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Game title Version Latest Report Message
SBK®09 Superbike World Championship v1.18.1 2026-02-26 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0906d850): duplicate handler
Silent Hill: Shattered Memories v1.19.3 2026-02-26 __KernelStopThread: thread 1755 does not exist (helper deleted)
Silent Hill: Shattered Memories v1.19.3 2026-02-26 __KernelStopThread: thread 1803 does not exist (helper deleted)
Transformers v1.12.3 2026-02-26 __KernelStopThread: thread 347 does not exist
SBK®09 Superbike World Championship v1.18.1 2026-02-26 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09210fe0): duplicate handler
SBK®09 Superbike World Championship v1.18.1 2026-02-26 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0966dfb0): duplicate handler
SBK®09 Superbike World Championship v1.18.1 2026-02-26 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 096e2a60): duplicate handler
SBK®09 Superbike World Championship v1.18.1 2026-02-26 sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 095f80b0): duplicate handler
Def Jam® Fight For NY™: The Takeover v1.10.3 2026-02-26 sceDmacMemcpy(dest=098cfc40, src=08400000, size=72384): overlapping read
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a64444 in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a63fc8 in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a641dc in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a63dcc in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a63f0c in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a6409c in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a64458 in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a64448 in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a63e1c in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a6444c in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a64450 in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a64298 in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a63fac in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a642e8 in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a63ed8 in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a64018 in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a6422c in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a641c0 in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a6427c in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a64108 in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a64248 in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a64460 in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a64068 in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a63ebc in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a64158 in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a63d98 in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a64464 in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a640b8 in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a64440 in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a6418c in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a63e6c in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a641f8 in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a63fe0 in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a63e38 in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a641a8 in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a6445c in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a63f28 in block starting at 09a63d60
Grand Theft Auto: Vice City Stories v1.19.3 2026-02-26 Branch in Jump delay slot at 09a63f5c in block starting at 09a63d60
DBZ BUDOKAI TENKAICHI 3 LATINO v1.19.3 2026-02-26 Branch in Jump delay slot at 09e2bf10 in block starting at 09e20000
PES 2014 v1.9.4 2026-02-26 ReadFromHardware: Invalid address 17c39c00 near PC 17c39c00 LR 08000018
eFootball 2026 DEMOU v1.14.4 2026-02-26 Unknown GetPointer 00000000 PC 0884d7b4 LR 0884d7d4
eFootball RB - V. v1.9.4 2026-02-26 MIPSCompileOp 69def899 failed
eFootball RB - V. v1.9.4 2026-02-26 Unknown GetPointer a2a4ba8d PC 0888d3fc LR 0888d40c
eFootball RB - V. v1.9.4 2026-02-26 Jump to invalid address: 02a7aa34
