Recent logs - v1.18.1

To see your stuff show here, enable Compatibility Server Reports in PPSSPP.

Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.

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
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-03-20 3 00000000=sceUtilityScreenshotInitStart(09caaa28)
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.18.1-1063-g102b515f7c 2026-10-15 99 Unknown GetPointerWrite 00000000 PC 08995b04 LR 0893be10
BLACK WOLVES SAGA -Last Hope- v1.18.1 2025-05-10 42 00000000=sceUtilityScreenshotInitStart(08b123fc)
inviZimals™ v1.18.1 2025-05-17 70 00000000=sceUtilityScreenshotInitStart(08a4ce24)
LocoRoco v1.18.1 2024-12-24 2 sceNetAdhocMatchingInit(131072) at 08945d80
WWE SmackDown vs. RAW 2K23 v1.9.4 2025-02-05 11 80630007=sceAtracSetData(2, 08d4b180, 000061b8): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2025-10-05 29 80630007=sceAtracSetData(2, 08d4b180, 00007f00): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.18.1 2024-12-20 8 80630007=sceAtracSetData(3, 08d4b180, 000052e4): atracID uses different codec type than data
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.6.3 2026-06-21 18 80630007=sceAtracSetData(2, 08d4b180, 00004200): atracID uses different codec type than data
WWE VS AEW 2K23 (DELUXE EDITION) BY ¡¿Eso Que?! v1.18.1 2025-06-02 5 Unknown GetPointerWrite 00000000 PC 08bf4028 LR 08bf4038
FINAL FANTASY III v1.18.1 2025-03-25 7 sceKernelRegisterSubIntrHandler(30, 0, 0895c654, 00000000): duplicate handler
Dragon Ball Z: Forever Tenkaichi Tag Team v1.18.1 2025-02-09 13 Branch in branch delay slot at 08a78944 with different target
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-01-11 2 00000000=sceUtilityScreenshotInitStart(09cae148)
LocoRoco v1.19.3 2025-08-23 6 sceNetAdhocMatchingInit(32768) at 0893b008
SBK®09 Superbike World Championship v1.9.4 2026-01-28 6 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090b5b60): duplicate handler
SBK®09 Superbike World Championship v1.9.4 2026-01-28 6 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090b5bc0): duplicate handler
CARS v1.20.4 2026-11-09 15 sceNetAdhocMatchingInit(131072) at 08aa89cc
Prince of Persia - Rival Swords v1.18.1 2025-05-15 8 00000400=sceGeEdramSetAddrTranslation(00001000)
グランナイツヒストリー v1.18.1 2026-02-08 12 00000000=sceUtilityScreenshotInitStart(08ded2a0)
EFOOTBALL PSP OFFICIAL GAMEPLAY PATCH 2024 NEW SEASON v1.18.1 2025-03-01 7 Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2024-12-08 2 00000000=sceUtilityScreenshotInitStart(09cb0d28)
eFootball Chelito 19 v1.18.1 2024-11-30 2 Unknown GetPointerWrite 00000070 PC 08839018 LR 08838a80
eFootball Chelito 19 v1.18.1 2024-11-30 2 WriteToHardware: Invalid address 000000a0 near PC 08838abc LR 08838a80
eFootball Chelito 19 v1.18.1 2024-11-30 2 WriteToHardware: Invalid address 00000004 near PC 08863d74 LR 0884480c
TRON EVOLUTION v1.18.1 2025-01-15 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 r10p0-00rel0 [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 =
TRON EVOLUTION v1.18.1 2025-01-15 10 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]. 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
