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Game title |
Version |
Latest Report |
Message |
Tomb Raider: Legend™ |
v1.4.2 |
2024-03-01 |
sceDmacMemcpy(dest=041a1400, src=095c6de0, size=5120): overlapping read |
Tomb Raider: Legend™ |
v1.4.2 |
2024-03-01 |
sceDmacMemcpy(dest=041af400, src=095b69b0, size=9216): overlapping read |
Tomb Raider: Legend™ |
v1.4.2 |
2024-03-01 |
sceDmacMemcpy(dest=041c7800, src=095c96f0, size=5120): overlapping read |
Tomb Raider: Legend™ |
v1.4.2 |
2024-03-01 |
sceDmacMemcpy(dest=041a1400, src=093e9720, size=5120): overlapping read |
Colin McRae Rally 2005 Plus |
v1.4.2 |
2024-03-15 |
FBO created from existing depthbuffer as color, 00088000/00110000 and 00000000/00088000 |
Colin McRae Rally 2005 Plus |
v1.4.2 |
2024-03-15 |
FBO created from existing depthbuffer as color, 00088000/00110000 and 00044000/00088000 |
Colin McRae Rally 2005 Plus |
v1.4.2 |
2024-03-15 |
Unimplemented HLE function sceUtilitySetSystemParamInt |
Colin McRae Rally 2005 Plus |
v1.4.2 |
2024-03-15 |
sceKernelCreateThread(name=AdhocThread): unsupported options parameter 00001000 |
Colin McRae Rally 2005 Plus |
v1.4.2 |
2024-03-15 |
scePowerSetBusClockFrequency(111) |
Colin McRae Rally 2005 Plus |
v1.4.2 |
2024-03-15 |
Loading module sceNetAdhocctl_Library with version 0102, devkit 00000000 |
Colin McRae Rally 2005 Plus |
v1.4.2 |
2024-03-15 |
Loading module sceAudiocodec_Driver with version 0101, devkit 00000000 |
Colin McRae Rally 2005 Plus |
v1.4.2 |
2024-03-15 |
Loading module sceMpegbase_Driver with version 0102, devkit 00000000 |
Colin McRae Rally 2005 Plus |
v1.4.2 |
2024-03-15 |
Loading module sceNet_Library with version 0101, devkit 00000000 |
Colin McRae Rally 2005 Plus |
v1.4.2 |
2024-03-15 |
Loading module sceNetAdhoc_Library with version 0102, devkit 00000000 |
Colin McRae Rally 2005 Plus |
v1.4.2 |
2024-03-15 |
Loading module sceSAScore with version 0101, devkit 00000000 |
Colin McRae Rally 2005 Plus |
v1.4.2 |
2024-03-15 |
Loading module sceVideocodec_Driver with version 0101, devkit 00000000 |
Colin McRae Rally 2005 Plus |
v1.4.2 |
2024-03-15 |
Loading module sceMpeg_library with version 0102, devkit 00000000 |
eFootball Chelito 19 |
v1.4.2 |
2024-02-17 |
ReadFromHardware: Invalid address 1397dd18 near PC 08849a4c LR 08849a58 |
eFootball Chelito 19 |
v1.4.2 |
2024-02-04 |
sceDmacMemcpy(dest=040cc000, src=0948f230, size=557056): overlapping read |
eFootball Chelito 19 |
v1.4.2 |
2024-02-22 |
ReadFromHardware: Invalid address 1397d998 near PC 08849a4c LR 08849a58 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 005f0000: pc = 005e0000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 005e0000: pc = 005d0000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 00540000: pc = 00530000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 005a0000: pc = 00590000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 00500000: pc = 004f0000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 004b0000: pc = 004a0000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 00480000: pc = 00470000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 003e0000: pc = 003d0000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 00490000: pc = 00480000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 000e0000: pc = 000d0000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 00300000: pc = 002f0000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 002d0000: pc = 002c0000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 001c0000: pc = 001b0000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 00320000: pc = 00310000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 002a0000: pc = 00290000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 00270000: pc = 00260000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 00340000: pc = 00330000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 00220000: pc = 00210000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 001a0000: pc = 00190000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 001b0000: pc = 001a0000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 000d0000: pc = 000c0000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 00060000: pc = 00050000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 00160000: pc = 00150000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 00070000: pc = 00060000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 00150000: pc = 00140000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 00360000: pc = 00350000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 002f0000: pc = 002e0000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 00310000: pc = 00300000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 001d0000: pc = 001c0000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 002e0000: pc = 002d0000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 003b0000: pc = 003a0000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 00380000: pc = 00370000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 00330000: pc = 00320000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 00190000: pc = 00180000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 00170000: pc = 00160000 |
Grand Theft Auto: Vice City Stories |
v1.4.2 |
2024-01-06 |
Trying to write block exit to illegal destination 000a0000: pc = 00090000 |
RATATOUILLE |
v1.4.2 |
2024-01-02 |
Wrong magic number 00005040 |
RATATOUILLE |
v1.4.2 |
2024-01-02 |
Wrong magic number 00000000 |
God of War®: Ghost of Sparta |
v1.4.2 |
2024-01-09 |
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 r7p0-00rel0 [Revision 96995].
