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| 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 |