God of War™: Ghost of Sparta v1.18.1 2025-04-22 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 r9p0-00dev0 [Revision 96995]. 01b14054:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:1 t:1 3: c:0 t:1 MatUp:1 Cull #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01b14054:00000b29 HWX C T N LM Light: 0: c:0 t:1 1: c:1 t:1 3: c:0 t:1 MatUp:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform 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 lowp vec3 u_lightspecular1; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = color0; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - 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); if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); ldot = pow(max(ldot, 0.0), u_matspecular.a); } else { ldot = 1.0; } if (ldot > 0.0) lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale; } lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; 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_cullRangeMi
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.18.1 2025-06-10 5 00000000=sceUtilityScreenshotInitStart(09caa748)
White Knight Chronicles™: Origins v1.18.1 2025-09-01 24 00000000=sceUtilityScreenshotInitStart(09c99c4c)
WWE 2K22-GENESIS PSP MOD BY BORN FOR GAMERS v1.18.1 2025-05-12 4 80630007=sceAtracSetData(2, 08d4b180, 00007ae0): atracID uses different codec type than data
Call of Duty : Roads to Victory™ v1.18.1 2025-01-10 4 Branch in branch delay slot at 088a008f with different target
eFootball RH12 SEASON 5 v1.18.1 2025-04-05 4 sceNetAdhocMatchingInit(32768) at 08a71984
EFOOTBALL 2023 BY TEGA GAMING v1.18.1 2025-02-28 10 Unknown GetPointerWrite 00000000 PC 08808430 LR 08808448
UEFA Champions League™ 2006-2007 v1.18.1 2025-03-18 2 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09e39af4, 4, 00000000, 0)
WWE SmackDown! vs. RAW 2006. v1.20.4 2026-11-14 267 No DL ID available to enqueue
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-08-01 37 80630007=sceAtracSetData(2, 08d4b180, 00004bd8): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2025-05-01 40 80630007=sceAtracSetData(2, 08d4b180, 00002130): atracID uses different codec type than data
WWE'12 REMASTERED VERSION v1.18.1 2025-02-16 4 80630007=sceAtracSetData(2, 08d4b180, 00007bf8): atracID uses different codec type than data
eFootball Chelito 19 v1.9.4 2026-10-26 62,981 MIPSCompileOp: Invalid instruction 01010101
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2026-02-28 16 WriteToHardware: Invalid address 0000010b near PC 089ae5a8 LR 089ae5a8
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2026-02-28 14 WriteToHardware: Invalid address 00000103 near PC 089b0ac8 LR 089b0ac8
Midnight Club: L.A. Remix® v1.18.1 2025-01-26 3 80630006=sceAtracSetDataAndGetID(08ca5900, 000037cc): invalid RIFF header
WWE SmackDown vs. RAW 2011 v1.18.1 2025-01-09 2 80630007=sceAtracSetData(3, 08d4b180, 00002f68): atracID uses different codec type than data
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD v1.18.1 2025-03-15 26 Unknown GetPointerWrite 00000000 PC 0893f038 LR 08875d94
Kenka Bancho: Badass Rumble v1.18.1 2024-12-05 27 00000000=sceUtilityScreenshotInitStart(092bc8e0)
BURNOUT DOMINATOR v1.20.4 2026-10-26 368 sceNetAdhocMatchingInit(9816) at 088fc654
IWF VS AEW & CZW 2K23 v1.18.1 2025-11-21 3 80630007=sceAtracSetData(2, 08bd5600, 00019800): atracID uses different codec type than data
IWF VS AEW & CZW 2K23 v1.18.1 2025-02-28 12 80630007=sceAtracSetData(2, 08bd5600, 00018000): atracID uses different codec type than data
MotorStorm®: Raging Ice v1.20.4 2026-10-25 128 ELF relocation HI16/1(16) pair (instead of LO16) at 088ee210 / 088ee214
