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
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-21 1 MIPSCompileOp: Invalid instruction 44f72468
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-21 1 MIPSCompileOp: Invalid instruction 00f72468
WWE 2K25 BY LETSKIMODZ v1.9.4 2026-01-09 156 80630007=sceAtracSetData(2, 08d4b180, 00020000): atracID uses different codec type than data
WWE 2K25 BY LETSKIMODZ v1.18.1 2025-01-24 6 80630006=sceAtracSetData(2, 08d4b180, 00003a58): invalid RIFF header
Prince of Persia - Revelations v1.18.1 2025-01-21 1 80630006=sceAtracSetDataAndGetID(0976fac0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.18.1 2025-01-21 1 80630006=sceAtracSetDataAndGetID(09a6b0c0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.18.1 2025-01-21 1 80630006=sceAtracSetDataAndGetID(0975ce80, 00000800): invalid RIFF header
WWE SmackDown vs. RAW 2011 v1.18.1 2025-01-21 282 No DL ID available to enqueue
WWE 2K25 BY LETSKIMODZ v1.9.4 2026-04-02 24 80630007=sceAtracSetData(2, 08d4b180, 00010000): atracID uses different codec type than data
WWE 2K25 BY LETSKIMODZ v1.9.4 2025-12-06 37 80630006=sceAtracSetData(2, 08d4b180, 00009aac): invalid RIFF header
NBA LIVE 06 v1.18.1 2025-01-21 1 Truncating vertex count from 24300 to 21845
WWE 2K25 BY LETSKIMODZ v1.19.3 2025-10-06 10 sceNetAdhocMatchingInit(32768) at 08a587d0
SOCOM: U.S. Navy SEALs Fireteam Bravo v1.18.1 2025-01-21 1 80630006=sceAtracSetDataAndGetID(08e7c0c0, 00045d00): invalid RIFF header
MLB 11 The Show™ v1.18.1 2025-01-21 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (000001ae), bad data
DBZ TTT:The Legacy Of Tenkaichi V2 v1.18.1 2025-01-21 1 MIPSCompileOp: Invalid instruction 7ab777a7
DBZ TTT:The Legacy Of Tenkaichi V2 v1.18.1 2025-01-21 2 MIPSCompileOp: Invalid instruction 42400000
DBZ TTT:The Legacy Of Tenkaichi V2 v1.18.1 2025-01-21 2 MIPSCompileOp: Invalid instruction 43cc0000
DBZ TTT:The Legacy Of Tenkaichi V2 v1.18.1 2025-01-21 2 MIPSCompileOp: Invalid instruction 43ee0000
DBZ TTT:The Legacy Of Tenkaichi V2 v1.18.1 2025-01-21 4 MIPSCompileOp: Invalid instruction 43780000
DBZ TTT:The Legacy Of Tenkaichi V2 v1.18.1 2025-01-21 2 MIPSCompileOp: Invalid instruction 42aa0000
DBZ TTT:The Legacy Of Tenkaichi V2 v1.18.1 2025-01-21 2 MIPSCompileOp: Invalid instruction 42140000
DBZ TTT:The Legacy Of Tenkaichi V2 v1.18.1 2025-01-21 4 MIPSCompileOp: Invalid instruction 477fff00
DBZ TTT:The Legacy Of Tenkaichi V2 v1.18.1 2025-01-21 6 MIPSCompileOp: Invalid instruction 42880000
MLB 11 The Show™ v1.18.1 2025-01-21 1 scePsmfPlayerSetPsmf*: incorrect PSMF magic (3064726f), bad data
Prince of Persia The Forgotten Sands™ v1.18.1 2025-01-21 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 0954430c, 4, 00000000, 0)
Prince of Persia The Forgotten Sands™ v1.18.1 2025-01-21 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 0954430c, 4, 00000000, 0)
WWE 2K25 BY LETSKIMODZ v1.9.4 2026-06-07 1,555 80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first
WWE 2K25 BY LETSKIMODZ v1.9.4 2026-06-07 1,544 80000107=sceDisplaySetFrameBuf(04044000, 512, 1, 0): must change latched framebuf first
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-21 1 80420014=__sceSasCoreWithMix(08b65a00, 2f0c80c0, 4096, 4096): invalid address
eFootball 2025 By Syhrilz Project v1 v1.18.1 2025-01-25 4 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
Spider-Man 3 v1.18.1 2025-01-24 12 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]. 03730110:41c00b29 HWX C T N LM Bones:8 Light: 0: c:0 t:0 1: c:1 t:0 2: c:1 t:0 MatUp:3 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)) // 03730110:41c00b29 HWX C T N LM Bones:8 Light: 0: c:0 t:0 1: c:1 t:0 2: c:1 t:0 MatUp:3 WScale 1 Cull attribute mediump vec4 w1, w2; 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 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 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 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 = 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; 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(te
SOCOM: U.S. Navy SEALs Fireteam Bravo v1.18.1 2025-01-21 1 80630006=sceAtracSetDataAndGetID(08e7c0c0, 00040580): invalid RIFF header
Assassin's Creed: Bloodlines™ v1.18.1 2025-01-21 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bb8694, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.18.1 2025-01-21 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bb8694, 4, 00000000, 0)
