To see your stuff show here, enable Compatibility Server Reports in PPSSPP.
Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.
Game title |
Version |
Latest Report |
Message |
eFootball Chelito 19 |
v1.6.2 |
2023-06-05 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00004000:0001d002 Tex Flat TFuncMod AlphaTest0 >
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying highp vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
if (v.a < 0.002) discard;
gl_FragColor = v;
}
vs: 40000000:00000012 THR Tex Flat
#version 100
precision highp float;
attribute vec4 position;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
varying highp 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 Chelito 19 |
v1.6.2 |
2023-06-05 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:0001d000 AlphaTest0 >
#version 100
precision lowp float;
uniform sampler2D testtex;
varying vec4 v_color0;
void main() {
vec4 v = v_color0 ;
if (v.a < 0.002) discard;
gl_FragColor = v;
}
vs: 00000000:0000000a THR C
#version 100
precision highp float;
attribute vec4 position;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
eFootball Chelito 19 |
v1.12.1 |
2023-06-04 |
Unknown GetPointer 00000004 PC 08a019b0 LR 08a019dc |
eFootball Chelito 19 |
v1.12.3 |
2023-06-04 |
sceSasSetSimpleADSR(08bb3ac0, 0, 8fb1aad, 1b06e555): Invalid ADSREnv2 |
eFootball Chelito 19 |
v1.14.1 |
2023-06-03 |
Unknown GetPointer 0000d286 PC 0881c428 LR 0881c438 |
eFootball Chelito 19 |
v1.8.0 |
2023-05-30 |
Unknown GetPointer 00000000 PC 08a1b77c LR 08000030 |
eFootball Chelito 19 |
v1.10.3 |
2023-05-30 |
ReadFromHardware: Invalid address ac0dbb8b near PC ac0dbb8b LR 08000018 |
eFootball Chelito 19 |
v1.14 |
2023-05-30 |
UI scissor out of bounds in SavedataScreen: 920,387-0,9 / 888,480 |
eFootball Chelito 19 |
v1.14 |
2023-05-30 |
UI scissor out of bounds in SavedataScreen: 920,309-0,74 / 888,480 |
eFootball Chelito 19 |
v1.14 |
2023-05-30 |
UI scissor out of bounds in SavedataScreen: 920,231-0,74 / 888,480 |
eFootball Chelito 19 |
v1.14 |
2023-05-30 |
UI scissor out of bounds in SavedataScreen: 920,153-0,74 / 888,480 |
eFootball Chelito 19 |
v1.14 |
2023-05-30 |
UI scissor out of bounds in SavedataScreen: 920,75-0,74 / 888,480 |
eFootball Chelito 19 |
v1.6.3 |
2023-05-30 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: 00004000:00200022 Tex TexAlpha Fog Flat TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
flat in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
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;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 40000000:0000091c HWX C T Fog Tex Flat
#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;
flat out lowp vec4 v_color0;
out highp vec3 v_texcoord;
out highp 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 Chelito 19 |
v1.9.4 |
2023-05-27 |
MIPSCompileOp: Invalid instruction 000002bb |
eFootball Chelito 19 |
v1.14.1 |
2023-05-25 |
UI scissor out of bounds in ScreenshotViewScreen: 162,884-918,840 / 2460,1080 |
eFootball Chelito 19 |
v1.14.1 |
2023-05-25 |
UI scissor out of bounds in ScreenshotViewScreen: 730,310-1000,770 / 1080,2460 |
