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| Game title |
Version |
Latest Report |
Message |
| Crash™ Tag Team Racing |
v1.18.1 |
2026-03-01 |
80630006=sceAtracSetDataAndGetID(09bd3940, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2026-03-01 |
80630006=sceAtracSetDataAndGetID(09bbf8c0, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2026-03-01 |
80630006=sceAtracSetDataAndGetID(09ba3800, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2026-03-01 |
80630006=sceAtracSetDataAndGetID(09b87740, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2026-03-01 |
80630006=sceAtracSetDataAndGetID(09b5f180, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2026-03-01 |
80630006=sceAtracSetDataAndGetID(09b736c0, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2026-03-01 |
80630006=sceAtracSetDataAndGetID(0969f880, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2026-03-01 |
80630006=sceAtracSetDataAndGetID(096dcd40, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2026-03-01 |
80630006=sceAtracSetDataAndGetID(096c8cc0, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2026-03-01 |
80630006=sceAtracSetDataAndGetID(09420600, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2026-03-01 |
80630006=sceAtracSetDataAndGetID(09410580, 00014000): invalid RIFF header |
| Crash™ Tag Team Racing |
v1.18.1 |
2026-03-01 |
80630006=sceAtracSetDataAndGetID(093fc500, 00014000): invalid RIFF header |
| SBK®09 Superbike World Championship |
v1.18.1 |
2026-03-01 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0964d8b0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.18.1 |
2026-03-01 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096af040): duplicate handler |
| NARUTO Shippuden: Legends: Akatsuki Rising |
v1.10.3 |
2026-03-01 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc68c0, pos=0, access=1, data=2, text=2 |
| eFootball |
v1.19.3 |
2026-03-01 |
Savedata version requested: 3 |
| Pro Evolution Soccer 2014 |
v1.6.3 |
2026-03-01 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
fragColor0 = v;
}
vs: 01770000:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in 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 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 vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out highp 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);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
| Pro Evolution Soccer 2014 |
v1.6.3 |
2026-03-01 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00000000:00000002 Tex TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout 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: 01770000:00000b10 HWX T N Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in 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 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 vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
out lowp vec4 v_color0;
out highp 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);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
| Pro Evolution Soccer 2014 |
v1.6.3 |
2026-03-01 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
flat in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
fragColor0 = v;
}
vs: 40000000:00000910 HWX T Tex Flat
#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;
flat out lowp vec4 v_color0;
out highp 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);
}
|
| Pro Evolution Soccer 2014 |
v1.6.3 |
2026-03-01 |
Error in shader program link: info: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) 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 highp 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);
}
|
| WWE'12 |
v1.11.3 |
2026-03-01 |
sceDmacMemcpy(dest=04147020, src=096a4bb0, size=65552): overlapping read |
| Grand Theft Auto: Vice City Stories |
v1.11.3 |
2026-03-01 |
Jump to invalid address: 0ecc0080 |
| EA |
v1.10.3 |
2026-03-01 |
Unknown GetPointer 00000000 PC 08a02a0c LR 0881615c |
| EA-Sports FC Lop-Play |
v1.10.3 |
2026-03-01 |
80630006=sceAtracSetDataAndGetID(09a25200, 00001000): invalid RIFF header |
| God of War®: Chains of Olympus |