Grand Theft Auto: Vice City Stories v1.18.1 2026-06-09 6 MIPSCompileOp: Invalid instruction 000004e8
SBK-07 v1.9.4 2025-05-04 170 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08fa1e40): duplicate handler
SBK-07 v1.9.4 2025-05-04 166 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 091a99d0): duplicate handler
eFootball PES 2021 By SinSega v1.18.1-12-g1124be79f8 2025-04-11 17 Unknown GetPointerWrite 00000000 PC 08824cf4 LR 088113dc
WWE 2K22 EN ESPAÑOL BY ANT v1.18.1 2025-05-07 10 80630007=sceAtracSetData(2, 08d4b180, 00002d38): atracID uses different codec type than data
WWE 2K22 EN ESPAÑOL BY ANT v1.18.1 2025-05-07 9 80630007=sceAtracSetData(2, 08d4b180, 00002c20): atracID uses different codec type than data
IWF VS AEW & CZW 2K23 v1.18.1 2025-11-23 8 80630007=sceAtracSetData(2, 08bd5600, 00005b00): atracID uses different codec type than data
IWF VS AEW & CZW 2K23 v1.18.1 2025-11-23 7 80630007=sceAtracSetData(2, 08bd5600, 00004c00): atracID uses different codec type than data
IWF VS AEW & CZW 2K23 v1.18.1 2025-11-21 22 80630007=sceAtracSetData(2, 08bd5600, 00003720): atracID uses different codec type than data
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-06-07 2 MIPSCompileOp: Invalid instruction 42106234
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-06-07 2 MIPSCompileOp: Invalid instruction 45134442
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.18.1 2024-11-28 2 00000000=sceUtilityScreenshotInitStart(09a823a8)
eFootball Chelito 19 v1.18.1 2026-02-24 597 Unknown GetPointerWrite 00000000 PC 08a02a0c LR 0881615c
SBK-07 v1.9.4 2025-05-04 240 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08fa1700): duplicate handler
SBK-07 v1.9.4 2025-05-04 273 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08f845d0): duplicate handler
MONSTER HUNTER PORTABLE 2nd G v1.18.1 2025-04-06 5 80630006=sceAtracSetDataAndGetID(08c74880, 0007e000): invalid RIFF header
Midnight Club: L.A. Remix® v1.18.1 2025-03-08 3 80630006=sceAtracSetDataAndGetID(08ca5900, 0000364c): invalid RIFF header
WWE'12 REMASTERED VERSION v1.18.1 2025-06-10 40 80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data
WWE'12 REMASTERED VERSION v1.18.1 2025-02-16 4 80630007=sceAtracSetData(2, 08d4b180, 000034e0): atracID uses different codec type than data
WWE'12 REMASTERED VERSION v1.18.1 2025-02-16 6 80630007=sceAtracSetData(2, 08d4b180, 00003fd0): atracID uses different codec type than data
WWE'12 REMASTERED VERSION v1.18.1 2025-02-16 35 80630007=sceAtracSetData(2, 08d13140, 00000aec): atracID uses different codec type than data
WWE'12 REMASTERED VERSION v1.18.1 2025-02-16 34 80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data
WWE'12 REMASTERED VERSION v1.18.1 2025-02-16 49 80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data
WWE'12 REMASTERED VERSION v1.18.1 2025-06-10 12 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
IWF VS AEW & CZW 2K23 v1.18.1 2025-11-21 17 80630007=sceAtracSetData(2, 08bd5600, 00001860): atracID uses different codec type than data
初音ミク -Project DIVA- v1.18.1 2025-02-06 5 00000000=sceUtilityScreenshotInitStart(0916e990)
God of War®:降誕の刻印 v1.18.1 2025-02-17 7 00000800=sceGeEdramSetAddrTranslation(00000800)
龙战士Ⅲ v1.19.3 2026-10-16 1,155 Bad VAG samples address? 09937dd1 / 125269776
IWF VS AEW & CZW 2K23 v1.18.1 2025-11-23 7 80630007=sceAtracSetData(2, 08bd5600, 00003100): atracID uses different codec type than data
