Recent logs - v1.8.0

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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
PES 2013 v1.8.0 2023-07-26 12 sceUtilityOskInitStart: invalid status
STAR OCEAN: Second Evolution v1.8.0 2023-07-26 1 WriteToHardware: Invalid address 0a90d335 near PC 08804564 LR 08804564
WWE SmackDown vs. RAW 2011 v1.8.0 2024-01-17 6 80630007=sceAtracSetData(2, 08d4b180, 0000e4f8): atracID uses different codec type than data
eFootball PES By HAROUN TECH v1.9.4 2026-03-31 2,113 MIPSCompileOp: Invalid instruction 01010101
eFootball Libertadores 2K23 by lasso y total G v1.9.4 2026-09-11 7,028 Savedata version requested on save: 3
EFOOTBALL 2023 PSP FINAL UPDATE v1.8.0 2024-07-16 26 GL ran out of GPU memory; switching to low memory mode
Spider-Man 2 v1.9.4 2026-08-05 167 80630006=sceAtracSetDataAndGetID(08ddcf40, 00020000): invalid RIFF header
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.8.0 2025-06-13 93 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-07-19 1 Unable to read from install file: DATAINST.BIN~1
eFootball 2023 by YOUNG RSA GAMER YT v1.9.3 2023-11-20 3 80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16)
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-07-19 1 MFIC instruction hit (70f1f2e4) at 08a66524
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-07-19 1 MIPSCompileOp: Invalid instruction 70fb625c
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2024-02-01 4 WriteToHardware: Invalid address ae7ef7fc near PC 0880dcc8 LR 0880dcc8
eFootball 2024 Beta By Tutoriales Bendezu v1.9.4 2026-09-26 189 Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f
eFootball Play-C v1.9.4 2026-11-08 354,892 Savedata version requested on save: 3
EFOOTBALL 2023 BY TEGA GAMING v1.9.4 2026-11-07 9,699 Savedata version requested on save: 3
eFootball PES 2023/24T_X_G v1.9.4 2023-09-16 13 Savedata version requested on save: 3
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.8.0 2023-07-12 1 00000000=sceUtilityScreenshotInitStart(09d3b128)
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.9.4 2025-02-14 92 GL ran out of GPU memory; switching to low memory mode
eFootball RH12 SEASON 5 v1.9.4 2025-04-21 111 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
God of War®: Ghost of Sparta v1.8.0 2023-07-11 1 BJUMP to illegal address 0aa43b74 - ignoring! data=2b5564
God of War®: Ghost of Sparta v1.8.0 2023-07-11 1 Immediate draw: Unexpected primitive 7 at count 28
God of War®: Ghost of Sparta v1.8.0 2023-07-11 1 Exceeded immediate draw buffer size. gstate.imm_ap=773647 , prim=5
God of War®: Ghost of Sparta v1.8.0 2023-07-11 1 Unknown GE command : b79a0027
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-07-10 1 WriteToHardware: Invalid address 53366d7c near PC 0880dcc8 LR 0880dcc8
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.9.4 2026-09-10 123 Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f
WWE 2K21 PRICELESS ALACRITY V3.0.1 v1.8.0 2024-08-04 2 80630007=sceAtracSetData(2, 08d4b180, 0001d480): atracID uses different codec type than data
eFootball RH12 SEASON 5 v1.9.4 2025-07-12 2,187 Savedata version requested on save: 3
eFootball PES PPSSPP Mazdy Official v1.9.4 2024-11-27 3,605 Savedata version requested on save: 3
Def Jam® Fight For NY™: The Takeover v1.8.0 2023-07-07 1 sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 00000a31): duplicate handler
Def Jam® Fight For NY™: The Takeover v1.8.0 2023-07-07 1 sceKernelRegisterSubIntrHandler(30, 0, 08805a28, 0000107f): duplicate handler
eFootball PES 2021 By GABRIEL v1.8.0 2025-04-01 12 WriteToHardware: Invalid address 00000004 near PC 08863d64 LR 08849a48
eFootball 2024 Beta By Tutoriales Bendezu v1.8.0 2026-01-13 147 WriteToHardware: Invalid address 00000004 near PC 08863d6c LR 08856c34
Dragon Ball Super: Multiverse Break v1.8.0 2023-07-05 1 WriteToHardware: Invalid address 3f800040 near PC 089bfd98 LR 089bfd98