eFootball RB - V. v1.9.4 2026-02-26 Jump to invalid address: 00d7f1d0
eFootball RB - V. v1.9.4 2026-02-26 MIPSCompileOp: Invalid instruction 7abbdbae
eFootball RB - V. v1.9.4 2026-02-26 MIPSCompileOp: Invalid instruction 7f0bfc81
eFootball RB - V. v1.9.4 2026-02-26 MIPSCompileOp: Invalid instruction 019c06fe
eFootball RB - V. v1.9.4 2026-02-26 MIPSCompileOp: Invalid instruction 7a2dd9da
eFootball RB - V. v1.9.4 2026-02-26 MIPSCompileOp: Invalid instruction 7d3ff350
eFootball RB - V. v1.9.4 2026-02-26 MIPSCompileOp: Invalid instruction 7dd413e4
eFootball RB - V. v1.9.4 2026-02-26 MIPSCompileOp: Invalid instruction 46747936
eFootball RB - V. v1.9.4 2026-02-26 Unknown GetPointer bb36901b PC 0888d3fc LR 0888d40c
eFootball Chelito 19 * BETEGAMING v1.19.3 2026-02-26 Branch in Jump delay slot at 09ca7d90 in block starting at 09ca7d90
eFootball Chelito 19 * BETEGAMING v1.19.3 2026-02-26 Branch in Jump delay slot at 09ca7de4 in block starting at 09ca7dc4
eFootball Chelito 19 * BETEGAMING v1.19.3 2026-02-26 Branch in Jump delay slot at 09ca7de8 in block starting at 09ca7dc4
eFootball Chelito 19 * BETEGAMING v1.19.3 2026-02-26 Branch in Jump delay slot at 09ca7de8 in block starting at 09ca7da4
eFootball Chelito 19 * BETEGAMING v1.19.3 2026-02-26 Branch in Jump delay slot at 09ca7de4 in block starting at 09ca7da4
eFootball Chelito 19 * BETEGAMING v1.19.3 2026-02-26 Branch in Jump delay slot at 09ca7de4 in block starting at 09ca7d90
eFootball Chelito 19 * BETEGAMING v1.19.3 2026-02-26 Branch in Jump delay slot at 09ca7de4 in block starting at 09ca7d98
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.17.1-980-gabaea0197b 2026-02-26 sceDmacMemcpy(dest=0415aa00, src=092f8260, size=64): overlapping read
Resistance: Retribution™ v1.15.3 2026-02-26 Unknown GetPointerWrite 287b6a98 PC 08be51dc LR 08cd6754
eFootball RB - V. v1.18.1 2026-02-26 ReadFromHardware: Invalid address 0000000c near PC 0886c308 LR 08828738
eFootball RB - V. v1.18.1 2026-02-26 ReadFromHardware: Invalid address 00000004 near PC 08856d1c LR 08856d28
eFootball RB - V. v1.18.1 2026-02-26 WriteToHardware: Invalid address 00000004 near PC 08856d1c LR 08856d28
eFootball 2025 by MP v1.10.1 2026-02-26 Unknown syscall in known module 'sceNp': 0x7e0864df
eFootball 2025 by MP v1.10.1 2026-02-26 Unknown syscall in known module 'sceNp': 0x633b5f71
eFootball 2025 by MP v1.10.1 2026-02-26 Unknown syscall in known module 'sceNp': 0x1d60ae4b
eFootball 2025 by MP v1.10.1 2026-02-26 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=2, text=2
eFootball 2025 by MP v1.10.1 2026-02-26 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]. 01f35551:00000b1d 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:1 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 vec3 u_lightspecular3; 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*d
eFootball 2025 by MP v1.10.1 2026-02-26 Unknown syscall in known module 'sceNpService': 0xbe22eea3
eFootball 2025 by MP v1.10.1 2026-02-26 Unknown syscall in known module 'sceNpService': 0x788f2b5e
eFootball 2025 by MP v1.10.1 2026-02-26 Unknown syscall in known module 'sceNpService': 0x75dacb57
eFootball 2025 by MP v1.10.1 2026-02-26 Unknown syscall in known module 'sceNpService': 0x72a1ce0d
eFootball 2025 by MP v1.10.1 2026-02-26 Unknown syscall in known module 'sceNpService': 0x66c64821
eFootball 2025 by MP v1.10.1 2026-02-26 Unknown syscall in known module 'sceNpService': 0x5f5e32af
eFootball 2025 by MP v1.10.1 2026-02-26 Unknown syscall in known module 'sceNpService': 0x58251346
eFootball 2025 by MP v1.10.1 2026-02-26 Unknown syscall in known module 'sceNpService': 0x4e851b10
eFootball 2025 by MP v1.10.1 2026-02-26 Unknown syscall in known module 'sceNpAuth': 0xcd86a656
eFootball 2025 by MP v1.10.1 2026-02-26 Unknown syscall in known module 'sceNpAuth': 0x3f1c1f70
eFootball 2025 by MP v1.10.1 2026-02-26 Unknown syscall in known module 'sceNp': 0xbb069a87
eFootball 2025 by MP v1.10.1 2026-02-26 Unknown syscall in known module 'sceNp': 0xa0be3c4b
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 v1.10.1 2026-02-26 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]. 01f35551:00000b1d 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:1 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 vec3 u_lightspecular3; 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*d
