Recent logs - v1.4.2-417-gb2057256b

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Game title Version Latest Report Message
PES 2019 BY CHELITO 19 v1.4.2-417-gb2057256b 2019-11-19 Bad bounding box data: 080404
PES 2019 BY CHELITO 19 v1.4.2-417-gb2057256b 2019-11-19 Unknown GE command : 29857294
PES 2019 BY CHELITO 19 v1.4.2-417-gb2057256b 2019-11-19 FBO reusing depthbuffer, 00000000/00088000 and 00044000/00088000
Grand Theft Auto: Vice City Stories v1.4.2-417-gb2057256b 2019-09-22 Error in shader compilation: info: 0:14: L0002: Undeclared variable 'u_proj' / code: #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; 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; v_color0 = u_matambientalpha; }
PES 2019 BY CHELITO 19 v1.4.2-417-gb2057256b 2019-11-28 sceDmacMemcpy(dest=040cc000, src=086ce8c0, size=1251136): overlapping read
PES 2019 BY CHELITO 19 v1.4.2-417-gb2057256b 2019-11-21 sceKernelCreateThread(name=AdhocThread): unsupported options parameter 00001000
PES 2019 BY CHELITO 19 v1.4.2-417-gb2057256b 2019-11-29 Unknown GetPointer 00000000 PC 08816130 LR 08816144
METAL GEAR SOLID PEACE WALKER v1.4.2-417-gb2057256b 2019-05-12 Error in shader compilation: info: 0:156: L0002: Undeclared variable 'u_proj' 0:157: L0002: Undeclared variable 'col' 0:173: L0002: Undeclared variable 'col' 0:176: L0002: Undeclared variable 'col' 0:177: L0002: Undeclared variable 'lightSum0' 0:188: L0002: Undeclared variable 'col' 0:191: L0002: Undeclared variable 'col' 0:192: L0002: Undeclared variable 'lightSum0' 0:203: L0002: Undeclared variable 'col' 0:206: L0002: Undeclared variable 'col' 0:207: L0002: Undeclared variable 'lightSum0' 0:218: L0002: Undeclared variable 'col' 0:221: L0002: Undeclared variable 'col' 0:222: L0002: Undeclared variable 'lightSum0' 0:223: L0002: Undeclared variable 'lightSum0' 0:224: L0002: Undeclared variable 'tex' / code: #version 300 es precision highp float; in mediump vec4 w1, w2; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; 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 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 mediump vec3 u_lightdir0; uniform mediump float u_lightangle0; uniform mediump float u_lightspotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump float u_lightangle1; uniform mediump float u_lightspotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump float u_lightangle2; uniform mediump float u_lightspotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump float u_lightangle3; uniform mediump float u_lightspotCoef3; 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; uniform highp vec2 u_fogcoef; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; uniform sampler2D u_tess_pos_tex; uniform sampler2D u_tess_tex_tex; uniform sampler2D u_tess_col_tex; uniform int u_spline_count_u; vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) { vec2 pos = vec2(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) { vec3 pos = vec3(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) { vec4 pos = vec4(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } uniform int u_spline_count_v; uniform int u_spline_type_u; uniform int u_spline_type_v; void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) { for (int i = 0; i < 6; ++i) { knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2)); } if ((type.x & 1) != 0) { if (patch_pos.x <= 2) knot[0].x = 0.0; if (patch_pos.x <= 1) knot[1].x = 0.0; } if ((type.x & 2) != 0) { if (patch_pos.x >= (num_patches.x - 2)) knot[5].x = float(num_patches.x); if (patch_pos.x == (num_patches.x - 1)) knot[4].x = f
METAL GEAR SOLID PEACE WALKER v1.4.2-417-gb2057256b 2019-05-12 Error in shader compilation: info: 0:14: L0002: Undeclared variable 'u_proj' / code: #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; 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; v_color0 = u_matambientalpha; }
Resistance: Retribution™ v1.4.2-417-gb2057256b 2018-12-31 Unknown GE command : 527f7f7f
DRAGON BALL Z SHIN BUDOKAI 2 v1.4.2-417-gb2057256b 2018-12-29 Wrong magic number 5a347390