eFootball Chelito 19 |
v1.6.3 |
2023-05-24 |
Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program
fs: 00004000:0001d002 Tex Flat TFuncMod AlphaTest0 >
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
if (v.a < 0.002) discard;
gl_FragColor = v;
}
vs: 40000000:00000012 THR Tex Flat
#version 100
precision highp float;
attribute vec4 position;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
varying 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 Chelito 19 |
v1.6.3 |
2023-05-23 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00004000:0001d000 Flat AlphaTest0 >
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D testtex;
flat in vec4 v_color0;
out vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
if (v.a < 0.002) discard;
fragColor0 = v;
}
vs: 40000000:00000002 THR 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 Chelito 19 |
v1.11.3 |
2023-05-22 |
ReadFromHardware: Invalid address 2d641caf near PC 2d641caf LR 08a3c194 |
eFootball Chelito 19 |
v1.14.1 |
2023-05-22 |
UI scissor out of bounds in GameSettingsScreen: 108,128-972,2184 / 2460,1080 |
eFootball Chelito 19 |
v1.14.1 |
2023-05-22 |
UI scissor out of bounds in GameSettingsScreen: 420,108-2020,972 / 1080,2460 |
eFootball Chelito 19 |
v1.11.3 |
2023-05-19 |
ReadFromHardware: Invalid address 12845b80 near PC 12845b80 LR 12845b80 |
eFootball Chelito 19 |
v1.14.1 |
2023-05-16 |
UI scissor out of bounds in MainScreen: 0,566-720,539 / 1184,720 |
eFootball Chelito 19 |
v1.14.1 |
2023-05-16 |
UI scissor out of bounds in MainScreen: 0,481-720,624 / 1184,720 |
eFootball Chelito 19 |
v1.14.1 |
2023-05-16 |
UI scissor out of bounds in MainScreen: 1267,8-658,382 / 1184,720 |
eFootball Chelito 19 |
v1.14.1 |
2023-05-16 |
UI scissor out of bounds in MainScreen: 0,51-1246,339 / 1184,720 |
eFootball Chelito 19 |
v1.14.1 |
2023-05-16 |
UI scissor out of bounds in MainScreen: 0,0-1246,390 / 1184,720 |
eFootball Chelito 19 |
v1.14.1 |
2023-05-16 |
UI scissor out of bounds in MainScreen: 0,0-1246,52 / 1184,720 |
eFootball Chelito 19 |
v1.14.4 |
2023-05-15 |
Unknown GetPointer 00002b00 PC 0881c428 LR 0881c438 |
eFootball Chelito 19 |
v1.15.3 |
2023-05-14 |
An uneaten prefix at end of block: 08ac3ba4 |
eFootball Chelito 19 |
v1.11.3 |
2023-05-31 |
Error in shader program link: info: Link Error: Fragment shader is missing.
fs: thin3d
vs: thin3d
#version 320 es
#if __VERSION__ >= 130
#define attribute in
#define varying out
#endif
attribute vec3 Position;
attribute vec4 Color0;
attribute vec2 TexCoord0;
varying vec4 oColor0;
varying vec2 oTexCoord0;
uniform mat4 WorldViewProj;
void main() {
gl_Position = WorldViewProj * vec4(Position, 1.0);
oColor0 = Color0;
oTexCoord0 = TexCoord0;
}
|
eFootball Chelito 19 |
v1.14 |
2023-05-11 |
UI scissor out of bounds in SavedataScreen: 924,387-0,9 / 888,480 |
eFootball Chelito 19 |
v1.14 |
2023-05-11 |
UI scissor out of bounds in SavedataScreen: 924,309-0,74 / 888,480 |
eFootball Chelito 19 |
v1.14 |
2023-05-11 |
UI scissor out of bounds in SavedataScreen: 924,231-0,74 / 888,480 |
eFootball Chelito 19 |
v1.14 |
2023-05-11 |
UI scissor out of bounds in SavedataScreen: 924,153-0,74 / 888,480 |
