Recent logs - eFootball PES 2021 T. Bendezu "C19"

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Game title Version Latest Report Message
eFootball PES 2021 T. Bendezu "C19" v1.11.3 2023-01-30 Unknown GetPointer 4c07011d PC 0884d7b4 LR 0884d7d4
eFootball PES 2021 T. Bendezu "C19" v1.10.2 2023-01-30 ReadFromHardware: Invalid address 13996ab8 near PC 08849a4c LR 08849a58
eFootball PES 2021 T. Bendezu "C19" v1.14.1 2023-01-30 UI scissor out of bounds in GamePauseScreen: 950,17-269,527 / 1212,544
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-29 Replacement rowPitch=2048, but w=2848 (level=0)
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-29 Replacement rowPitch=128, but w=1688 (level=0)
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-29 Replacement rowPitch=512, but w=3072 (level=0)
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-29 Unknown GetPointer 00140000 PC 0884d7b4 LR 0884d7d4
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-29 Rendering to framebuffer offset at 04162000 +256x0 (stride 512)
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-29 Replacement rowPitch=128, but w=1348 (level=0)
eFootball PES 2021 T. Bendezu "C19" v1.14.1 2023-01-28 UI scissor out of bounds in GameSettingsScreen: 0,128-1080,1644 / 1920,1080
eFootball PES 2021 T. Bendezu "C19" v1.14.1 2023-01-28 UI scissor out of bounds in GameSettingsScreen: 746,0-2632,608 / 1920,1080
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-28 Replacement rowPitch=512, but w=3736 (level=0)
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-27 Replacement rowPitch=512, but w=1320 (level=0)
eFootball PES 2021 T. Bendezu "C19" v1.8.0 2023-01-27 Unknown GetPointer 56b45cc7 PC 0884d7b4 LR 0884d7d4
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-27 UI scissor out of bounds in SavedataScreen: 1313,269-0,87 / 1280,720
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-27 UI scissor out of bounds in SavedataScreen: 1313,178-0,87 / 1280,720
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-27 UI scissor out of bounds in SavedataScreen: 1313,87-0,87 / 1280,720
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-27 UI scissor out of bounds in SavedataScreen: 1424,269-0,87 / 1280,720
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-27 UI scissor out of bounds in SavedataScreen: 1424,178-0,87 / 1280,720
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-27 UI scissor out of bounds in SavedataScreen: 1424,87-0,87 / 1280,720
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-27 UI scissor out of bounds in SavedataScreen: 1421,269-0,87 / 1280,720
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-27 UI scissor out of bounds in SavedataScreen: 1421,178-0,87 / 1280,720
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-27 UI scissor out of bounds in SavedataScreen: 1421,87-0,87 / 1280,720
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-27 UI scissor out of bounds in SavedataScreen: 1319,269-0,87 / 1280,720
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-27 UI scissor out of bounds in SavedataScreen: 1319,178-0,87 / 1280,720
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-27 UI scissor out of bounds in SavedataScreen: 1319,87-0,87 / 1280,720
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-27 UI scissor out of bounds in SavedataScreen: 1395,269-0,87 / 1280,720
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-27 UI scissor out of bounds in SavedataScreen: 1395,178-0,87 / 1280,720
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-27 UI scissor out of bounds in SavedataScreen: 1395,87-0,87 / 1280,720
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-27 UI scissor out of bounds in SavedataScreen: 1455,269-0,87 / 1280,720
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-27 UI scissor out of bounds in SavedataScreen: 1455,178-0,87 / 1280,720
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-27 UI scissor out of bounds in SavedataScreen: 1455,87-0,87 / 1280,720
eFootball PES 2021 T. Bendezu "C19" v1.14.1 2023-01-29 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l0 rate 0001
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-26 UI scissor out of bounds in GamePauseScreen: 866,53-534,2507 / 2560,1440
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-26 UI scissor out of bounds in GamePauseScreen: 0,53-840,2507 / 2560,1440
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-26 UI scissor out of bounds in GamePauseScreen: 3057,30-1423,780 / 2560,1440
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-26 UI scissor out of bounds in GamePauseScreen: 0,30-3011,780 / 2560,1440
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-25 Replacement rowPitch=256, but w=2776 (level=0)
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-25 Replacement rowPitch=512, but w=2800 (level=0)
eFootball PES 2021 T. Bendezu "C19" v1.14.1 2023-01-25 UI scissor out of bounds in GameSettingsScreen: 340,0-1168,720 / 1433,720
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-25 80630011=sceAtracSetDataAndGetID(09a25200, 00004000): too small for WAVE chunk at 23880
eFootball PES 2021 T. Bendezu "C19" v1.6.3 2023-01-25 Error in shader program link: info: Link failed because of missing shader. fs: 00004000:00000022 Tex TexAlpha Flat TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; flat in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; 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 mediump 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); }
eFootball PES 2021 T. Bendezu "C19" v1.6.3 2023-01-25 Error in shader program link: info: Link failed because of missing shader. fs: 00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; flat in vec4 v_color0; in mediump vec3 v_texcoord; out 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 mediump 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); }