v1.11.3 |
2026-03-01 |
80631003=sceAtracSetAA3DataAndGetID(08b705c0, 0001e000, 00040f70, 09fbca6c[ffffffff]): invalid ea3 magic bytes |
| Army of TWO™: The 40th Day |
v1.10.3 |
2026-03-01 |
sceDmacMemcpy(dest=0419c400, src=09758e60, size=9216): overlapping read |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.19.3 |
2026-03-01 |
__KernelStopThread: thread 1199 does not exist (ApctlThread stopped) |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.19.3 |
2026-03-01 |
__KernelStopThread: thread 1199 does not exist (ApctlThread deleted) |
| NEED FOR SPEED™ MOST WANTED 5-1-0 |
v1.12.3 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 46800499 |
| eFootball Chelito 19 * BETEGAMING |
v1.11.3 |
2026-03-01 |
Unknown GetPointer 00000000 PC 08a1b7b0 LR 08000030 |
| eFooTBall Play Cesar Patch |
v1.12.3 |
2026-03-01 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145269936 |
| EA-Sports FC Lop-Play |
v1.11.3 |
2026-03-01 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 000f |
| METAL SLUG Anthology |
v1.19.3 |
2026-03-01 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(TRI1323, 98:52:1a:fb:13:23, 20000000, 0) at 088e683c |
| METAL SLUG Anthology |
v1.19.3 |
2026-03-01 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRI1323, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4 |
| METAL SLUG Anthology |
v1.19.3 |
2026-03-01 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(TRIf70d, 60:f0:c0:1a:f7:0d, 20000000, 0) at 088e683c |
| METAL SLUG Anthology |
v1.19.3 |
2026-03-01 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIf70d, 1, 2, 09ffe9d0, 20000000, 0) at 088e66d4 |
| EFOOTBALL NEW PATCH SEASON |
v1.18.1 |
2026-03-01 |
Unknown GetPointer 007c0000 PC 0884a918 LR 0884a938 |
| EFOOTBALL NEW PATCH SEASON |
v1.18.1 |
2026-03-01 |
Unknown GetPointer 00760b00 PC 0884a918 LR 0884a938 |
| EA-Sports FC Lop-Play |
v1.17.1 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 00610079 |
| EA-Sports FC Lop-Play |
v1.17.1 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 01310079 |
| EA-Sports FC Lop-Play |
v1.17.1 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 0435041d |
| EA-Sports FC Lop-Play |
v1.17.1 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 00730069 |
| EA-Sports FC Lop-Play |
v1.17.1 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 00e3004e |
| EA-Sports FC Lop-Play |
v1.17.1 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 0069004e |
| EA-Sports FC Lop-Play |
v1.17.1 |
2026-03-01 |
MIPSCompileOp: Invalid instruction b4f1bbf8 |
| EA-Sports FC Lop-Play |
v1.17.1 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 767b672a |
| EA-Sports FC Lop-Play |
v1.17.1 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 006e0069 |
| EA-Sports FC Lop-Play |
v1.17.1 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 006e0055 |
| EA-Sports FC Lop-Play |
v1.17.1 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 0061007a |
| EA-Sports FC Lop-Play |
v1.17.1 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 006c0041 |
| EA-Sports FC Lop-Play |
v1.17.1 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 006f004e |
| EA-Sports FC Lop-Play |
v1.17.1 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 0000ff9f |
| PES eFOOTBALL 2026 JRplay |
v1.9.4 |
2026-03-01 |
sceDmacMemcpy(dest=040cc000, src=08701400, size=1043456): overlapping read |
| eFootball PC - V. |
v1.9.4 |
2026-03-01 |
ReadFromHardware: Invalid address db307770 near PC db307770 LR 08000018 |
| eFootball Chelito 19 |
v1.16.6 |
2026-03-01 |
Unknown GetPointer 00000000 PC 0884d7b4 LR 0884d7d4 |
| eFootball Chelito 19 |
v1.16.6 |
2026-03-01 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| EFOOTBALL PES FL 2026 |
v1.19.3 |
2026-03-01 |
sceNetAdhocMatchingInit(32768) at 08a71984 |
| PES ASIA (SeziaMod) |
v1.6.3 |
2026-03-01 |
Error in shader program link: info: ERROR: 0:456: 'mix' : no matching overloaded function found
ERROR: 0:456: 'assign' : cannot convert from 'const float' to '3-component vector of float'
ERROR: 2 compilation errors. No code generated.
fs: postshader
// PPSSPP: Grabbed from Processing and slightly modified.