eFootball Chelito 19 |
v1.14 |
2023-05-11 |
UI scissor out of bounds in SavedataScreen: 924,75-0,74 / 888,480 |
eFootball Chelito 19 |
v1.14 |
2023-05-11 |
UI scissor out of bounds in SavedataScreen: 1014,387-0,9 / 888,480 |
eFootball Chelito 19 |
v1.14 |
2023-05-11 |
UI scissor out of bounds in SavedataScreen: 1014,309-0,74 / 888,480 |
eFootball Chelito 19 |
v1.14 |
2023-05-11 |
UI scissor out of bounds in SavedataScreen: 1014,231-0,74 / 888,480 |
eFootball Chelito 19 |
v1.14 |
2023-05-11 |
UI scissor out of bounds in SavedataScreen: 1014,153-0,74 / 888,480 |
eFootball Chelito 19 |
v1.14 |
2023-05-11 |
UI scissor out of bounds in SavedataScreen: 1014,75-0,74 / 888,480 |
eFootball Chelito 19 |
v1.11.3 |
2023-05-11 |
Normal projection mapping without normal? |
eFootball Chelito 19 |
v1.8.0 |
2023-05-11 |
MIPSCompileOp: Invalid instruction 67818880 |
eFootball Chelito 19 |
v1.8.0 |
2023-05-11 |
MIPSCompileOp: Invalid instruction 47000000 |
eFootball Chelito 19 |
v1.8.0 |
2023-05-11 |
ReadFromHardware: Invalid address 00000001 near PC 00000001 LR 00000001 |
eFootball Chelito 19 |
v1.11.3 |
2023-05-10 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144296776 |
eFootball Chelito 19 |
v1.6.3 |
2023-05-10 |
Error in shader program link: info: Link failed because of missing fragment 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 Chelito 19 |
v1.15.3 |
2023-05-10 |
Error in shader program link: info: L0001 The fragment floating-point variable u_texelDelta does not match the vertex variable u_texelDelta.
The precision does not match.
fs: postshader
#version 320 es
precision mediump float;
precision highp int;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec4 u_time;
uniform vec2 u_texelDelta;
uniform vec2 u_pixelDelta;
in vec2 v_texcoord0;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
mediump int SEPIA;
mediump int GRAYSCALE;
mediump int NEGATIVE;
mediump int PSPCOLORS;
void main()
{
SEPIA = 0;
GRAYSCALE = 0;
NEGATIVE = 0;
PSPCOLORS = 0;
vec3 color = texture(sampler0, v_texcoord0).xyz;
vec3 colorB = color;
mediump int hatsu = 0;
float sat = 1.85000002384185791015625;
float brt = 1.25;
float con = 0.89999997615814208984375;
float AvgLumR = 1.08000004291534423828125;
float AvgLumG = 1.019999980926513671875;
float AvgLumB = 1.019999980926513671875;
if (SEPIA == 1)
{
sat = 0.00999999977648258209228515625;
brt = 1.75;
con = 1.0;
AvgLumR = 0.439999997615814208984375;
AvgLumG = 0.2599999904632568359375;
AvgLumB = 0.07999999821186065673828125;
}
if (GRAYSCALE == 1)
{
sat = 0.0;
brt = 1.0;
con = 1.0;
AvgLumR = 1.0;
AvgLumG = 1.0;
AvgLumB = 1.0;
}
if (NEGATIVE == 1)
{
sat = 1.0;
brt = 1.0;
con = -1.0;
AvgLumR = 1.0;
AvgLumG = 1.0;
AvgLumB = 1.0;
}
if (PSPCOLORS == 1)
{
sat = 1.0;
brt = 1.0;
con = 1.0;
AvgLumR = 0.959299981594085693359375;
AvgLumG = 1.0738999843597412109375;
AvgLumB = 1.46039998531341552734375;
}
vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
vec3 conRGB = vec3(0.5);
vec3 brtColor = color * brt;
vec3 intensity = vec3(((brtColor.x * 0.2125000059604644775390625) + (brtColor.y * 0.7153999805450439453125)) + (brtColor.z * 0.07209999859333038330078125));