Megamind v1.8.0 2023-07-05 1 Render to texture with incompatible formats 4 != 2 at 0414a000
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.9.4 2026-06-21 1,811 Savedata version requested on save: 3
eFootball 2024 Beta By Tutoriales Bendezu v1.9.4 2025-11-02 246 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header
Miami Vice™ The Game v1.8.0 2025-04-05 9 80630006=sceAtracSetDataAndGetID(08d73620, 00001000): invalid RIFF header
Mega Man Maverick Hunter X v1.8.0 2023-07-03 1 Savedata version requested on save: 3
NBA '09 v1.8.0 2024-03-31 4 Render to area containing texture at 04162000 +256x0
NBA '09 v1.8.0 2024-03-31 4 Rendering to framebuffer offset: 04162000 +256x0
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.9.4 2025-06-08 197 80630006=sceAtracSetDataAndGetID(09a25200, 00001000): invalid RIFF header
eFootball PES By HAROUN TECH v1.9.4 2026-05-22 136 80630006=sceAtracSetDataAndGetID(09a25200, 00002000): invalid RIFF header
Call of Duty : Roads to Victory™ v1.8.0 2025-06-21 4 MIPSCompileOp: Invalid instruction 6b034611
Call of Duty : Roads to Victory™ v1.8.0 2025-06-21 4 MIPSCompileOp: Invalid instruction 6300460e
Call of Duty : Roads to Victory™ v1.8.0 2025-06-21 4 MIPSCompileOp: Invalid instruction 6b404612
Call of Duty : Roads to Victory™ v1.8.0 2025-06-21 4 MIPSCompileOp: Invalid instruction 6b42c512
Call of Duty : Roads to Victory™ v1.8.0 2025-06-21 4 MIPSCompileOp: Invalid instruction 001027bd
SOCOM: Fireteam Bravo 3 v1.8.0 2023-07-01 1 MIPSCompileOp: Invalid instruction 7fffffff
SOCOM: Fireteam Bravo 3 v1.8.0 2023-07-01 2 MIPSCompileOp: Invalid instruction 0000c8ff
NEED FOR SPEED™ HEAT v1.9.4 2025-01-04 2 Render to texture using CLUT with different strides 64 != 128
NEED FOR SPEED™ HEAT v1.9.4 2025-01-04 2 Render to area containing texture at 040d4000 +0x32
NEED FOR SPEED™ HEAT v1.9.4 2025-01-04 2 4 and 8-bit CLUT format not supported for framebuffers
NEED FOR SPEED™ HEAT v1.9.4 2025-01-04 2 Render to texture with incompatible formats 5 != 0 at 040d4000
Prince of Persia - Revelations v1.8.0 2023-07-01 1 80630006=sceAtracSetDataAndGetID(09abee80, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.8.0 2023-07-01 2 80630006=sceAtracSetDataAndGetID(09a39c00, 00000800): invalid RIFF header
God of War(TM): Chains of Olympus Special Edition Demo v1.9.4 2025-12-22 16 Render to area containing texture at 04162000 +256x0
INFINITE WARRIORS V4(ONIXSTISH) v1.8.0 2024-04-22 6 WriteToHardware: Invalid address 0a000000 near PC 089bfd98 LR 089bfd98
ナルティメットアクセル3 v1.8.0 2023-06-28 2 __KernelStopThread: thread 3013 does not exist
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-06-26 1 WriteToHardware: Invalid address 9e51bd74 near PC 0880dcc8 LR 0880dcc8
eFootball 2024 Beta By Tutoriales Bendezu v1.8.0 2025-12-29 188 WriteToHardware: Invalid address 00000004 near PC 08863d6c LR 0884c9fc
Tomb Raider : Legend v1.8.0 2023-06-24 4 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 r8p0-00dev0 [Revision 96995]. 01f14084:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:0 3: c:0 t:1 MatUp:1 #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 mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; 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); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
Tomb Raider : Legend v1.8.0 2023-06-24 4 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 r8p0-00dev0 [Revision 96995]. 01f10484:00000b18 HWX C T N Tex Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:0 MatUp:1 #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 mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; 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); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y == 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.w = u_cullRangeMax.w; } } gl_Position = outPos; }
初音ミク -Project DIVA- extend v1.8.0 2023-06-23 1 00000000=sceUtilityScreenshotInitStart(0934eba8)