God of War™: Ghost of Sparta v1.18.1 2025-01-21 1 WriteToHardware: Invalid address 00000029 near PC 08a79014 LR 08a79014
SOCOM: U.S. Navy SEALs Fireteam Bravo v1.18.1 2025-01-21 10 80630006=sceAtracSetDataAndGetID(08e7c0c0, 00057480): invalid RIFF header
SOCOM: U.S. Navy SEALs Fireteam Bravo v1.18.1 2025-01-21 1 80630006=sceAtracSetDataAndGetID(08e38f00, 00040580): invalid RIFF header
SOCOM: U.S. Navy SEALs Fireteam Bravo v1.18.1 2025-01-21 2 80630006=sceAtracSetDataAndGetID(08e38f00, 00057480): invalid RIFF header
eFootball Chelito 19 v1.18.1 2026-05-07 5 Unknown GetPointerWrite 00000000 PC 08808458 LR 08808460
Call of Duty : Roads to Victory™ v1.18.1 2025-01-21 1 MIPSCompileOp: Invalid instruction 01108c85
eFootball PC - V. v1.7.4 2025-07-05 2 MIPSCompileOp: Invalid instruction 00000677
eFootball PC - V. v1.18.1 2025-01-21 1 MIPSCompileOp: Invalid instruction 702df605
eFootball PC - V. v1.18.1 2025-01-21 1 MIPSCompileOp: Invalid instruction 000005fd
eFootball PC - V. v1.18.1 2025-01-21 1 MIPSCompileOp: Invalid instruction 76bf7677
eFootball PC - V. v1.18.1 2025-01-21 1 MIPSCompileOp: Invalid instruction cff93000
eFootball PC - V. v1.18.1 2025-01-21 1 MIPSCompileOp: Invalid instruction 6bfffb10
eFootball PC - V. v1.18.1 2025-01-21 1 MIPSCompileOp: Invalid instruction 000cd23f
eFootball PC - V. v1.18.1 2025-01-21 1 WriteToHardware: Invalid address dead5e6b near PC 08043d04 LR 08000020
eFootball PC - V. v1.18.1 2025-01-21 1 MIPSCompileOp: Invalid instruction 000006fb
eFootball PC - V. v1.18.1 2025-01-21 1 MIPSCompileOp: Invalid instruction 000005fc
eFootball PC - V. v1.9.4 2026-09-11 3 MIPSCompileOp: Invalid instruction 000006fd
eFootball PC - V. v1.18.1 2025-01-21 1 MIPSCompileOp: Invalid instruction 7677703f
eFootball PC - V. v1.18.1 2025-01-21 1 MIPSCompileOp: Invalid instruction 000cd03f
eFootball PC - V. v1.18.1 2025-01-21 1 MIPSCompileOp: Invalid instruction 42000000
eFootball PC - V. v1.18.1 2026-10-24 2 MIPSCompileOp: Invalid instruction 63000000
God of War®: Ghost of Sparta v1.18.1 2025-01-21 1 WriteToHardware: Invalid address 00000029 near PC 088b56e4 LR 088b56e4
WSSP 23 By ARIAN v1.18.1 2025-01-21 1 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 08ea5620): duplicate handler
Call of Duty : Roads to Victory™ v1.18.1 2025-03-30 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]. 03f10444:41c00b00 HWX T N Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 1 #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)) // 03f10444:41c00b00 HWX T N Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 WScale 1 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 mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; 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 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); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal
Call of Duty : Roads to Victory™ v1.18.1 2025-03-30 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 r10p0-00rel0 [Revision 96995]. 03710044:40c50b00 HWX T N TexProjUV UVMtx Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 MatUp:1 WScale 1 #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)) // 03710044:40c50b00 HWX T N TexProjUV UVMtx Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 MatUp:1 WScale 1 attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; 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 vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3); 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); 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); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = mul(vec4(texcoord.xy, 0.0, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; gl_Position = outPos; }
Def Jam® Fight For NY™: The Takeover v1.18.1 2025-01-21 1 UNTESTED sceNetAdhocctlCreateEnterGameMode(4c9bb7d, 1, 2, 09fbf960, 20000000, 0) at 0897eb28
eFootball 2025 Pre-Temporada By Naaxz v1.18.1 2025-01-21 3 MIPSCompileOp: Invalid instruction 00000001
eFootball 2025 Pre-Temporada By Naaxz v1.18.1 2025-01-21 2 MIPSCompileOp: Invalid instruction 000003e8
eFootball 2025 Pre-Temporada By Naaxz v1.18.1 2025-01-21 1 MIPSCompileOp: Invalid instruction 01000101
eFootball 2025 Pre-Temporada By Naaxz v1.18.1 2025-01-21 1 MIPSCompileOp: Invalid instruction 00000101
Ghost Rider v1.18.1 2025-01-21 1 WriteToHardware: Invalid address 00000dd0 near PC 08939804 LR 08962b6c
God of War®: Ghost of Sparta v1.18.1 2025-01-21 8 Failed decrypting the PRX (ret = -4, size = 5616185, psp_size = 5616528)!