vec3 satColor = mix(intensity, brtColor, vec3(sat));
vec3 conColor = mix(conRGB, satColor, vec3(con));
vec3 mixColor = AvgLumin * conColor;
color = mixColor;
_RESERVED_IDENTIFIER_FIXUP_gl_FragColor.x = color.x;
_RESERVED_IDENTIFIER_FIXUP_gl_FragColor.y = color.y;
_RESERVED_IDENTIFIER_FIXUP_gl_FragColor.z = color.z;
_RESERVED_IDENTIFIER_FIXUP_gl_FragColor.w = 1.0;
}
vs: postshader
#version 320 es
uniform vec2 u_texelDelta;
out vec2 v_texcoord0;
in vec2 a_texcoord0;
in vec4 a_position;
out vec4 v_texcoordNC0;
out vec4 v_texcoordNC1;
out vec4 v_texcoordNC2;
out vec4 v_texcoordNC3;
void main()
{
v_texcoord0 = a_texcoord0;
gl_Position = a_position;
v_texcoordNC0 = a_texcoord0.xyxy + (vec4(-0.5, -0.5, -1.5, -1.5) * u_texelDelta.xyxy);
v_texcoordNC1 = a_texcoord0.xyxy + (vec4(0.5, -0.5, 1.5, -1.5) * u_texelDelta.xyxy);
v_texcoordNC2 = a_texcoord0.xyxy + (vec4(-0.5, 0.5, -1.5, 1.5) * u_texelDelta.xyxy);
v_texcoordNC3 = a_texcoord0.xyxy + (vec4(0.5, 0.5, 1.5, 1.5) * u_texelDelta.xyxy);
}
|
eFootball Chelito 19 |
v1.14.2 |
2023-05-09 |
UI scissor out of bounds in N/AScreen: 181,54-1466,291 / 1504,720 |
eFootball Chelito 19 |
v1.15.2 |
2023-05-08 |
MIPSCompileOp: Invalid instruction 7844ba50 |
eFootball Chelito 19 |
v1.14.1 |
2023-05-08 |
UI scissor out of bounds in GameSettingsScreen: 186,0-829,600 / 960,600 |
eFootball Chelito 19 |
v1.14.1 |
2023-05-07 |
UI scissor out of bounds in GamePauseScreen: 1084,26-400,694 / 1440,720 |
eFootball Chelito 19 |
v1.14.4 |
2023-05-06 |
Replacement rowPitch=1024, but w=2048 (level=0) |
eFootball Chelito 19 |
v1.14.4 |
2023-05-04 |
Replacement rowPitch=512, but w=4000 (level=0) |
eFootball Chelito 19 |
v1.6.3 |
2023-05-04 |
Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program
fs: 00004000:00200022 Tex TexAlpha Fog Flat TFuncMod
#version 100
precision lowp float;
uniform sampler2D tex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(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);
gl_FragColor = v;
}
vs: 40000000:0000091c HWX C T Fog Tex Flat
#version 100
precision highp float;
attribute vec3 position;
attribute vec2 texcoord;
attribute 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;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = 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 Chelito 19 |
v1.14.4 |
2023-05-02 |
MIPSCompileOp: Invalid instruction 00000068 |
eFootball Chelito 19 |
v1.14.1 |
2023-05-02 |
UI scissor out of bounds in GameSettingsScreen: 72,85-648,1416 / 1600,720 |
eFootball Chelito 19 |
v1.14.1 |
2023-05-02 |
UI scissor out of bounds in GameSettingsScreen: 280,72-1307,648 / 720,1600 |
eFootball Chelito 19 |
v1.12.3 |
2023-05-01 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: thin3d
vs: thin3d
#version 310 es
#if __VERSION__ >= 130
#define attribute in
#define varying out
#endif
attribute vec3 Position;
attribute vec4 Color0;
attribute vec2 TexCoord0;
varying vec4 oColor0;
varying vec2 oTexCoord0;
uniform mat4 WorldViewProj;
void main() {
gl_Position = WorldViewProj * vec4(Position, 1.0);
oColor0 = Color0;
oTexCoord0 = TexCoord0;
}
|
eFootball Chelito 19 |