/ code: #version 100
precision highp float;
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 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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
toLight = u_lightpos0;
mediump float dot0 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * dot0;
dot0 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (dot0 > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(dot0, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1;
mediump float dot1 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * dot1;
dot1 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (dot1 > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(dot1, u_matspecular.a) );
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2;
mediump float dot2 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * dot2;
dot2 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (dot2 > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(dot2, u_matspecular.a) );
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
God of War®: Ghost of Sparta |
v1.4.2 |
2024-01-09 |
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 r7p0-00rel0 [Revision 96995].
/ code: #version 100
precision highp float;
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 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;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(-normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
toLight = u_lightpos0;
mediump float dot0 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * dot0;
dot0 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (dot0 > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(dot0, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1;
mediump float dot1 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * dot1;
dot1 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (dot1 > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(dot1, u_matspecular.a) );
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
toLight = u_lightpos2;
mediump float dot2 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * dot2;
dot2 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (dot2 > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(dot2, u_matspecular.a) );
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
Geometry Dash |
v1.4.2 |
2023-12-24 |
FBO reusing depthbuffer, 00198000/00110000 and 00000000/00110000 |
Geometry Dash |
v1.4.2 |
2023-12-24 |
FBO reusing depthbuffer, 00088000/00110000 and 00000000/00110000 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.4.2 |
2023-12-23 |
Wrong magic number b81002a6 |
eFootball Chelito 19 |
v1.4.2 |
2023-12-22 |
sceDmacMemcpy(dest=08701400, src=040cc000, size=1043456): overlapping read |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.4.2 |
2023-12-20 |
Wrong magic number a3a50000 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.4.2 |
2023-12-20 |
Wrong magic number 534e01cf |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.4.2 |
2023-12-20 |
Wrong magic number 34044010 |
NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.4.2 |
2023-12-20 |
Wrong magic number 34a50001 |
FIFA 22 By Tutoriales Bendezu |
v1.4.2 |
2023-12-18 |
sceDmacMemcpy(dest=040cc000, src=08701400, size=1043456): overlapping read |
MONSTER HUNTER FREEDOM UNITE™ |
v1.4.2 |
2023-12-07 |
sceDmacMemcpy(dest=0414e000, src=093fa170, size=198032): overlapping read |
eFootball Chelito 19 |
v1.9.3 |
2024-03-08 |
Unknown GetPointer 00000000 PC 088287f8 LR 08828800 |
Grand Theft Auto: Chinatown Wars |
v1.4.2 |
2023-12-03 |
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 r2p1_05rel0 [Revision 96995].