DRAGON BALL Z SHIN BUDOKAI 2 v1.4.2-417-gb2057256b 2018-12-29 Wrong magic number 00000220
Def Jam® Fight For NY™: The Takeover v1.4.2-417-gb2057256b 2018-12-23 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:156: 'u_proj' : undeclared identifier ERROR: 0:157: 'col' : undeclared identifier ERROR: 0:173: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:176: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:177: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:188: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:191: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:192: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:203: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:206: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:207: 'rgb' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:218: 'rgb' : field sel / code: #version 300 es precision highp float; in mediump vec4 w1, w2; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; 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 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 mediump vec3 u_lightdir0; uniform mediump float u_lightangle0; uniform mediump float u_lightspotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump float u_lightangle1; uniform mediump float u_lightspotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump float u_lightangle2; uniform mediump float u_lightspotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump float u_lightangle3; uniform mediump float u_lightspotCoef3; 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; uniform highp vec2 u_fogcoef; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; uniform sampler2D u_tess_pos_tex; uniform sampler2D u_tess_tex_tex; uniform sampler2D u_tess_col_tex; uniform int u_spline_count_u; vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) { vec2 pos = vec2(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) { vec3 pos = vec3(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) { vec4 pos = vec4(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } uniform int u_spline_count_v; uniform int u_spline_type_u; uniform int u_spline_type_v; void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) { for (int i = 0; i < 6; ++i) { knot[i] = vec2(float(i + pat
DRAGON BALL Z SHIN BUDOKAI 2 v1.4.2-417-gb2057256b 2018-12-23 Error in shader compilation: info: 0:156: L0002: Undeclared variable 'u_proj' 0:157: L0002: Undeclared variable 'col' 0:173: L0002: Undeclared variable 'col' 0:176: L0002: Undeclared variable 'col' 0:177: L0002: Undeclared variable 'lightSum0' 0:188: L0002: Undeclared variable 'col' 0:191: L0002: Undeclared variable 'col' 0:192: L0002: Undeclared variable 'lightSum0' 0:203: L0002: Undeclared variable 'col' 0:206: L0002: Undeclared variable 'col' 0:207: L0002: Undeclared variable 'lightSum0' 0:218: L0002: Undeclared variable 'col' 0:221: L0002: Undeclared variable 'col' 0:222: L0002: Undeclared variable 'lightSum0' 0:223: L0002: Undeclared variable 'lightSum0' 0:224: L0002: Undeclared variable 'tex' / code: #version 300 es precision highp float; in mediump vec4 w1, w2; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; 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 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 mediump vec3 u_lightdir0; uniform mediump float u_lightangle0; uniform mediump float u_lightspotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump float u_lightangle1; uniform mediump float u_lightspotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump float u_lightangle2; uniform mediump float u_lightspotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump float u_lightangle3; uniform mediump float u_lightspotCoef3; 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; uniform highp vec2 u_fogcoef; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; uniform sampler2D u_tess_pos_tex; uniform sampler2D u_tess_tex_tex; uniform sampler2D u_tess_col_tex; uniform int u_spline_count_u; vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) { vec2 pos = vec2(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) { vec3 pos = vec3(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) { vec4 pos = vec4(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } uniform int u_spline_count_v; uniform int u_spline_type_u; uniform int u_spline_type_v; void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) { for (int i = 0; i < 6; ++i) { knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2)); } if ((type.x & 1) != 0) { if (patch_pos.x <= 2) knot[0].x = 0.0; if (patch_pos.x <= 1) knot[1].x = 0.0; } if ((type.x & 2) != 0) { if (patch_pos.x >= (num_patches.x - 2)) knot[5].x = float(num_patches.x); if (patch_pos.x == (num_patches.x - 1)) knot[4].x =
Call of Duty : Roads to Victory™ v1.4.2-417-gb2057256b 2018-12-07 Error in shader compilation: info: 0:17: L0002: Undeclared variable 'u_proj' / code: #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in lowp vec4 color0; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out 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; v_color0 = color0; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
(homebrew) v1.4.2-417-gb2057256b 2018-10-31 MFIC instruction hit (70020024) at 08968ab4
Pro Evolution Soccer 2013 v1.4.2-417-gb2057256b 2018-08-13 Unknown GE command : feea0004
ACE COMBAT X v1.4.2-417-gb2057256b 2018-06-01 Unknown GetPointer 00000020 PC 08941124 LR 08941134
FIFA STREET 2 v1.4.2-417-gb2057256b 2019-06-19 Wrong magic number 55555555
WWE'12 v1.4.2-417-gb2057256b 2018-05-08 Wrong magic number 5c999ab0
WWE'12 v1.4.2-417-gb2057256b 2018-05-08 Wrong magic number 619d9000
WWE'12 v1.4.2-417-gb2057256b 2018-05-08 Wrong magic number 5ce5e000
WWE'12 v1.4.2-417-gb2057256b 2018-05-08 Wrong magic number 0000000b
WWE'12 v1.4.2-417-gb2057256b 2018-05-08 Wrong magic number 595a61d0
WWE'12 v1.4.2-417-gb2057256b 2018-05-08 Wrong magic number 54534f50
WWE'12 v1.4.2-417-gb2057256b 2018-05-08 Wrong magic number 5c837000
WWE'12 v1.4.2-417-gb2057256b 2018-05-08 Wrong magic number 00000000
WWE'12 v1.4.2-417-gb2057256b 2018-05-08 Wrong magic number 5cf5f000
WWE'12 v1.4.2-417-gb2057256b 2018-05-08 Wrong magic number 5cabaff8
God of War: Chains of Olympus v1.4.2-417-gb2057256b 2018-12-16 Wrong magic number 55555555
SOULCALIBUR: Broken Destiny v1.4.2-417-gb2057256b 2018-05-24 Wrong magic number 46535000
(homebrew) v1.4.2-417-gb2057256b 2019-06-28 Wrong magic number 55555555
DRAGON BALL Z SHIN BUDOKAI 2 v1.4.2-417-gb2057256b 2018-12-29 Wrong magic number 00000000
God of War: Chains of Olympus v1.4.2-417-gb2057256b 2018-10-20 Wrong magic number 00000000
SOULCALIBUR: Broken Destiny v1.4.2-417-gb2057256b 2019-02-06 Wrong magic number 46535000
WWE'12 v1.4.2-417-gb2057256b 2018-05-05 Unexpected mpeg first timestamp: fffffffffff / 17592186044415
WWE SmackDown vs. RAW 2011 v1.4.2-417-gb2057256b 2018-02-26 sceDmacMemcpy(dest=0418b650, src=09548150, size=65552): overlapping read
YAAKOUBIV3 v1.4.2-417-gb2057256b 2018-02-23 Unknown GetPointer 00000000 PC 08816150 LR 08816164
Pro Evolution Soccer 2013 v1.4.2-417-gb2057256b 2018-08-13 Bad bounding box data: 020407
Daxter v1.4.2-417-gb2057256b 2017-11-17 Unexpected mpeg first timestamp: a2f160948ab / 11197349447851
(homebrew) v1.4.2-417-gb2057256b 2018-12-19 MFIC instruction hit (70020024) at 08832bd0
MONSTER HUNTER FREEDOM UNITE™ v1.4.2-417-gb2057256b 2017-11-14 sceDmacMemcpy(dest=0414e000, src=095d7260, size=248336): overlapping read
JOGRESS V3 v1.4.2-417-gb2057256b 2018-01-25 RET: Stack empty!
JOGRESS V3 v1.4.2-417-gb2057256b 2018-01-11 Unknown GetPointer 00000000 PC 08816150 LR 08816164
鉄拳 DARK RESURRECTION v1.4.2-417-gb2057256b 2017-10-18 sceDmacMemcpy(dest=08400000, src=0915a880, size=559376): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.4.2-417-gb2057256b 2017-09-27 sceDmacMemcpy(dest=09510000, src=0867ce80, size=321536): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.4.2-417-gb2057256b 2017-09-27 sceDmacMemcpy(dest=09328f00, src=08657e60, size=151552): overlapping read
BEN 10: Protector of Earth v1.4.2-417-gb2057256b 2017-09-19 Unsupported Vertex Screen Coordinate Z : f243001f
BEN 10: Protector of Earth v1.4.2-417-gb2057256b 2017-09-19 Bad index address 07b1aafe!