eFootball PES 2021 T. Bendezu "C19" v1.6.3 2023-01-25 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:00200002 Tex Fog TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:00000b14 HWX T N Fog Tex #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 lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out 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); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
eFootball PES 2021 T. Bendezu "C19" v1.6.3 2023-01-25 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:0000091c HWX C T Fog 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; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; 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); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
eFootball PES 2021 T. Bendezu "C19" v1.6.3 2023-01-25 Error in shader program link: info: Link failed because of missing shader. fs: 00004000:0021d022 Tex TexAlpha Fog Flat TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; flat in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out 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; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 40000000:00000914 HWX T Fog 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; uniform highp vec2 u_fogcoef; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; 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); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
eFootball PES 2021 T. Bendezu "C19" v1.6.3 2023-01-25 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:00000000 #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; } vs: 00000000:00000108 HWX C #version 300 es precision highp float; in vec3 position; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; 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; }
eFootball PES 2021 T. Bendezu "C19" v1.6.3 2023-01-25 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; } vs: 00000000:0000001a THR C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
eFootball PES 2021 T. Bendezu "C19" v1.6.3 2023-01-25 Error in shader program link: info: Link failed because of missing shader. fs: 00004000:00000000 Flat #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; flat in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; } vs: 40000000:0000000a THR C Flat #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
eFootball PES 2021 T. Bendezu "C19" v1.6.3 2023-01-25 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; out 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 mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); 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); }
eFootball PES 2021 T. Bendezu "C19" v1.6.3 2023-01-25 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:00000000 #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; } vs: 00000000:0000000a THR C #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
eFootball PES 2021 T. Bendezu "C19" v1.6.3 2023-01-25 Error in shader program link: info: Link failed because of missing shader. fs: 00004000:00000022 Tex TexAlpha Flat TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; flat in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; } vs: 40000000:0000001a THR C Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
eFootball PES 2021 T. Bendezu "C19" v1.6.3 2023-01-25 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:00000002 Tex TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out 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 mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); 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); }
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-25 Replacement rowPitch=512, but w=4336 (level=0)
eFootball PES 2021 T. Bendezu "C19" v1.6.3 2023-01-25 Error in shader program link: info: Link Error: Vertex 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); }
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-25 Replacement rowPitch=512, but w=1360 (level=0)
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-24 Replacement rowPitch=512, but w=2780 (level=0)
eFootball PES 2021 T. Bendezu "C19" v1.10.2 2023-01-24 80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-23 UI scissor out of bounds in GameSettingsScreen: 280,0-987,720 / 720,1280
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-22 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:135: 'comp' : redefinition ERROR: 0:136: 'type' : redefinition ERROR: 0:184: 'comp' : redefinition ERROR: 0:185: 'type' : redefinition ERROR: 0:233: 'comp' : redefinition ERROR: 0:234: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 05000000:c1000b30 HWX T N Tex Bones:5 Light: LightUberShader WScale 2 Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 05000000:c1000b30 HWX T N Tex Bones:5 Light: LightUberShader WScale 2 Cull in mediump vec4 w1; in mediump float w2; in vec3 position; in mediump vec3 normal; in 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 vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2, u_bone4); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); break; case 2: angle = length(u_lightdir0) == 0.0 ? 0.
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-22 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:137: 'comp' : redefinition ERROR: 0:138: 'type' : redefinition ERROR: 0:186: 'comp' : redefinition ERROR: 0:187: 'type' : redefinition ERROR: 0:235: 'comp' : redefinition ERROR: 0:236: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 05000000:c1c00b30 HWX T N Tex Bones:8 Light: LightUberShader WScale 2 Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 05000000:c1c00b30 HWX T N Tex Bones:8 Light: LightUberShader WScale 2 Cull in mediump vec4 w1, w2; in vec3 position; in mediump vec3 normal; in 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 mat4 u_bone6; uniform mat4 u_bone7; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; 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 mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.999969482421875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.999969482421875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot = pow(max(ldot, 0.0), u_matspecular.a); } } switch (int(type)) { case 1: lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0
