Recent logs - v1.9.4

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Game title Version Latest Report Message
EA-Sports FC PC-V v1.9.4 2025-10-30 MIPSCompileOp: Invalid instruction 00001e4e
Assassin's Creed: Bloodlines™ v1.9.4 2025-10-30 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09acb734, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2025-10-30 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09acb734, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2025-10-30 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c694f4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2025-10-30 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c694f4, 4, 00000000, 0)
eFootball PC - V. v1.9.4 2025-10-30 ReadFromHardware: Invalid address e1c7c770 near PC e1c7c770 LR 08000018
eFootball PC - V. v1.9.4 2025-10-30 ReadFromHardware: Invalid address 800201a6 near PC 08220d54 LR 08220d4c
God of War®: Ghost of Sparta v1.9.4 2025-10-30 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 r10p0-00rel0 [Revision 96995]. 01f34551:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 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 mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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; 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 * color0 + 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 * color0.rgb) * 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 * color0.rgb + diffuse); 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 * color0.rgb) * 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 * lightScale; } 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 * color0.rgb) * 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 * color0.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
God of War®: Ghost of Sparta v1.9.4 2025-10-30 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 r10p0-00rel0 [Revision 96995]. 01f34551:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 3: c:0 t:1 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 mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; 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; 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 * color0 + 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 * color0.rgb) * 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 * color0.rgb + diffuse); 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 * color0.rgb) * 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 * lightScale; } 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 * color0.rgb) * 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 * color0.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); diffus
God of War®: Ghost of Sparta v1.9.4 2025-10-30 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 r10p0-00rel0 [Revision 96995]. 01f34151:00000b1d HWX C T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 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 mediump vec3 u_lightatt1; 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 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 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 * color0 + 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 * color0.rgb) * 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 * color0.rgb + diffuse); 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 * color0.rgb) * 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 * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * 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 ; } 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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = ve
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.9.4 2025-10-29 sceDmacMemcpy(dest=04122760, src=098a6720, size=608416): overlapping read
EA-Sports FC PC-V v1.9.4 2025-10-29 MIPSCompileOp: Invalid instruction 71e72604
EA-Sports FC PC-V v1.9.4 2025-10-29 Jump to invalid address: 0bbc8970
EA-Sports FC PC-V v1.9.4 2025-10-29 Jump to invalid address: 0bbc8870
EA-Sports FC PC-V v1.9.4 2025-10-29 Jump to invalid address: 070c8560
Assassin's Creed: Bloodlines™ v1.9.4 2025-10-29 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09c694d4, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.9.4 2025-10-29 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09c694d4, 4, 00000000, 0)
Prince of Persia - Revelations v1.9.4 2025-10-29 80630006=sceAtracSetDataAndGetID(09adf380, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2025-10-29 80630006=sceAtracSetDataAndGetID(097a8e00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2025-10-29 80630006=sceAtracSetDataAndGetID(097a6ec0, 00000800): invalid RIFF header
BETEGAMING12 v1.9.4 2025-10-28 Jump to invalid address: 01110194
BETEGAMING12 v1.9.4 2025-10-28 MIPSCompileOp: Invalid instruction 78143e11
