Recent logs - v1.18.1

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Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
eFootball By TM ARTS v1.18.1 2024-11-09 1 MIPSCompileOp: Invalid instruction 00dfffff
eFootball 2025 By Komo Valeri v1.18.1 2024-11-09 4 sceMp3Init: invalid data: not MPEG v1
eFootball 2025 By Komo Valeri v1.19.3 2025-10-04 17 sceMp3Init: invalid data: not layer 3
eFootball 2025 By Komo Valeri v1.18.1 2024-11-09 4 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l3 rate 000b
TALES OF THE WORLD RADIANT MYTHOLOGY 2 v1.18.1 2024-11-09 1 80020190=sceKernelStartModule(000002b9, 00000000, 00000000, 09f909d0, 00000000): out of memory, 00040000 stack requested
EFOOTBALL NEW PATCH SEASON 2025.... v1.18.1 2024-11-09 1 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l3 rate 000b
Resistance: Retribution™ v1.18.1 2024-11-09 1 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]. 01f05551:00000b29 HWX C T N LM Light: 0: c:1 t:0 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)) // 01f05551:00000b29 HWX C T N LM Light: 0: c:1 t:0 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 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)
Resistance: Retribution™ v1.18.1 2024-11-09 1 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]. 01f05551:00000b21 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 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)) // 01f05551:00000b21 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 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 = dot(normalize(to
Resistance: Retribution™ v1.18.1 2024-11-09 1 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]. 01700551:00000b29 HWX C 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)) // 01700551:00000b29 HWX C 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; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = 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)
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-09 1 WriteToHardware: Invalid address 00000194 near PC 0881d640 LR 08829700
eFootball 2025 Pre-Temporada By T. Bendezu v1.18.1 2024-11-09 6 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l3 rate 000b
eFootball 2025 Pre-Temporada By T. Bendezu v1.18.1 2025-04-17 9 sceMp3Init: invalid data: not MPEG v1
Dante's Inferno™ v1.18.1 2024-11-09 1 Unknown GetPointerWrite 00000010 PC 08b558b0 LR 08b55948
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-09 1 MIPSCompileOp: Invalid instruction 43b69ca2
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2024-11-09 1 MIPSCompileOp: Invalid instruction 42db5580
La Brújula Dorada™ v1.18.1-38-g2daca0fedf 2025-07-01 15 Vertices without position found: (12000000) [12000000] P: ? (3b)
La Brújula Dorada™ v1.18.1-38-g2daca0fedf 2025-07-01 16 Vertices without position found: (04000000) [04000000] P: ? (3b)
NARUTO Shippuden: Ultimate Ninja Heroes 3 v1.18.1 2024-11-09 3 00000000=sceUtilityScreenshotInitStart(09a8cea8)
龙战士Ⅲ v1.18.1 2025-02-09 6 Trying to write block exit to illegal destination 0a00fff4: pc = 09fffff4
Call of Duty : Roads to Victory™ v1.18.1 2024-11-09 1 WriteToHardware: Invalid address 000003e4 near PC 08a48780 LR 08929c80
WWE 2K20 By Lucha Games v1.18.1 2024-11-09 1 80630007=sceAtracSetData(2, 08d4b180, 0001e3d0): atracID uses different codec type than data
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-06-13 12 MIPSCompileOp: Invalid instruction 0194015e
GTA: Liberty City Stories v1.18.1 2024-11-09 1 Failed to truncate file.
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 0553f7c0 PC 08c47f48 LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 0311fcd0 PC 08c47f64 LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 0313bd80 PC 08c47f7c LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 062b3a40 PC 08c47d78 LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 0311fcd0 PC 08c47ce4 LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 02a87900 PC 08c47e68 LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 0553f7c0 PC 08c47ea8 LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 0313bd80 PC 08c47edc LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 0553f6c0 PC 08c47c84 LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 02a87800 PC 08c47f0c LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 02a87800 PC 08c47c8c LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 062b3a40 PC 08c47f58 LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 0553f6c0 PC 08c47f04 LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 02a87900 PC 08c47c88 LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 02a87900 PC 08c47f08 LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 0311fcd0 PC 08c47ec4 LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 062b3a40 PC 08c47eb8 LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 0553f7c0 PC 08c47d68 LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 062b3a40 PC 08c47e18 LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 02a87800 PC 08c47e6c LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 0553f6c0 PC 08c47dc4 LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 0313bd80 PC 08c47cfc LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 0553f7c0 PC 08c47e08 LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 02a87900 PC 08c47dc8 LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 5 Trying to compile instruction 43f17f5f that can't be interpreted