// FXAA shader, GLSL code adapted from:
// http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA
// Whitepaper describing the technique:
// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
//======================================================================================================================================================================
//Extra options:
#define FXAA 0 //ON:1/OFF:0 /default FXAA, info above
//there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below
//================
#define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters
#define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics
//================
#define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242
//================
#define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress
//================
#define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/
#define samples 4 //Default: 4 /higher = more glow, worser performance
#define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality
#define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts
#define Bpower 0.5 //Default: 0.5 /amount of bloom mixed
//================
#define COLORED 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o
#define Cpower 0.3 //Default: 0.5 /amount of effect mixed
//================
#define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default
#define value 7.5 //Default: 7.5 /higher = more visible effect
//================
#define S_COM_V2 0 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate
#define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect
//================
#define SHADEBOOST 1 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
#define saturation 1.1 //Default: 1.0 //negative will look like inverted colors shader
#define brightness 2.5 //Default: 1.0
#define contrast 1.23 //Default: 1.0 //negative will be... well negative;p
#define red 0.55 //Default: 1.0
#define green 0.55 //Default: 1.0
#define blue 0.55 //Default: 1.0
//Shadeboost presets: //Shadeboost must be activated, presets override options above
int SEPIA = 0; //Moody coolors:)
int GRAYSCALE = 0; //Just for lols?
int NEGATIVE = 0; //As above
int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder)
//All presets are simple switch ON:1/OFF:0,
//================
#define GAMMA 1 //simple gamma function after reading http://filmicgames.com/archives/299
#define correction 1.2 //Default: 1.0
//================
#define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P)
#define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_hig |
| PES ASIA (SeziaMod) |
v1.6.3 |
2026-03-01 |
Error in shader compilation: info: ERROR: 0:456: 'mix' : no matching overloaded function found
ERROR: 0:456: 'assign' : cannot convert from 'const float' to '3-component vector of float'
ERROR: 2 compilation errors. No code generated.
postshader
// PPSSPP: Grabbed from Processing and slightly modified.
// FXAA shader, GLSL code adapted from:
// http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA
// Whitepaper describing the technique:
// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
//======================================================================================================================================================================
//Extra options:
#define FXAA 0 //ON:1/OFF:0 /default FXAA, info above
//there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below
//================
#define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters
#define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics
//================
#define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242
//================
#define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress
//================
#define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/
#define samples 4 //Default: 4 /higher = more glow, worser performance
#define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality
#define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts
#define Bpower 0.5 //Default: 0.5 /amount of bloom mixed
//================
#define COLORED 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o
#define Cpower 0.3 //Default: 0.5 /amount of effect mixed
//================
#define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default
#define value 7.5 //Default: 7.5 /higher = more visible effect
//================
#define S_COM_V2 0 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate
#define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect
//================
#define SHADEBOOST 1 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
#define saturation 1.1 //Default: 1.0 //negative will look like inverted colors shader
#define brightness 2.5 //Default: 1.0
#define contrast 1.23 //Default: 1.0 //negative will be... well negative;p
#define red 0.55 //Default: 1.0
#define green 0.55 //Default: 1.0
#define blue 0.55 //Default: 1.0
//Shadeboost presets: //Shadeboost must be activated, presets override options above
int SEPIA = 0; //Moody coolors:)
int GRAYSCALE = 0; //Just for lols?
