Recent logs - v1.9.4

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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
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-11-07 1,297 80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-11-07 2,423 80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-11-07 1,355 80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data
EFOOTBALL V. 1 BY PRFD v1.8.0 2023-08-19 1 MFIC instruction hit (70020024) at 089d2e50
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-11-07 4,873 80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-11-07 2,642 80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-05-26 36 80630007=sceAtracSetData(2, 08d13140, 00006ed8): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2024-09-12 8 80630007=sceAtracSetData(2, 08d4b180, 00007e28): atracID uses different codec type than data
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-11-07 161 Render to area containing texture at 040cc000 +64x0
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-11-07 225 Rendering to framebuffer offset: 040cc000 +65x0
WWE SmackDown vs. RAW 2K23 v1.9.4 2026-11-07 7,249 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
Def Jam® Fight For NY™: The Takeover v1.8.0 2023-09-09 8 80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data
Def Jam® Fight For NY™: The Takeover v1.8.0 2023-08-24 3 80630007=sceAtracSetData(2, 08d4b180, 00003100): atracID uses different codec type than data
Def Jam® Fight For NY™: The Takeover v1.8.0 2023-08-19 1 80630007=sceAtracSetData(2, 08d4b180, 00002f00): atracID uses different codec type than data
Def Jam® Fight For NY™: The Takeover v1.8.0 2023-08-19 1 80630007=sceAtracSetData(2, 08d4b180, 00004000): atracID uses different codec type than data
Def Jam® Fight For NY™: The Takeover v1.8.0 2023-08-19 2 80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data
Def Jam® Fight For NY™: The Takeover v1.8.0 2023-09-09 7 80630007=sceAtracSetData(2, 08d4b180, 00005b00): atracID uses different codec type than data
Def Jam® Fight For NY™: The Takeover v1.8.0 2023-08-19 2 80630007=sceAtracSetData(2, 08d4b180, 0000db20): atracID uses different codec type than data
Def Jam® Fight For NY™: The Takeover v1.8.0 2023-08-19 1 80630007=sceAtracSetData(2, 08d4b180, 00004778): atracID uses different codec type than data
Def Jam® Fight For NY™: The Takeover v1.8.0 2023-09-10 5 80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data
Def Jam® Fight For NY™: The Takeover v1.8.0 2023-09-10 7 Rendering to framebuffer offset: 040cc000 +65x0
Def Jam® Fight For NY™: The Takeover v1.8.0 2023-08-19 1 80630007=sceAtracSetData(2, 08d4b180, 0000c428): atracID uses different codec type than data
Def Jam® Fight For NY™: The Takeover v1.8.0 2023-08-19 2 80630007=sceAtracSetData(2, 08d4b180, 00003fd0): atracID uses different codec type than data
Def Jam® Fight For NY™: The Takeover v1.8.0 2023-08-19 1 80630007=sceAtracSetData(2, 08d4b180, 00007bf8): atracID uses different codec type than data
Def Jam® Fight For NY™: The Takeover v1.8.0 2023-09-10 5 Render to area containing texture at 040cc000 +64x0
Assassin's Creed: Bloodlines™ v1.8.0 2026-11-07 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 r10p0-00dev0 [Revision 96995]. 01f10444:00000b1c HWX C T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 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 lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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 = 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; 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); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); 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); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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; }