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 0313bd80 PC 08c47e3c LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 0311fcd0 PC 08c47e24 LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 0313bd80 PC 08c47c5c LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 5 MIPSCompileOp: Invalid instruction b515f930
GOD EATER BURST 通常版 v1.18.1 2024-11-09 5 Trying to compile instruction 00000174 that can't be interpreted
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 0553f6c0 PC 08c47e64 LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 02a87800 PC 08c47d2c LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 02a87900 PC 08c47d28 LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 5 MIPSCompileOp: Invalid instruction 456b38a7
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 02a87800 PC 08c47dcc LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 062b3a40 PC 08c47cd8 LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 0313bd80 PC 08c47d9c LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 12 MIPSCompileOp: Invalid instruction 7f800001
GOD EATER BURST 通常版 v1.18.1 2024-11-09 6 Trying to compile instruction 41c1f58f that can't be interpreted
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 0311fcd0 PC 08c47d84 LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 0553f6c0 PC 08c47d24 LR 08c47f34
GOD EATER BURST 通常版 v1.18.1 2024-11-09 1 Jump to invalid address: 0553f7c0 PC 08c47cc8 LR 08c47f34
eFootball PC - V. v1.18.1 2024-11-24 3 MIPSCompileOp: Invalid instruction eefff000
eFootball PC - V. v1.18.1 2025-06-11 6 MIPSCompileOp: Invalid instruction 0009ffff
eFootball PC - V. v1.18.1 2025-06-25 10 MIPSCompileOp: Invalid instruction eeeeeed0
eFootball PC - V. v1.18.1 2025-06-25 15 MIPSCompileOp: Invalid instruction 00000cff
SBK®09 Superbike World Championship v1.18.1 2024-11-09 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096f7770): duplicate handler
DRAGON BALL BUDOKAI TENKAICHI 4 v1.18.1 2025-03-10 7 MIPSCompileOp: Invalid instruction 41880000
DRAGON BALL BUDOKAI TENKAICHI 4 v1.18.1 2025-03-10 21 MIPSCompileOp: Invalid instruction 41980000
DRAGON BALL BUDOKAI TENKAICHI 4 v1.18.1 2025-03-10 10 MIPSCompileOp: Invalid instruction 00000014
DRAGON BALL BUDOKAI TENKAICHI 4 v1.18.1 2024-11-25 8 MIPSCompileOp: Invalid instruction 429e0000
DRAGON BALL BUDOKAI TENKAICHI 4 v1.18.1 2024-11-25 8 MIPSCompileOp: Invalid instruction 42c00000
eFootball By TM ARTS v1.18.1 2024-11-09 1 MIPSCompileOp: Invalid instruction 0000007c
MLB 11 The Show™ v1.18.1 2024-11-09 1 MIPSCompileOp: Invalid instruction b400080e
MLB 11 The Show™ v1.18.1 2024-12-20 3 MIPSCompileOp: Invalid instruction 40202524
MLB 11 The Show™ v1.18.1 2024-12-20 2 MIPSCompileOp: Invalid instruction 40202501
MLB 11 The Show™ v1.18.1 2025-05-25 2 MIPSCompileOp: Invalid instruction b20008af
MLB 11 The Show™ v1.18.1 2024-11-09 1 MIPSCompileOp: Invalid instruction b4071caf
MLB 11 The Show™ v1.18.1 2024-11-09 1 MIPSCompileOp: Invalid instruction 04260300
MLB 11 The Show™ v1.18.1 2024-11-09 1 MIPSCompileOp: Invalid instruction b0000cae
MLB 11 The Show™ v1.18.1 2024-11-09 1 MIPSCompileOp: Invalid instruction 460000ac
MLB 11 The Show™ v1.18.1 2024-11-09 1 MIPSCompileOp: Invalid instruction b0070c02
MLB 11 The Show™ v1.18.1 2024-11-09 1 MIPSCompileOp: Invalid instruction 04268000
MLB 11 The Show™ v1.18.1 2025-05-25 2 MIPSCompileOp: Invalid instruction b0000027
MLB 11 The Show™ v1.18.1 2024-11-09 1 MIPSCompileOp: Invalid instruction 4028258c
MLB 11 The Show™ v1.18.1 2024-11-09 1 Branch in branch delay slot at 0978ac87 with different target
MLB 11 The Show™ v1.18.1 2025-05-25 2 MIPSCompileOp: Invalid instruction b1000400
MLB 11 The Show™ v1.18.1 2024-12-20 3 MIPSCompileOp: Invalid instruction 40282502
MLB 11 The Show™ v1.18.1 2024-11-09 1 WriteToHardware: Invalid address 0000088f near PC 0978a103 LR 0977270f
MLB 11 The Show™ v1.18.1 2024-11-09 1 MIPSCompileOp: Invalid instruction b100303c
MLB 11 The Show™ v1.18.1 2024-11-09 1 Branch in branch delay slot at 097a3aff with different target
MLB 11 The Show™ v1.18.1 2024-12-20 13 MIPSCompileOp: Invalid instruction 61a1b400
MLB 11 The Show™ v1.18.1 2024-11-09 1 MIPSCompileOp: Invalid instruction 44202100
MLB 11 The Show™ v1.18.1 2025-01-08 5 MIPSCompileOp: Invalid instruction 40202534
MLB 11 The Show™ v1.18.1 2024-12-20 4 MIPSCompileOp: Invalid instruction 40202500
MLB 11 The Show™ v1.18.1 2024-12-20 2 MIPSCompileOp: Invalid instruction 61a3b403
MLB 11 The Show™ v1.18.1 2024-12-20 5 MIPSCompileOp: Invalid instruction 40202546

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