LocoRoco™ v1.19.3 2026-02-26 Unexpected module entry size 0
eFootball RB - V. v1.11.3 2026-02-26 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1
eFootball PES 2026 New Season Updated v1.6.3 2026-02-26 Error in shader program link: info: cannot find a matched output for input v_texcoordNC0 cannot find a matched output for input v_texcoordNC1 cannot find a matched output for input v_texcoordNC2 cannot find a matched output for input v_texcoordNC3 fs: postshader //Note : Recommend to use PPSSPP v1.1.1-183-gb411fc0 or newer for full functionality, there were some bugs in earlier versions. //Note2 : Upscaling, smoothing and sharpening filters are not set to be mixed between each other since the results are pointless(they counter each other). // Only last one applies, so pick just one of them, mess around with it's settings and add other effects as needed. //====================================================================================================================================================================== //SMOOTHING FILTERS: //If you love smooth graphics ~ those are also great for downscaling - to do that, you need to use higher rendering res than your display res //================ #define FXAA 0 //ON:1/OFF:0 /default FXAA, orginal info below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering #define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics //================ #define GAUSS_S 1 //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 //================ //SHARPENING FILTERS: //if you need very sharp image, add lots of aliasing //================ #define SHARPEN 1 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 8.5 //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 //================ //UPSCALING FILTERS: //To use those, you have to set rendering res to smaller than window/display size(x1 for best results) and screen scaling filter to "nearest" //Starting from v1.1.1-28-g70e9979 you can also add Upscaling=True to ini file(check example) to do it automatically //================ #define xBR 0 //ON:1/OFF:0 /5xBR upscale, nice for 2D games especially those that might be buggy with higher rendering res, initially made by Hyllian - license below #define VariantB 1 //ON:1/OFF:0 /slightly less effect on fonts, dots and other small details //================ #define xHQ 1 //ON:1/OFF:0 same as 4xHQ in PPSSPP, but actually using output resolution #define scaleoffset 0.5 //Default: 0.75 /you can tweek it between 0.5 and 1.0, Note: to little = no effect, to high = ugliness //================ //OTHER FILTERS: //Most effects from here on can be fully mixed without loosing previous effects. Exceptions: Natural Colors, Advanced Cartoon //================ #define BLOOM 1 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define MIKU 0 //Hatsune<3 this is an optional bloom filter for all those pale anime faces which get white otherwise:P tested on Miku in white dress #define samples 3 //Default: 4 /higher = more glow, worse performance #define quality 0.22 //Default: 0.18 /lower = smaller glow, better quality #define Bpower 1.0 //Default: 1.0 /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 0.5 //Default: 0.5 /strenght of the effect //================ #define NATURALC 0 //ON:1/OFF:0 /by popular demand, natular colors, note: this shader can't be fully mixed with smoothing/sharpening/upscaling effects #define ncpower 0.5 //Default:0.5 / higher =
Medal of Honor Heroes™ v1.19.3-1783-gd22f4b4741 2026-02-26 __KernelStopThread: thread 1246 does not exist (ApctlThread stopped)
Medal of Honor Heroes™ v1.19.3-1783-gd22f4b4741 2026-02-26 __KernelStopThread: thread 1246 does not exist (ApctlThread deleted)
PES eFOOTBALL 2026 JRplay - Rizzkiik v1.18.1 2026-02-26 Unknown GetPointer 00000020 PC 08815fb0 LR 08815fbc
PES eFOOTBALL 2026 JRplay - Rizzkiik v1.18.1 2026-02-26 Unknown GetPointerWrite 00000000 PC 088287e0 LR 088287f0
はじめの一歩 PORTABLE VICTORIOUS SPIRITS v1.18.1 2026-02-26 sceDmacMemcpy(dest=097b2830, src=097b1830, size=4096): overlapping read