Prince of Persia - Revelations v1.9.4 2025-10-28 80630006=sceAtracSetDataAndGetID(08fad540, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2025-10-28 80630006=sceAtracSetDataAndGetID(08fb4600, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2025-10-28 80630006=sceAtracSetDataAndGetID(08fbdf80, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2025-10-28 80630006=sceAtracSetDataAndGetID(09a47400, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2025-10-28 80630006=sceAtracSetDataAndGetID(09919840, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2025-10-28 80630006=sceAtracSetDataAndGetID(09925740, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2025-10-28 80630006=sceAtracSetDataAndGetID(08f70280, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2025-10-28 80630006=sceAtracSetDataAndGetID(09a4cf80, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2025-10-28 80630006=sceAtracSetDataAndGetID(090a2440, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2025-10-28 80630006=sceAtracSetDataAndGetID(0953acc0, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2025-10-28 80630006=sceAtracSetDataAndGetID(099f6500, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2025-10-28 80630006=sceAtracSetDataAndGetID(09548e00, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2025-10-28 80630006=sceAtracSetDataAndGetID(09709000, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2025-10-28 80630006=sceAtracSetDataAndGetID(09583f40, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2025-10-28 80630006=sceAtracSetDataAndGetID(098a1140, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2025-10-28 80630006=sceAtracSetDataAndGetID(098f4800, 00000800): invalid RIFF header
Prince of Persia - Revelations v1.9.4 2025-10-28 80630006=sceAtracSetDataAndGetID(09a5ef40, 00000800): invalid RIFF header
eFootball PC - V. v1.9.4 2025-10-28 Unknown GetPointer 10bee177 PC 0884d5b0 LR 0884d7d4
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.9.4 2025-10-28 sceDmacMemcpy(dest=04159cc0, src=091d93a0, size=256): overlapping read
EA-Sports FC PC-V v1.9.4 2025-10-28 Unknown GetPointer 29858494 PC 0881c2d8 LR 0881c2e8
eFootball PC - V. v1.9.4 2025-10-27 MIPSCompileOp: Invalid instruction 0000e145
eFootball PC - V. v1.9.4 2025-10-27 MIPSCompileOp: Invalid instruction 00008cbb
eFootball PC - V. v1.9.4 2025-10-27 MIPSCompileOp: Invalid instruction 0000e0f9
eFootball PC - V. v1.9.4 2025-10-27 MIPSCompileOp: Invalid instruction 0000e0d4
eFootball PC - V. v1.9.4 2025-10-27 MIPSCompileOp: Invalid instruction 0000e0e9
eFootball PC - V. v1.9.4 2025-10-27 MIPSCompileOp: Invalid instruction 0000e0d5
eFootball PC - V. v1.9.4 2025-10-27 MIPSCompileOp: Invalid instruction 00008be8
eFootball PC - V. v1.9.4 2025-10-27 MIPSCompileOp: Invalid instruction 000090b5
eFootball PC - V. v1.9.4 2025-10-27 MIPSCompileOp: Invalid instruction 0000e0fb
eFootball PC - V. v1.9.4 2025-10-27 MIPSCompileOp: Invalid instruction 0000e0df
eFootball PC - V. v1.9.4 2025-10-27 MIPSCompileOp: Invalid instruction 0000e0f7
eFootball PC - V. v1.9.4 2025-10-27 MIPSCompileOp: Invalid instruction 0000e0f5
eFootball PC - V. v1.9.4 2025-10-27 MIPSCompileOp: Invalid instruction 0000e0bc
eFootball PC - V. v1.9.4 2025-10-27 MIPSCompileOp: Invalid instruction 0000e0ba
eFootball PC - V. v1.9.4 2025-10-27 MIPSCompileOp: Invalid instruction 00009469
eFootball PC - V. v1.9.4 2025-10-27 MIPSCompileOp: Invalid instruction 0000e0bf
eFootball PC - V. v1.9.4 2025-10-27 MIPSCompileOp: Invalid instruction 0000e0bd
eFootball PC - V. v1.9.4 2025-10-27 MIPSCompileOp: Invalid instruction 0000e0b5
eFootball PC - V. v1.9.4 2025-10-27 MIPSCompileOp: Invalid instruction 0000e0be
eFootball PC - V. v1.9.4 2025-10-27 MIPSCompileOp: Invalid instruction 00008cba
eFootball PC - V. v1.9.4 2025-10-27 80420014=__sceSasCore(08bb3ac0, 2fea7580): invalid address
eFootball PC - V. v1.9.4 2025-10-27 MIPSCompileOp: Invalid instruction 0000e0b7
eFootball PC - V. v1.9.4 2025-10-27 MIPSCompileOp: Invalid instruction 000094c5
eFootball Lop - Play v1.9.4 2025-10-27 MIPSCompileOp: Invalid instruction 000002be
eFootball PC - V. v1.9.4 2025-10-29 __KernelStopThread: thread 368 does not exist
Efootball 2022 Komo Valeri... v1.9.4 2025-10-27 ReadFromHardware: Invalid address dfe5e808 near PC dfe5e808 LR 08000018
eFootball 26 BY DIWAX GAMING v1.9.4 2025-10-27 Unknown GetPointer 00000000 PC 08a02a0c LR 0881615c
CRISIS CORE -FINAL FANTASY VII- v1.9.4 2025-10-26 sceDmacMemcpy(dest=09390f00, src=0873d8a0, size=276480): overlapping read
Avatar: The Last Airbender v1.9.4 2025-10-26 sceDmacMemcpy(dest=041d0a00, src=08f6a810, size=4096): overlapping read
eFootball Lop - Play v1.9.4 2025-10-26 ReadFromHardware: Invalid address 00000000 near PC 08815f0c LR 08000020
SBK-07 v1.9.4 2025-10-26 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09457fe0): duplicate handler
SBK-07 v1.9.4 2025-10-26 sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 093c9aa0): duplicate handler
eFootball RB - V. v1.9.4 2025-10-26 Bad vertex address 0497fd60!