BEN 10: Protector of Earth v1.4.2-417-gb2057256b 2017-09-19 VTYPE with morph used: THRU=0 TC=0 COL=5 POS=0 NRM=0 WT=0 NW=1 IDX=0 MC=5
Def Jam® Fight For NY™: The Takeover v1.4.2-417-gb2057256b 2017-09-19 sceDmacMemcpy(dest=095c8e80, src=08400000, size=203968): overlapping read
SSX On Tour v1.4.2-417-gb2057256b 2017-09-11 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148425344
SBK®09 Superbike World Championship v1.4.2-417-gb2057256b 2017-09-11 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0927ab10): duplicate handler
MX vs ATV™ Reflex v1.4.2-417-gb2057256b 2017-09-10 Render to texture with incompatible formats 5 != 1 at 04110000
SOCOM: Fireteam Bravo 3 v1.4.2-417-gb2057256b 2017-09-05 ReadFromHardware: Invalid address 241700ff near PC 241700ff LR 088eeb88
太鼓の達人ぽ~たぶるDX v1.4.2-417-gb2057256b 2017-09-04 Unknown GetPointer 00000028 PC 08890788 LR 088907a4
WWE 2K15 v1.4.2-417-gb2057256b 2018-05-03 80630007=sceAtracSetData(2, 08d4b180, 0000ba50): atracID uses different codec type than data
WWE 2K15 v1.4.2-417-gb2057256b 2018-05-03 80630007=sceAtracSetData(3, 08d4b180, 00004d00): atracID uses different codec type than data
ドラゴンボールZ 真武道会2 v1.4.2-417-gb2057256b 2017-10-17 Bad vertex address 00000000!
WWE 2K15 v1.4.2-417-gb2057256b 2018-05-03 80630007=sceAtracSetData(3, 08d4b180, 0000cab8): atracID uses different codec type than data
WWE 2K15 v1.4.2-417-gb2057256b 2018-05-03 80630007=sceAtracSetData(3, 08d4b180, 0000f790): atracID uses different codec type than data
WWE 2K15 v1.4.2-417-gb2057256b 2018-05-03 80630007=sceAtracSetData(3, 08d4b180, 00004c00): atracID uses different codec type than data
WWE 2K15 v1.4.2-417-gb2057256b 2018-05-03 80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data
WWE 2K15 v1.4.2-417-gb2057256b 2018-05-03 80630007=sceAtracSetData(3, 08d4b180, 00005000): atracID uses different codec type than data
WWE 2K15 v1.4.2-417-gb2057256b 2018-05-03 80630007=sceAtracSetData(3, 08d4b180, 00004500): atracID uses different codec type than data
WWE 2K15 v1.4.2-417-gb2057256b 2018-05-03 80630007=sceAtracSetData(3, 08d4b180, 00018000): atracID uses different codec type than data
WWE 2K15 v1.4.2-417-gb2057256b 2018-05-03 80630007=sceAtracSetData(3, 08d4b180, 0000e3e0): atracID uses different codec type than data
WWE 2K15 v1.4.2-417-gb2057256b 2018-05-03 80630007=sceAtracSetData(3, 08d4b180, 00019800): atracID uses different codec type than data
WWE 2K15 v1.4.2-417-gb2057256b 2018-05-03 80630007=sceAtracSetData(3, 08d4b180, 00018700): atracID uses different codec type than data
WWE 2K15 v1.4.2-417-gb2057256b 2018-05-03 80630007=sceAtracSetData(3, 08d4b180, 00001cd0): atracID uses different codec type than data
WWE 2K15 v1.4.2-417-gb2057256b 2018-05-03 80630007=sceAtracSetData(3, 08d4b180, 00004890): atracID uses different codec type than data
WWE 2K15 v1.4.2-417-gb2057256b 2018-05-03 80630007=sceAtracSetData(3, 08d4b180, 0000d800): atracID uses different codec type than data
WWE 2K15 v1.4.2-417-gb2057256b 2018-05-03 80630007=sceAtracSetData(3, 08d4b180, 00015700): atracID uses different codec type than data