Grand Theft Auto: Liberty City Stories v1.18.1 2025-01-31 20 BREAK instruction hit
Assassin's Creed: Bloodlines™ v1.18.1 2025-01-21 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c8a7a4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.18.1 2025-01-21 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c8a7a4, 4, 00000000, 0)
PES 2014 v1.18.1 2025-01-21 1 MIPSCompileOp: Invalid instruction 71ede79c
Grand Theft Auto: Liberty City Stories v1.18.1 2025-01-21 1 Branch in branch delay slot at 088f2723 with different target
WWE SmackDown vs. RAW 2010: Revamped Edition v1.18.1 2025-01-21 1 80630007=sceAtracSetData(2, 08bd5600, 00005000): atracID uses different codec type than data
WWE SmackDown vs. RAW 2010: Revamped Edition v1.18.1 2025-01-21 1 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
WWE SmackDown vs. RAW 2010: Revamped Edition v1.18.1 2025-01-21 1 Unknown GetPointerWrite 00000000 PC 088d948c LR 088d94a4
WWE SmackDown vs. RAW 2010: Revamped Edition v1.18.1 2025-01-21 3 80630007=sceAtracSetData(2, 08b9d5c0, 00038000): atracID uses different codec type than data
UFC® Undisputed™ 2010 v1.18.1 2025-01-21 1 sceKernelReleaseSubIntrHandler(-559038737, -559038737): invalid interrupt
UFC® Undisputed™ 2010 v1.18.1 2025-01-21 1 80420014=__sceSasCore(deadbeef, deadbeef): invalid address
UFC® Undisputed™ 2010 v1.18.1 2025-01-21 1 WriteToHardware: Invalid address deadbeef near PC 08e05124 LR 08b685a0
Daxter v1.18.1 2025-01-21 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 08da0c90, 4, 00000000, 0)
eFootball PC - V. v1.18.1 2025-01-21 2 MIPSCompileOp: Invalid instruction 72023ad4
METAL SLUG XX™ v1.18.1 2025-01-21 1 Decoding texture from VRAM mirror at 04428790 swizzle=1
SOCOM: U.S. Navy SEALs Fireteam Bravo v1.18.1 2025-01-21 4 80630006=sceAtracSetDataAndGetID(08e7c0c0, 0002d700): invalid RIFF header
Spider-Man 3 v1.18.1 2025-01-20 1 MIPSCompileOp: Invalid instruction 45af6ba0
Spider-Man 3 v1.18.1 2025-01-20 2 MIPSCompileOp: Invalid instruction 45af6c17
Spider-Man 3 v1.18.1 2025-01-20 1 MIPSCompileOp: Invalid instruction 450c0705
Spider-Man 3 v1.18.1 2025-01-20 2 MIPSCompileOp: Invalid instruction 45af70e4
Spider-Man 3 v1.18.1 2025-01-20 3 MIPSCompileOp: Invalid instruction 450bfeb8
Spider-Man 3 v1.18.1 2025-01-20 1 MIPSCompileOp: Invalid instruction 45af674a
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-05-28 2 Branch in branch delay slot at 08fe9a1c with different target
Crash™ Tag Team Racing v1.18.1 2025-01-20 1 80630006=sceAtracSetDataAndGetID(09e8a380, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-01-20 4 80630006=sceAtracSetDataAndGetID(09c9a4c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-01-20 2 80630006=sceAtracSetDataAndGetID(09e38b40, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-01-20 1 80630006=sceAtracSetDataAndGetID(09e87f80, 00014000): invalid RIFF header
Dragon Ball Z: Tenkaichi Tag Team v1.18.1 2025-01-20 2 MIPSCompileOp: Invalid instruction b3289750
Crash™ Tag Team Racing v1.18.1 2025-01-20 1 80630006=sceAtracSetDataAndGetID(09eb06c0, 00014000): invalid RIFF header
Grand Theft Auto®: Chinatown Wars™ v1.18.1 2025-01-20 1 Unknown GetPointerWrite 00000000 PC 08b10f98 LR 089da884
Crash™ Tag Team Racing v1.18.1 2025-01-20 1 80630006=sceAtracSetDataAndGetID(09e7ff40, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-01-20 5 80630006=sceAtracSetDataAndGetID(09e6bec0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-01-20 7 80630006=sceAtracSetDataAndGetID(09e4fe00, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.18.1 2025-01-20 3 80630006=sceAtracSetDataAndGetID(09e9d880, 00014000): invalid RIFF header

« Newest   Older »