初音ミク -Project DIVA- extend v1.8.0 2023-06-23 3 00000000=sceUtilityScreenshotInitStart(0947d0c0)
初音ミク -Project DIVA- extend v1.8.0 2023-06-23 1 00000000=sceUtilityScreenshotInitStart(093577b0)
DISSIDIA® FINAL FANTASY® v1.8.0 2023-06-22 1 Render to texture with incompatible formats 5 != 1 at 04160000
Field Commander™ v1.8.0 2025-02-03 6 MIPSCompileOp: Invalid instruction 00401205
INFINITE WARRIORS V4(ONIXSTISH) v1.9.4 2025-05-24 12 Render to texture using CLUT with different strides 512 != 64
Assassin's Creed: Bloodlines™ v1.8.0 2023-06-21 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bf3114, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.8.0 2023-06-21 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bf3114, 4, 00000000, 0)
INFINITE WARRIORS V4(ONIXSTISH) v1.9.4 2025-05-24 340 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
WWE GOD MODE 23 v1.9.4 2025-05-09 479 80630007=sceAtracSetData(3, 08d4b180, 0000fe00): atracID uses different codec type than data
WWE GOD MODE 23 v1.8.0 2025-04-05 877 80630007=sceAtracSetData(3, 08d4b180, 00015700): atracID uses different codec type than data
WWE GOD MODE 23 v1.8.0 2025-05-09 643 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
eFootball 2024 Beta By Tutoriales Bendezu v1.9.4 2026-11-05 18,712 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
(untitled homebrew) v1.8.0 2023-06-20 1 Savedata version requested on save: 3
eFootball 2024 Beta By Tutoriales Bendezu v1.9.4 2026-11-08 171,655 Savedata version requested on save: 3
初音ミク -Project DIVA- extend v1.8.0 2023-06-19 5 00000000=sceUtilityScreenshotInitStart(09445fd8)
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-06-18 1 MIPSCompileOp: Invalid instruction 43a7e9b2
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-06-18 1 MIPSCompileOp: Invalid instruction 443151fe
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-06-18 1 MIPSCompileOp: Invalid instruction 43a9483a
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-06-18 1 MIPSCompileOp: Invalid instruction 44324986
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-06-18 1 MIPSCompileOp: Invalid instruction 43a92ebc
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-06-18 1 MIPSCompileOp: Invalid instruction 443265d7
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-06-18 1 MIPSCompileOp: Invalid instruction b7064356
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-06-18 1 MIPSCompileOp: Invalid instruction 43a95754
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-06-18 1 MIPSCompileOp: Invalid instruction 43a9d44b
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-06-18 1 MIPSCompileOp: Invalid instruction 4332e776
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-06-18 1 MIPSCompileOp: Invalid instruction 443259a8
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-06-18 1 MIPSCompileOp: Invalid instruction 9f5b1776
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-06-18 1 MIPSCompileOp: Invalid instruction 43a9fd10
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-06-18 3 MIPSCompileOp: Invalid instruction 43a9f89a
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-06-18 1 MIPSCompileOp: Invalid instruction 44329536
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-06-18 1 MIPSCompileOp: Invalid instruction 44334d30
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-06-18 3 MIPSCompileOp: Invalid instruction 4433483d
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-06-18 1 MIPSCompileOp: Invalid instruction 44331fee
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-06-18 1 MIPSCompileOp: Invalid instruction b6970e99
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-06-18 1 MIPSCompileOp: Invalid instruction b62f2868
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-06-18 1 MIPSCompileOp: Invalid instruction 9fde2340

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