025-01-28 8 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0910a7c0): duplicate handler
PES Ultimate Patch 2021 v1.18.1 2025-07-17 3 Unknown GetPointerWrite 00000140 PC 088113bc LR 088113c4
WWE 2K22 EN ESPAÑOL BY ANT v1.18.1 2025-05-04 3 80630007=sceAtracSetData(2, 08d4b180, 00006194): atracID uses different codec type than data
WWE SmackDown vs. RAW 2011 v1.9.4 2026-04-30 16 80630007=sceAtracSetData(2, 08d4b180, 0000c658): atracID uses different codec type than data

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