int NEGATIVE = 0; //As above
int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder)
//All presets are simple switch ON:1/OFF:0,
//================
#define GAMMA 1 //simple gamma function after reading http://filmicgames.com/archives/299
#define correction 1.2 //Default: 1.0
//================
#define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P)
#define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high
#de |
| eFootbal 26 By Padhil Channel |
v1.19.3 |
2026-03-01 |
Savedata version requested: 3 |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.9.4 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 00000fb9 |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.9.4 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 4f6f8b86 |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.9.4 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 7a7f7875 |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.9.4 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 75728586 |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.9.4 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 7d7d7f86 |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.9.4 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 78868686 |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.9.4 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 7f868686 |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.9.4 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 45685686 |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.9.4 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 00000094 |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.9.4 |
2026-03-01 |
MIPSCompileOp: Invalid instruction ec0c0ae5 |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.9.4 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 4c373009 |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.9.4 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 7886851a |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.9.4 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 7d857878 |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.9.4 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 71727a1f |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.9.4 |
2026-03-01 |
Jump to invalid address: 0296b8a4 |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.9.4 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 06070502 |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.9.4 |
2026-03-01 |
MIPSCompileOp: Invalid instruction 75dcd81d |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.9.4 |
2026-03-01 |
An uneaten prefix at end of block: 00010024 |
| eFootball Edicion Mundial de Clubes By T. Bendezu |
v1.9.4 |
2026-03-01 |
MIPSCompileOp: Invalid instruction ee0c0eec |
| DRAGONBALL: EVOLUTION |
v1.11.3 |
2026-02-28 |
Unknown GetPointer 00000000 PC 088287f0 LR 08828800 |
| SBK®09 Superbike World Championship |
v1.18.1 |
2026-02-28 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09145320): duplicate handler |
| PES MY 2024 |
v1.19.3 |
2026-02-28 |
__KernelStopThread: thread 433 does not exist (helper deleted) |
| WWE 2K23 DELUXE EDITION BY LUCKY ULTIMATE |
v1.17.1 |
2026-02-28 |
80630007=sceAtracSetData(2, 08d4b180, 0000d5a8): atracID uses different codec type than data |
| eFootball Chelito 19 |
v1.7.1 |
2026-02-28 |
80420014=__sceSasCore(08bb3ac0, c4cd2980): invalid address |
| eFootball Lop - Play |
v1.14.2 |
2026-02-28 |
UI scissor out of bounds in LogConfigScreen: 33,0-981,481 / 1014,480 |
| eFootball Lop - Play |
v1.14.2 |
2026-02-28 |
UI scissor out of bounds in MainScreen: 33,0-755,481 / 1014,480 |
| eFootball Lop - Play |
v1.10.3 |
2026-02-28 |
sceGeBreak(mode=0, unknown=09fff3f0): unknown ptr (valid) |
| SBK®09 Superbike World Championship |
v1.18.1 |
2026-02-28 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09299c60): duplicate handler |
| SBK®09 Superbike World Championship |
v1.18.1 |
2026-02-28 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091b52e0): duplicate handler |
| SBK®09 Superbike World Championship |
v1.18.1 |
2026-02-28 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 091416f0): duplicate handler |
| EA FC 2024 BY SPARTAN JR 11 |
v1.19.3 |
2026-02-28 |
Branch in RSRTComp delay slot at 080d6f10 in block starting at 080d0020 |
| SBK®09 Superbike World Championship |
v1.18.1 |
2026-02-28 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090716c0): duplicate handler |
| PES BY VANO_OFFICIAL |
v1.19.3 |
2026-02-28 |
Savedata version requested: 3 |
| eFootball PC - V. |
v1.17.1 |
2026-02-28 |
ReadFromHardware: Invalid address 00000018 near PC 08871374 LR 08871374 |
| eFootball PC - V. |
v1.17.1 |
2026-02-28 |
WriteToHardware: Invalid address 0000003c near PC 08882774 LR 08882774 |
| eFootball PC - V. |
v1.17.1 |
2026-02-28 |
WriteToHardware: Invalid address 0000011e near PC 0887f9cc LR 0887f8f8 |
| eFootball PC - V. |
v1.17.1 |
2026-02-28 |
Unknown GetPointerWrite 00000492 PC 08872c14 LR 08872c1c |
| eFootball RB - V. |
v1.18.1 |
2026-02-28 |
ReadFromHardware: Invalid address 1397dcd8 near PC 08849a4c LR 08849a58 |
| eFootball Chelito 19 |
v1.6.3 |
2026-02-28 |
Unknown GetPointer 72b44ad8 PC 0884d7b4 LR 0884d7d4 |
| EA-Sports FC PC-V |
v1.17.1 |
2026-02-28 |
ReadFromHardware: Invalid address 1397e418 near PC 08863d90 LR 08849a58 |