eFootball SM - V. v1.9.4 2025-10-26 UNIMPL sceKernelFindModuleByName(sceModuleManager)
eFootball PC - V. v1.9.4 2025-10-26 Unknown GetPointer 2985739a PC 0881c2d8 LR 0881c2e8
eFootball RB - V. v1.9.4 2025-10-26 sceDmacMemcpy(dest=04154000, src=0927e1c0, size=557056): overlapping read
eFootball RB - V. v1.9.4 2025-10-26 Unknown GetPointer 00000000 PC 0881c428 LR 0881c438
God of War®: Ghost of Sparta v1.9.4 2025-10-25 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 r10p0-00rel0 [Revision 96995]. 01f34151:00000f1d HWX C T N LM Fog RevN Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:0 3: c:0 t:1 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 mediump vec3 u_lightatt1; 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 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 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 * color0 + 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 * color0.rgb) * 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 * color0.rgb + diffuse); 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 * color0.rgb) * 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 * lightScale; } lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * color0.rgb) * 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 ; } 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 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoor
NEED FOR SPEED™ MOST WANTED 5-1-0 v1.9.4 2025-10-25 RET: Stack empty! --NATIVE-DATA-BOUNDARY-29e11287?922ab07-25 Content-Disposition: form-data; name="verify" Content-Length: 34 Content-Transfer-Encoding: binary RET: Stack empty!RET: Stack empty!
ロコロコデモ v1.9.4 2025-10-25 sceAudiocodecInit(09294f10, 4098): replacing existing context
EA-Sports FC PC-V v1.9.4 2025-10-25 MIPSCompileOp: Invalid instruction 00000035
EA-Sports FC PC-V v1.9.4 2025-10-25 Branch in Jump delay slot at 08b8afa8 in block starting at 08b8ad0c
EA-Sports FC PC-V v1.9.4 2025-10-25 Jump to invalid address: 0038b388
EA-Sports FC PC-V v1.9.4 2025-10-25 MIPSCompileOp: Invalid instruction b094cbc3
EA-Sports FC PC-V v1.9.4 2025-10-25 Jump to invalid address: 0264e5d0
EA-Sports FC PC-V v1.9.4 2025-10-25 Jump to invalid address: 07539e80
EA-Sports FC PC-V v1.9.4 2025-10-25 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 80000000
EA-Sports FC PC-V v1.9.4 2025-10-25 MIPSCompileOp: Invalid instruction 00275137
EA-Sports FC PC-V v1.9.4 2025-10-25 MIPSCompileOp: Invalid instruction 405a86a3
EA-Sports FC PC-V v1.9.4 2025-10-25 Jump to invalid address: 07473f00
EA-Sports FC PC-V v1.9.4 2025-10-25 MIPSCompileOp: Invalid instruction b6e2f0cd
EA-Sports FC PC-V v1.9.4 2025-10-25 MIPSCompileOp: Invalid instruction 708466cd
EA-Sports FC PC-V v1.9.4 2025-10-25 MIPSCompileOp: Invalid instruction 63000000
EA-Sports FC PC-V v1.9.4 2025-10-25 MIPSCompileOp: Invalid instruction 00000045
EA-Sports FC PC-V v1.9.4 2025-10-25 MIPSCompileOp: Invalid instruction 00005a05
EA-Sports FC PC-V v1.9.4 2025-10-25 Jump to invalid address: 0264e5f0
EA-Sports FC PC-V v1.9.4 2025-10-25 Jump to invalid address: 0264ee70
EA-Sports FC PC-V v1.9.4 2025-10-25 Jump to invalid address: 02e2de10