IWF VS AEW & CZW 2K23 v1.18.1 2025-11-23 14 80630007=sceAtracSetData(2, 08bd5600, 00004d00): atracID uses different codec type than data
IWF VS AEW & CZW 2K23 v1.18.1 2025-11-22 30 80630007=sceAtracSetData(2, 08bd5600, 00002b20): atracID uses different codec type than data
IWF VS AEW & CZW 2K23 v1.18.1 2025-11-21 13 80630007=sceAtracSetData(2, 08bd5600, 00003ea0): atracID uses different codec type than data
METAL SLUG Anthology v1.19.3 2025-10-13 7 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; }
IWF VS AEW & CZW 2K23 v1.18.1 2025-11-23 48 80630007=sceAtracSetData(2, 08bd5600, 000020a0): atracID uses different codec type than data
IWF VS AEW & CZW 2K23 v1.18.1 2025-11-22 18 80630007=sceAtracSetData(2, 08bd5600, 00001620): atracID uses different codec type than data
Spider-Man 3 v1.18.1 2025-03-17 2 Branch in RSZeroComp delay slot at 040fc788 in block starting at 040fc788
WWE 2K22 BY CRAFTER GAMING MODDER v1.18.1 2025-03-14 2 80630007=sceAtracSetData(2, 08d13140, 00002c20): atracID uses different codec type than data
WWE'12 REMASTERED VERSION v1.18.1 2025-06-10 173 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
Disney•Pixar Cars 2 v1.18.1 2025-04-22 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]. 01f05555:00000b29 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: 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)) // 01f05555:00000b29 HWX C T N LM Light: 0: c:1 t:1 1: c:1 t:1 2: c:1 t:1 3: c:1 t:1 Cull attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; 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 - 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 - 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, worldn
IWF VS AEW & CZW 2K23 v1.18.1 2025-11-23 25 80630007=sceAtracSetData(2, 08bd5600, 00002160): atracID uses different codec type than data
IWF VS AEW & CZW 2K23 v1.18.1 2025-11-22 27 80630007=sceAtracSetData(2, 08bd5600, 00002460): atracID uses different codec type than data
IWF VS AEW & CZW 2K23 v1.18.1 2025-11-21 15 80630007=sceAtracSetData(2, 08bd5600, 000013e0): atracID uses different codec type than data
IWF VS AEW & CZW 2K23 v1.18.1 2026-01-17 7 80630007=sceAtracSetData(2, 08bd5600, 00002f00): atracID uses different codec type than data
IWF VS AEW & CZW 2K23 v1.18.1 2026-01-17 72 80630007=sceAtracSetData(2, 08bd5600, 00012e00): atracID uses different codec type than data
IWF VS AEW & CZW 2K23 v1.18.1 2026-01-17 23 80630007=sceAtracSetData(2, 08bd5600, 000028e0): atracID uses different codec type than data
IWF VS AEW & CZW 2K23 v1.18.1 2026-01-17 23 80630007=sceAtracSetData(2, 08bd5600, 00003f60): atracID uses different codec type than data
IWF VS AEW & CZW 2K23 v1.18.1 2026-01-17 16 80630007=sceAtracSetData(2, 08bd5600, 00003360): atracID uses different codec type than data
IWF VS AEW & CZW 2K23 v1.18.1 2026-01-17 294 80630007=sceAtracSetData(2, 08bd5600, 00005000): atracID uses different codec type than data
IWF VS AEW & CZW 2K23 v1.18.1 2025-11-23 58 80630007=sceAtracSetData(2, 08bd5600, 00018700): atracID uses different codec type than data
IWF VS AEW & CZW 2K23 v1.18.1 2026-01-17 112 80630007=sceAtracSetData(2, 08bd5600, 0000d800): atracID uses different codec type than data
IWF VS AEW & CZW 2K23 v1.18.1 2026-01-17 35 80630007=sceAtracSetData(2, 08bd5600, 00002520): atracID uses different codec type than data

« Newest   Older »