Assassin's Creed: Bloodlines™ v1.8.0 2023-08-19 2 Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r10p0-00dev0 [Revision 96995]. 03f10044:41400b14 HWX T N Fog Tex Bones:6 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:0 3: c:0 t:0 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute mediump vec2 w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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; }
TEKKEN 7 v1.9.4 2025-09-27 831 80020001=sceKernelCreateMutex(): invalid name
eFootball 2024 Beta By Tutoriales Bendezu v1.8.0 2025-01-30 57 WriteToHardware: Invalid address 00000004 near PC 08863d74 LR 08856d28
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.9.4 2026-09-10 94 Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a
EFOOTBALL PSP NEW PATCH SEASON 2024 v1.9.4 2026-09-10 65 Unknown syscall in known module 'ThreadManForKernel': 0x809ce29b
SplinterCell v1.8.0 2023-08-15 1 MIPSCompileOp: Invalid instruction 44ba28ec
Dragon Ball Z: Tenkaichi Tag Team v1.8.0 2023-08-14 1 BJUMP to illegal address 0a2e53c0 - ignoring! data=c4bbc0
PRO EVOLUTION SOCCER VANDAMME EDITION v1.8.0 2024-10-02 194 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
Forza Horizon 5 v1.9.4 2025-12-08 521 80000107=sceDisplaySetFrameBuf(00000000, 512, 1, 0): must change latched framebuf first
Mortal Kombat: 11 v1.9.4 2026-10-25 102 Render to area containing texture at 040cc000 +0x64
Mortal Kombat: 11 v1.9.4 2026-10-25 279 80020001=sceKernelCreateSema(): invalid name
eFootball 2024 Beta By Tutoriales Bendezu v1.8.0 2026-09-25 13,366 ReadFCR: Unexpected reg 21
Driver® '76 v1.8.0 2023-08-12 1 Unknown GE command : 03e03800
eFootball Play-C v1.9.4 2026-11-08 42,422 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
God of War: Ragnarok v1.9.4 2026-10-21 116 Render to texture with different formats 0 != 3
God of War: Ragnarok v1.9.4 2026-10-05 112 Render to texture with different strides 1024 != 512
God of War: Ragnarok v1.9.4 2026-07-23 56 Render to area containing texture at 04162000 +256x0
eFootball PES 2021 T. Bendezu "C19" v1.8.0 2023-08-09 1 MIPSCompileOp: Invalid instruction 0000201e
eFootball PES 2021 T. Bendezu "C19" v1.8.0 2023-08-09 2 MIPSCompileOp: Invalid instruction 00001415
eFootball PES 2021 T. Bendezu "C19" v1.8.0 2024-07-18 4 MIPSCompileOp: Invalid instruction 00000005
eFootball PES 2021 T. Bendezu "C19" v1.8.0 2023-08-09 1 MIPSCompileOp: Invalid instruction 00001839
eFootball PES 2021 T. Bendezu "C19" v1.8.0 2023-08-09 1 MIPSCompileOp: Invalid instruction 48acccdc
eFootball PES 2021 T. Bendezu "C19" v1.8.0 2023-08-09 1 MIPSCompileOp: Invalid instruction 00000068
eFootball PES 2021 T. Bendezu "C19" v1.8.0 2023-08-09 1 MIPSCompileOp: Invalid instruction 000000e8
eFootball PES By HAROUN TECH v1.9.4 2025-04-21 9 MIPSCompileOp: Invalid instruction 00000001
eFootball RH12 SEASON 5 v1.9.4 2025-08-08 10 Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a
eFootball RH12 SEASON 5 v1.9.4 2025-08-08 10 Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f
eFootball RH12 SEASON 5 v1.9.4 2025-08-08 10 Unknown syscall in known module 'ThreadManForKernel': 0x809ce29b
MLB 10 The Show ™ v1.8.0 2023-08-08 1 scePsmfPlayerSetPsmf*: unexpected streamID 52
MLB 10 The Show ™ v1.8.0 2023-08-08 1 scePsmfPlayerSetPsmf*: unexpected streamID 3c
MLB 10 The Show ™ v1.8.0 2023-08-08 1 scePsmfPlayerSetPsmf*: unexpected streamID 2e
MLB 10 The Show ™ v1.8.0 2023-08-08 1 scePsmfPlayerSetPsmf*: unexpected streamID 4c
MLB 10 The Show ™ v1.8.0 2023-08-08 1 scePsmfPlayerSetPsmf*: unexpected streamID e
MLB 10 The Show ™ v1.8.0 2023-08-08 14 scePsmfPlayerSetPsmf*: unexpected streamID 1
RIDGE RACER 2 v1.8.0 2023-08-07 1 Render to texture with incompatible formats 5 != 3 at 041e9740
PRO EVOLUTION SOCCER VANDAMME EDITION v1.8.0 2023-09-09 6 Savedata version requested on save: 3
FIFA 10 v1.8.0 2024-06-11 2 Render to texture with incompatible formats 3 != 1 at 04000000
WWE 2K23 by Gamer Modder and Finn v1.9.4 2025-03-17 48 80630007=sceAtracSetData(2, 08d4b180, 00004100): atracID uses different codec type than data
eFootball Play-C v1.9.4 2026-11-04 20,791 80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16)