eFootball PES 2021 T. Bendezu "C19" v1.9.4 2023-01-22 MIPSCompileOp: Invalid instruction 47500700
eFootball PES 2021 T. Bendezu "C19" v1.9.4 2023-01-22 MIPSCompileOp: Invalid instruction ec02650c
eFootball PES 2021 T. Bendezu "C19" v1.9.4 2023-01-22 Branch in RSRTComp delay slot at 0001004c in block starting at 0001001c
eFootball PES 2021 T. Bendezu "C19" v1.9.4 2023-01-22 Jump to invalid address: 074d3f00
eFootball PES 2021 T. Bendezu "C19" v1.9.4 2023-01-22 MIPSCompileOp: Invalid instruction 00007077
eFootball PES 2021 T. Bendezu "C19" v1.9.4 2023-01-22 MIPSCompileOp: Invalid instruction 71064007
eFootball PES 2021 T. Bendezu "C19" v1.9.4 2023-01-22 MIPSCompileOp: Invalid instruction 47004007
eFootball PES 2021 T. Bendezu "C19" v1.9.4 2023-01-22 MIPSCompileOp: Invalid instruction 4752625f
eFootball PES 2021 T. Bendezu "C19" v1.9.4 2023-01-22 Jump to invalid address: 0bb00500
eFootball PES 2021 T. Bendezu "C19" v1.9.4 2023-01-22 MIPSCompileOp: Invalid instruction 02023a3a
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-21 __KernelStopThread: thread 337 does not exist (helper deleted)
eFootball PES 2021 T. Bendezu "C19" v1.13.2 2023-01-21 ReadFromHardware: Invalid address 0a160d10 near PC 0886f1f4 LR 0886f220
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-21 UI scissor out of bounds in GameSettingsScreen: 478,0-1904,1080 / 2270,1080
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-20 UI scissor out of bounds in GamePauseScreen: 433,26-267,1254 / 1280,720
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-20 Branch in Jump delay slot at 08b8afa8 in block starting at 08b8ae28
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-20 Branch in Jump delay slot at 08b8af98 in block starting at 08b8ae28
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-20 Branch in Jump delay slot at 08b8af94 in block starting at 08b8ae28
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-20 Branch in Jump delay slot at 08b8af90 in block starting at 08b8ae28
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-20 Branch in Jump delay slot at 08b8af8c in block starting at 08b8ae28
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-20 Branch in Jump delay slot at 08b8af88 in block starting at 08b8ae28
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-20 Branch in Jump delay slot at 08b8af84 in block starting at 08b8ae28
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-20 Branch in Jump delay slot at 08b8af80 in block starting at 08b8ae28
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-20 Branch in Jump delay slot at 08b8af7c in block starting at 08b8ae28
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-20 Branch in Jump delay slot at 08b8af50 in block starting at 08b8ae28
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-20 Branch in Jump delay slot at 08b8af3c in block starting at 08b8ae28
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-20 Branch in Jump delay slot at 08b8af38 in block starting at 08b8ae28
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-20 Branch in Jump delay slot at 08b8af34 in block starting at 08b8ae28
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-20 Branch in Jump delay slot at 08b8af28 in block starting at 08b8ae28
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-20 Branch in Jump delay slot at 08b8af24 in block starting at 08b8ae28
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-20 Branch in Jump delay slot at 08b8af20 in block starting at 08b8ae28
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-20 Branch in Jump delay slot at 08b8aef4 in block starting at 08b8ae28
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-20 Branch in Jump delay slot at 08b8ae98 in block starting at 08b8ae28
eFootball PES 2021 T. Bendezu "C19" v1.14.4 2023-01-20 Jump to invalid address: 02e2df80
eFootball PES 2021 T. Bendezu "C19" v1.13.2 2023-01-19 Error in shader program link: info: Link failed because of missing vertex shader. fs: thin3d #version 320 es #ifdef GL_ES precision mediump float; #endif #ifdef GL_ES precision lowp float; #endif #if __VERSION__ >= 130 #define varying in #define texture2D texture #define gl_FragColor fragColor0 out vec4 fragColor0; #endif varying vec4 oColor0; varying vec2 oTexCoord0; uniform sampler2D Sampler0; void main() { gl_FragColor = texture2D(Sampler0, oTexCoord0).zyxw * oColor0; } vs: thin3d
eFootball PES 2021 T. Bendezu "C19" v1.13.2 2023-01-19 Error in shader program link: info: Link failed because of missing vertex shader. fs: thin3d #version 320 es #ifdef GL_ES precision mediump float; #endif #ifdef GL_ES precision lowp float; #endif #if __VERSION__ >= 130 #define varying in #define texture2D texture #define gl_FragColor fragColor0 out vec4 fragColor0; #endif varying vec4 oColor0; varying vec2 oTexCoord0; uniform sampler2D Sampler0; void main() { gl_FragColor = texture2D(Sampler0, oTexCoord0) * oColor0; } vs: thin3d
eFootball PES 2021 T. Bendezu "C19" v1.9.4 2023-01-19 ReadFromHardware: Invalid address aa3039fb near PC aa3039fb LR 08000018
eFootball PES 2021 T. Bendezu "C19" v1.10-6-g8ac4efd3c 2023-01-18 Exceeded immediate draw buffer size. gstate.imm_ap=620050 , prim=0
eFootball PES 2021 T. Bendezu "C19" v1.10-6-g8ac4efd3c 2023-01-18 Unknown GE command : b7c9539c
eFootball PES 2021 T. Bendezu "C19" v1.14.2 2023-01-17 UI scissor out of bounds in GameSettingsScreen: 227,0-800,480 / 960,480