WWE 2K15 v1.4.2-417-gb2057256b 2018-05-03 80630007=sceAtracSetData(3, 08d4b180, 00012e00): atracID uses different codec type than data
WWE 2K15 v1.4.2-417-gb2057256b 2018-05-03 80630007=sceAtracSetData(3, 08d4b180, 0000fe00): atracID uses different codec type than data
WWE 2K15 v1.4.2-417-gb2057256b 2018-05-03 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
WWE 2K15 v1.4.2-417-gb2057256b 2018-05-03 Rendering to framebuffer offset: 000cc000 +65x0
WWE 2K15 v1.4.2-417-gb2057256b 2018-05-03 sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid)
WWE 2K15 v1.4.2-417-gb2057256b 2018-05-03 Loading module sceFont_Library with version 0101, devkit 05050010
(homebrew) v1.4.2-417-gb2057256b 2018-01-20 MFIC instruction hit (70020024) at 08a54588
Pro Evolution Soccer 2013 v1.4.2-417-gb2057256b 2018-08-13 BJUMP to illegal address 00000000 - ignoring! data=000000
英雄伝説 零の軌跡 v1.4.2-417-gb2057256b 2017-09-03 sceIoIoctl(disc0:/sce_lbn01d310_size0x85cd, 0101000a, 09faf8c0, 4, 00000000, 0)
英雄伝説 零の軌跡 v1.4.2-417-gb2057256b 2017-09-03 sceIoIoctl(disc0:/sce_lbn01d0cd_size0x10900, 0101000a, 09faf8c0, 4, 00000000, 0)
英雄伝説 零の軌跡 v1.4.2-417-gb2057256b 2017-09-03 sceIoIoctl(disc0:/sce_lbn01e7da_size0xcc0c, 0101000a, 09faf8c0, 4, 00000000, 0)
MX vs ATV™ Reflex v1.4.2-417-gb2057256b 2017-09-10 Render to texture with different formats 2 != 1
MX vs ATV™ Reflex v1.4.2-417-gb2057256b 2017-09-10 Render to texture with different strides 64 != 32
Pro Evolution Soccer 2013 v1.4.2-417-gb2057256b 2018-07-14 DL PC = 00000000 WTF!!!!
DRAGON BALL Z SHIN BUDOKAI 2 v1.4.2-417-gb2057256b 2017-09-20 ReadFromHardware: Invalid address 00000200 near PC 0893c594 LR 0893c594
DRAGON BALL Z SHIN BUDOKAI 2 v1.4.2-417-gb2057256b 2017-09-20 WriteToHardware: Invalid address 00000200 near PC 0893c594 LR 0893c594
PES 2014 v1.4.2-417-gb2057256b 2017-12-16 Unexpected mpeg first timestamp: c0004d0480 / 824638768256
テイルズ オブ ファンタジア なりきりダンジョンX v1.4.2-417-gb2057256b 2017-09-13 Render to area containing texture at 04044000 +0x272
Pro Evolution Soccer 2013 v1.4.2-417-gb2057256b 2018-05-20 Unknown GE command : 29857294
SpongeBob SquarePants: The Yellow Avenger v1.4.2-417-gb2057256b 2017-10-01 Render to texture with incompatible formats 5 != 3 at 041a0000
グローランサー4 オーバーリローデッド v1.4.2-417-gb2057256b 2017-10-03 Video out requested, not supported: mode=0 size=240,272
Split/Second v1.4.2-417-gb2057256b 2017-09-17 Unknown syscall in known module 'sceNpCommerce2': 0xdd6758fa
Split/Second v1.4.2-417-gb2057256b 2017-09-17 Unknown syscall in known module 'sceNpCommerce2': 0x5d8c2d99
Split/Second v1.4.2-417-gb2057256b 2017-09-17 Unknown syscall in known module 'sceNpCommerce2': 0xceab1829
Split/Second v1.4.2-417-gb2057256b 2017-09-17 Unknown syscall in known module 'sceNpCommerce2': 0x80a7afdb
Split/Second v1.4.2-417-gb2057256b 2017-09-17 Unknown syscall in known module 'sceNpCommerce2': 0x05e7afbc
Split/Second v1.4.2-417-gb2057256b 2017-09-17 Unknown syscall in known module 'sceNpCommerce2': 0xb0d7aa90