Recent logs - v1.6.3-432-gfd6c3145d

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Game title Version Latest Report Message
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-432-gfd6c3145d 2019-05-20 Error in shader program link: info: (unknown reason) fs: 00000000:00800022 Tex TexAlpha 2x TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 00000000:0000001a THR C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
WWE SmackDown vs. RAW 2008 v1.6.3-432-gfd6c3145d 2019-05-20 80630007=sceAtracSetData(2, 08bd6608, 00015120): atracID uses different codec type than data
WWE SmackDown vs. RAW 2008 v1.6.3-432-gfd6c3145d 2019-05-20 80630007=sceAtracSetData(2, 08bd6608, 00010f20): atracID uses different codec type than data
WWE SmackDown vs. RAW 2008 v1.6.3-432-gfd6c3145d 2019-05-20 80630007=sceAtracSetData(2, 08bd6608, 0001d160): atracID uses different codec type than data
WWE SmackDown vs. RAW 2008 v1.6.3-432-gfd6c3145d 2019-05-20 80630007=sceAtracSetData(2, 08bd6608, 000089a0): atracID uses different codec type than data
WWE SmackDown vs. RAW 2008 v1.6.3-432-gfd6c3145d 2019-05-20 80630007=sceAtracSetData(2, 08bd6608, 00018100): atracID uses different codec type than data
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-432-gfd6c3145d 2019-05-20 MIPSCompileOp: Invalid instruction 717a36b8
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-432-gfd6c3145d 2019-05-20 MIPSCompileOp: Invalid instruction 716b240c
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-432-gfd6c3145d 2019-05-20 MIPSCompileOp: Invalid instruction 717a8fec
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-432-gfd6c3145d 2019-05-20 MIPSCompileOp: Invalid instruction 717a60a8
WWE SmackDown vs. RAW 2008 v1.6.3-432-gfd6c3145d 2019-05-19 80630007=sceAtracSetData(2, 08bd6608, 0000e460): atracID uses different codec type than data
FIFA 13 v1.6.3-432-gfd6c3145d 2019-05-19 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:0000038e Tex TClampST TFuncRepl #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; in vec4 v_color0; in highp vec3 v_texcoord; inout vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb, p.a); fragColor0 = v; } vs: 00000000:0000005a THR C Tex TexProjPos #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out highp vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Killzone™: Liberation v1.6.3-432-gfd6c3145d 2019-05-19 sceDmacMemcpy(dest=04119a00, src=09870f80, size=1024): overlapping read
WWE SmackDown vs. RAW 2008 v1.6.3-432-gfd6c3145d 2019-05-18 80630007=sceAtracSetData(2, 08bd6608, 000022e0): atracID uses different codec type than data
WWE SmackDown vs. RAW 2008 v1.6.3-432-gfd6c3145d 2019-05-18 80630007=sceAtracSetData(2, 08bd6608, 0000b760): atracID uses different codec type than data
WWE SmackDown vs. RAW 2008 v1.6.3-432-gfd6c3145d 2019-05-18 80630007=sceAtracSetData(2, 08bd6608, 00010aa0): atracID uses different codec type than data
God of War®: Ghost of Sparta v1.6.3-432-gfd6c3145d 2019-05-18 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 r4p1-01rel0 [Revision 96995]. 01730111:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 MatUp:3 #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; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, 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; }
WWE SmackDown vs. RAW 2008 v1.6.3-432-gfd6c3145d 2019-05-17 80630007=sceAtracSetData(2, 08bd6608, 0000b3a0): atracID uses different codec type than data
WWE SmackDown vs. RAW 2008 v1.6.3-432-gfd6c3145d 2019-05-17 80630007=sceAtracSetData(2, 08bd6608, 0000dce0): atracID uses different codec type than data
WWE SmackDown vs. RAW 2008 v1.6.3-432-gfd6c3145d 2019-05-17 80630007=sceAtracSetData(2, 08bd6608, 00001da0): atracID uses different codec type than data
TNA iMPACT!: Cross the Line v1.6.3-432-gfd6c3145d 2019-05-15 80630006=sceAtracSetDataAndGetID(08accf80, 0000c8e8): invalid RIFF header
Medal of Honor Heroes™ 2 v1.6.3-432-gfd6c3145d 2019-05-13 Error in shader program link: info: (unknown reason) fs: 00000000:00000000 #version 300 es precision lowp float; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; } vs: 00000000:00000108 HWX C #version 300 es precision highp float; in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; }
Medal of Honor Heroes™ 2 v1.6.3-432-gfd6c3145d 2019-05-13 Error in shader program link: info: (unknown reason) fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; } vs: 00000000:00000010 Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj * vec4(position.xyz, 1.0); }