/ code: #version 100
precision highp float;
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 lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
toLight = u_lightpos0;
mediump float dot0 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * color0.rgb) * dot0;
dot0 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (dot0 > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(dot0, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse);
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
mediump float dot1 = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * color0.rgb) * dot1;
dot1 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (dot1 > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(dot1, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
mediump float dot2 = max(dot(toLight, worldnormal), 0.0);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * color0.rgb) * dot2;
dot2 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (dot2 > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(dot2, u_matspecular.a) * lightScale);
lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
mediump float dot3 = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse3 * color0.rgb) * dot3;
dot3 = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (dot3 > 0.0)
lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(dot3, u_matspecular.a) );
lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
FNAF 3 PSP LITE |
v1.4.2 |
2023-11-23 |
FBO reusing depthbuffer, 00198000/00110000 and 00000000/00110000 |
FNAF 3 PSP LITE |
v1.4.2 |
2023-11-23 |
FBO reusing depthbuffer, 00088000/00110000 and 00000000/00110000 |
PRUEBA CALIDAD Y RESOLUCION |
v1.4.2 |
2023-11-22 |
FBO reusing depthbuffer, 00000000/00110000 and 00088000/00110000 |
Five Nights at Freddy's 4 |
v1.4.2 |
2023-11-21 |
FBO reusing depthbuffer, 00088000/00110000 and 00000000/00110000 |
FNAF 4 |
v1.4.2 |
2023-12-02 |
FBO reusing depthbuffer, 00198000/00110000 and 00000000/00110000 |
FNAF 4 |
v1.4.2 |
2023-12-02 |
FBO reusing depthbuffer, 00088000/00110000 and 00000000/00110000 |
Dead To Rights: Reckoning |
v1.4.2 |
2023-11-16 |
Wrong magic number 7ff4bf18 |
Dead To Rights: Reckoning |
v1.4.2 |
2023-11-16 |
Wrong magic number 00000058 |
Dead To Rights: Reckoning |
v1.4.2 |
2023-11-15 |
Wrong magic number 7fedb200 |
Dead To Rights: Reckoning |
v1.4.2 |
2023-11-15 |
Wrong magic number 7cc11d60 |
Dead To Rights: Reckoning |
v1.4.2 |
2023-11-15 |
Wrong magic number 7cc11d88 |
Dead To Rights: Reckoning |
v1.4.2 |
2023-11-15 |
Wrong magic number 7cc0ef40 |
Dead To Rights: Reckoning |
v1.4.2 |
2023-11-15 |
Wrong magic number 7cc11e68 |
Dead To Rights: Reckoning |
v1.4.2 |
2023-11-15 |
Wrong magic number 7cc0f010 |
Dead To Rights: Reckoning |
v1.4.2 |
2023-11-15 |
Wrong magic number 7cc0a60c |
Dead To Rights: Reckoning |
v1.4.2 |
2023-11-15 |
Wrong magic number 7c9d8320 |
Dead To Rights: Reckoning |
v1.4.2 |
2023-11-15 |
Wrong magic number 7adaa800 |
Dead To Rights: Reckoning |
v1.4.2 |
2023-11-15 |
Wrong magic number 7b59c2f8 |
Dead To Rights: Reckoning |
v1.4.2 |
2023-11-15 |
Wrong magic number 7b590340 |
Dead To Rights: Reckoning |
v1.4.2 |
2023-11-15 |
Wrong magic number 7b597440 |
Dead To Rights: Reckoning |
v1.4.2 |
2023-11-15 |
Wrong magic number 7adaa328 |
Dead To Rights: Reckoning |
v1.4.2 |
2023-11-15 |
Wrong magic number 7b5943e8 |
Dead To Rights: Reckoning |
v1.4.2 |
2023-11-15 |
Wrong magic number 8027ffa8 |
Dead To Rights: Reckoning |
v1.4.2 |
2023-11-15 |
Wrong magic number 8027cfb0 |
Dead To Rights: Reckoning |
v1.4.2 |
2023-11-15 |
Wrong magic number 7b595ac8 |
Dead To Rights: Reckoning |
v1.4.2 |
2023-11-15 |
Wrong magic number 7ada89b0 |
Dead To Rights: Reckoning |
v1.4.2 |
2023-11-15 |
Wrong magic number 7ada7a08 |
Dead To Rights: Reckoning |
v1.4.2 |
2023-11-15 |
Wrong magic number 00000001 |