The Con™ v1.8.0 2023-08-05 1 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]. 01f75511:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:7 #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 vec3 u_lightpos1; 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 mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; 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 * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ; } lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (u_matspecular.a == 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale; } lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; 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); if (ldot >= 0.0) { ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldno
God of War: Ragnarok v1.9.4 2026-10-21 100 Rendering to framebuffer offset: 04162000 +256x0
Daxter v1.8.0 2023-08-02 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09ea3620, 4, 00000000, 0)
eFootball PES 2021 T. Bendezu "C19" v1.8.0 2023-08-02 1 MIPSCompileOp: Invalid instruction 00004601
eFootball PES 2021 T. Bendezu "C19" v1.8.0 2023-08-02 1 Branch in RSRTComp delay slot at 09091de8 in block starting at 09091d90
eFootball PES 2021 T. Bendezu "C19" v1.8.0 2023-08-02 1 MIPSCompileOp: Invalid instruction 000d4614
eFootball PES 2021 T. Bendezu "C19" v1.8.0 2023-08-02 2 MIPSCompileOp: Invalid instruction 4f003c03
eFootball PES 2021 T. Bendezu "C19" v1.8.0 2023-08-02 2 MIPSCompileOp: Invalid instruction 42c84680
SBK-07 v1.8.0 2023-08-01 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08f892f0): duplicate handler
SBK-07 v1.8.0 2023-08-01 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 08f89250): duplicate handler
NBA2K13 v1.8.0 2023-07-31 1 MIPSCompileOp: Invalid instruction b0302368
NBA2K13 v1.8.0 2023-07-31 1 MIPSCompileOp: Invalid instruction 62002024
NBA2K13 v1.8.0 2023-07-31 1 MIPSCompileOp: Invalid instruction b40020af
NBA2K13 v1.8.0 2023-07-31 1 MIPSCompileOp: Invalid instruction 71a9d8af
NBA2K13 v1.8.0 2023-07-31 1 MIPSCompileOp: Invalid instruction b1302100
NBA2K13 v1.8.0 2023-07-31 1 MIPSCompileOp: Invalid instruction 00000068
NBA2K13 v1.8.0 2023-07-31 1 MIPSCompileOp: Invalid instruction 0018218e
NBA2K13 v1.8.0 2023-07-31 1 MIPSCompileOp: Invalid instruction b000108f
NBA2K13 v1.8.0 2023-07-31 1 MIPSCompileOp: Invalid instruction b0000026
NBA2K13 v1.8.0 2023-07-31 1 MIPSCompileOp: Invalid instruction b3000c00
NBA2K13 v1.8.0 2023-07-31 1 MIPSCompileOp: Invalid instruction b1000400
NBA2K13 v1.8.0 2023-07-31 1 MIPSCompileOp: Invalid instruction b4001068
NBA2K13 v1.8.0 2023-07-31 1 MIPSCompileOp: Invalid instruction b100148f
NBA2K13 v1.8.0 2023-07-31 1 MIPSCompileOp: Invalid instruction 0020210e
NBA2K13 v1.8.0 2023-07-31 1 MIPSCompileOp: Invalid instruction b200083c
Crash™ Tag Team Racing v1.8.0 2023-07-31 1 80630006=sceAtracSetDataAndGetID(096edd40, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.8.0 2023-07-31 8 80630006=sceAtracSetDataAndGetID(09702280, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.8.0 2023-11-17 5 80630006=sceAtracSetDataAndGetID(0970a2c0, 00014000): invalid RIFF header
Crash™ Tag Team Racing v1.8.0 2023-07-31 1 80630006=sceAtracSetDataAndGetID(09b3bf40, 00014000): invalid RIFF header
PRO EVOLUTION SOCCER VANDAMME EDITION v1.9.4 2024-06-14 733 Savedata version requested on save: 3
eFootball 2024 Beta By Tutoriales Bendezu v1.9.4 2026-09-26 151 Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a
SBK-07 v1.8.0 2023-07-29 1 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 092e2190): duplicate handler
eFootball Libertadores 2K23 by lasso y total G v1.9.4 2026-09-11 11,291 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
eFottball Hend Asean v1.9.4 2025-01-20 29 Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a
eFottball Hend Asean v1.9.4 2025-01-20 33 Unknown syscall in known module 'LoadExecForKernel': 0x05572a5f

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