Medal of Honor Heroes™ 2 v1.6.3-432-gfd6c3145d 2019-05-13 Error in shader program link: info: (unknown reason) fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; } vs: 00000000:00000910 HWX T Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Medal of Honor Heroes™ 2 v1.6.3-432-gfd6c3145d 2019-05-13 Error in shader program link: info: (unknown reason) fs: 00000000:000003a2 Tex TexAlpha TClampST TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; } vs: 00000000:00000918 HWX C T Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
Medal of Honor Heroes™ 2 v1.6.3-432-gfd6c3145d 2019-05-13 Error in shader program link: info: (unknown reason) fs: 00000000:00a0d022 Tex TexAlpha Fog 2x TFuncMod AlphaTest > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:0000091c HWX C T Fog Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Medal of Honor Heroes™ 2 v1.6.3-432-gfd6c3145d 2019-05-13 Error in shader program link: info: (unknown reason) fs: 00000000:00a00002 Tex Fog 2x TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:0000091c HWX C T Fog Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Medal of Honor Heroes™ 2 v1.6.3-432-gfd6c3145d 2019-05-13 Error in shader program link: info: (unknown reason) fs: 00000000:00a0d002 Tex Fog 2x TFuncMod AlphaTest > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:0000091c HWX C T Fog Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
(homebrew) v1.6.3-432-gfd6c3145d 2019-05-11 Error in shader program link: info: L0100 A program cannot be linked unless there are any shaders attached to it fs: 00001d83:00800022 Tex TexAlpha 2x ReplaceBlend_3A:6_B:7_Eq:0 TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = v.rgb * 2.0; v.rgb = v.rgb * vec3(v.a * 2.0); v.a = v.a * 2.0; gl_FragColor = v; } vs: 00000000:0000001a THR C Tex #version 100 precision highp float; attribute vec4 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Rocky Balboa v1.6.3-432-gfd6c3145d 2019-05-12 Error in shader program link: info: (unknown reason) fs: 00000000:0000f022 Tex TexAlpha TFuncMod AlphaTest >= #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 00000000:00000918 HWX C T Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
フェアリーテイル ポータブルギルド v1.6.3-432-gfd6c3145d 2019-05-10 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:0000f802 Tex LM TFuncMod AlphaTest >= #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01130001:00000b11 HWX T N LM Tex Light: 0: c:1 t:0 MatUp:3 #version 100 precision highp float; 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 lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; 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 * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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); }
フェアリーテイル ポータブルギルド v1.6.3-432-gfd6c3145d 2019-05-10 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:00000000 #version 100 precision lowp float; varying vec4 v_color0; void main() { vec4 v = v_color0 ; gl_FragColor = v; } vs: 00000000:0000000a THR C #version 100 precision highp float; attribute vec4 position; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
DRAGON BALL Z SHIN BUDOKAI 2 v1.6.3-432-gfd6c3145d 2019-05-09 Error in shader program link: info: (unknown reason) fs: 00000000:00000002 Tex TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 00000000:00000012 THR Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
DRAGON BALL Z SHIN BUDOKAI 2 v1.6.3-432-gfd6c3145d 2019-05-09 Error in shader program link: info: (unknown reason) fs: 00000000:00000000 #version 300 es precision lowp float; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; } vs: 00000000:00000002 THR #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
Spider-Man 3 v1.6.3-432-gfd6c3145d 2019-05-09 Error in shader program link: info: (unknown reason) fs: 00000000:00000802 Tex LM TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; fragColor0 = v; } vs: 01030000:00000b19 HWX C T N LM Tex Light: MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out lowp vec3 v_color1; out 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); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
God of War®: Ghost of Sparta v1.6.3-432-gfd6c3145d 2019-05-09 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00000000:00a00022 Tex TexAlpha Fog 2x TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; } vs: 00000000:0000091c HWX C T Fog Tex #version 100 precision highp float; attribute vec3 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; varying lowp vec4 v_color0; 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 = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-432-gfd6c3145d 2019-05-08 Bad vertex address 02382460!
God of War®: Ghost of Sparta v1.6.3-432-gfd6c3145d 2019-05-07 Error in shader program link: info: (unknown reason) fs: 00000000:00a00822 Tex TexAlpha LM Fog 2x TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 01010000:00000b1d HWX C T N LM Fog Tex Light: MatUp:1 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; 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; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); 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 v1.6.3-432-gfd6c3145d 2019-05-07 Error in shader program link: info: (unknown reason) fs: 00000000:00800802 Tex LM 2x TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in vec3 v_color1; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = v.rgb * 2.0; fragColor0 = v; } vs: 01030000:00120b19 HWX C T N LM Tex UVEnv Light: 0: c:0 t:0 1: c:0 t:0 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform vec3 u_lightpos1; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out lowp vec3 v_color1; out 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); mediump float ldot; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = vec3(0.0); v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos0), worldnormal), 1.0 + dot(normalize(u_lightpos1), worldnormal)) * 0.5, 1.0); }
God of War®: Ghost of Sparta v1.6.3-432-gfd6c3145d 2019-05-07 Error in shader program link: info: (unknown reason) fs: 00000000:01a00802 Tex LM Fog 2x StenToAlpha StenUniform TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform float u_stencilReplaceValue; in vec4 v_color0; in vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; v.rgb = v.rgb * 2.0; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = vec4(v.rgb, u_stencilReplaceValue); } vs: 01730101:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:0 t:0 2: c:1 t:0 MatUp:3 #version 300 es precision highp float; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 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; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; 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; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * color0.rgb) * ldot; lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, 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 v1.6.3-432-gfd6c3145d 2019-05-07 Error in shader program link: info: (unknown reason) fs: 00000000:0a000000 StenToAlphaDual Sten1 #version 300 es #extension GL_EXT_blend_func_extended : require #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; inout vec4 fragColor0; out vec4 fragColor1; void main() { vec4 v = v_color0 ; fragColor0 = vec4(v.rgb, 1.0); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); } vs: 00000000:00000002 THR #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
God of War®: Ghost of Sparta v1.6.3-432-gfd6c3145d 2019-05-07 Error in shader program link: info: (unknown reason) fs: 00000000:06000000 StenToAlphaDual Sten0 #version 300 es #extension GL_EXT_blend_func_extended : require #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; inout vec4 fragColor0; out vec4 fragColor1; void main() { vec4 v = v_color0 ; fragColor0 = vec4(v.rgb, 0.0); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); } vs: 00000000:00000002 THR #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
PES 2019 BY CHELITO 19 v1.6.3-432-gfd6c3145d 2019-05-06 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; gl_FragColor = v; } vs: 40000000:00000012 THR Tex Flat #version 100 precision highp float; attribute vec4 position; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj_through; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
WWE SmackDown vs. RAW 2008 v1.6.3-432-gfd6c3145d 2019-05-18 80630007=sceAtracSetData(2, 08bd6608, 0000cd20): atracID uses different codec type than data
The 3rd Birthday® v1.6.3-432-gfd6c3145d 2019-05-03 sceDmacMemcpy(dest=09050080, src=0905d8c0, size=6528): overlapping read
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-432-gfd6c3145d 2019-05-02 MIPSCompileOp: Invalid instruction 70f875ec
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-432-gfd6c3145d 2019-05-02 MIPSCompileOp: Invalid instruction 7196ea0c
Grand Theft Auto®: Chinatown Wars™ v1.6.3-432-gfd6c3145d 2019-05-01 Error in shader program link: info: No fragment shader attached. fs: 00000000:00000802 Tex LM TFuncMod #version 100 precision lowp float; uniform sampler2D tex; varying vec4 v_color0; varying vec3 v_color1; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; gl_FragColor = v; } vs: 01130001:00000b19 HWX C T N LM Tex Light: 0: c:1 t:0 MatUp:3 #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 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; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * color0.rgb) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * 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); }
Grand Theft Auto: Vice City Stories v1.6.3-432-gfd6c3145d 2019-04-29 Branch in RSRTComp delay slot at 0880121c in block starting at 08801210
Dragon Ball Z: Tenkaichi Tag Team v1.6.3-432-gfd6c3145d 2019-04-29 WriteToHardware: Invalid address 9a1864f4 near PC 0880dcc8 LR 0880dcc8
PES 2019 BY CHELITO 19 v1.6.3-432-gfd6c3145d 2019-04-27 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:0001d002 Tex TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); if (v.a < 0.002) discard; fragColor0 = v; } vs: 00000000:0000001a THR C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
The 3rd Birthday® v1.6.3-432-gfd6c3145d 2019-04-25 sceDmacMemcpy(dest=09051880, src=0905d740, size=10304): overlapping read
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(0926e3c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(0925a340, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(09b21f80, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(09b0df00, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(09af9e80, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(092ae840, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(0929a7c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(0927e700, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(091b6b80, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(0919aac0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(092acac0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(092c8b80, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(09269700, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(0927d780, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(092afd40, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(0929bcc0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(099f8200, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(09a142c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(093f0800, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(093dc780, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(093c06c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(092318c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(0921d840, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(09201780, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(09ab8780, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(09a9c6c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(0920a800, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(092268c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(0933dd40, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(09329cc0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(09315c40, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(09bbd880, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(09ba9800, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(09bc5d00, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(09ba9c40, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(091fe1c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(091ea140, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(092064c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(091ea400, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(09467380, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(09453300, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(09437240, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(091f3d00, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(091dfc80, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(091c3bc0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(092e4800, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(09300d40, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.6.3-432-gfd6c3145d 2019-04-24 80630006=sceAtracSetDataAndGetID(09382e40, 00014000): invalid RIFF header