v1.14.4-1422-g22314f8cc |
2023-05-01 |
Branch in Jump delay slot at 08b8ae98 in block starting at 08b8ac3c |
eFootball Chelito 19 |
v1.14.4-1422-g22314f8cc |
2023-05-01 |
Jump to invalid address: 02e2de10 |
eFootball Chelito 19 |
v1.14.4-1422-g22314f8cc |
2023-05-01 |
Jump to invalid address: 0264de30 |
eFootball Chelito 19 |
v1.14.4-1422-g22314f8cc |
2023-05-01 |
Branch in Jump delay slot at 08b8ad30 in block starting at 08b8ac3c |
eFootball Chelito 19 |
v1.14.4-1422-g22314f8cc |
2023-05-01 |
Jump to invalid address: 0264e180 |
eFootball Chelito 19 |
v1.14.4-1422-g22314f8cc |
2023-05-01 |
MIPSCompileOp: Invalid instruction 44b97ac0 |
eFootball Chelito 19 |
v1.14.4-1422-g22314f8cc |
2023-05-01 |
MIPSCompileOp: Invalid instruction 46324dd4 |
eFootball Chelito 19 |
v1.14.4-1422-g22314f8cc |
2023-05-01 |
MIPSCompileOp: Invalid instruction 44bbb000 |
eFootball Chelito 19 |
v1.14.4-1422-g22314f8cc |
2023-05-01 |
MIPSCompileOp: Invalid instruction 462d3f5c |
eFootball Chelito 19 |
v1.14.4-1422-g22314f8cc |
2023-05-01 |
MIPSCompileOp: Invalid instruction 45200000 |
eFootball Chelito 19 |
v1.14.4-1422-g22314f8cc |
2023-05-01 |
MIPSCompileOp: Invalid instruction 460413ac |
eFootball Chelito 19 |
v1.14.4-1422-g22314f8cc |
2023-05-01 |
MIPSCompileOp: Invalid instruction 45c09650 |
eFootball Chelito 19 |
v1.14.4-1422-g22314f8cc |
2023-05-01 |
MIPSCompileOp: Invalid instruction 458abd87 |
eFootball Chelito 19 |
v1.14.4-1422-g22314f8cc |
2023-05-01 |
MIPSCompileOp: Invalid instruction 4597d207 |
eFootball Chelito 19 |
v1.14.4-1422-g22314f8cc |
2023-05-01 |
MIPSCompileOp: Invalid instruction 44f10000 |
eFootball Chelito 19 |
v1.14.4-1422-g22314f8cc |
2023-05-01 |
MIPSCompileOp: Invalid instruction 450c3000 |
eFootball Chelito 19 |
v1.14.4-1422-g22314f8cc |
2023-05-01 |
MIPSCompileOp: Invalid instruction 42d24c00 |
eFootball Chelito 19 |
v1.14.4-1422-g22314f8cc |
2023-05-01 |
MIPSCompileOp: Invalid instruction 000001ff |
eFootball Chelito 19 |
v1.14.4-1422-g22314f8cc |
2023-05-01 |
MIPSCompileOp: Invalid instruction 000000ff |
eFootball Chelito 19 |
v1.14.4-1422-g22314f8cc |
2023-05-01 |
MIPSCompileOp: Invalid instruction 00001195 |
eFootball Chelito 19 |
v1.9.4 |
2023-05-01 |
807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0006 |
eFootball Chelito 19 |
v1.14.1 |
2023-04-30 |
UI scissor out of bounds in GameSettingsScreen: 280,0-1243,720 / 1504,720 |
eFootball Chelito 19 |
v1.14.4 |
2023-04-27 |
Unknown GetPointerWrite 00000000 PC 08808458 LR 08808460 |
eFootball Chelito 19 |
v1.14.1 |
2023-04-25 |
UI scissor out of bounds in GameSettingsScreen: 433,0-1525,816 / 1858,816 |
eFootball Chelito 19 |
v1.10.3 |
2023-04-24 |
Unknown GetPointer 00000000 PC 08a0ff84 LR 08a0ff84 |
eFootball Chelito 19 |
v1.14 |
2023-04-22 |
UI scissor out of bounds in SavedataScreen: 999,387-0,9 / 888,480 |
eFootball Chelito 19 |
v1.14 |
2023-04-22 |
UI scissor out of bounds in SavedataScreen: 999,309-0,74 / 888,480 |
eFootball Chelito 19 |
v1.14 |
2023-04-22 |
UI scissor out of bounds in SavedataScreen: 999,231-0,74 / 888,480 |
eFootball Chelito 19 |
v1.14 |
2023-04-22 |
UI scissor out of bounds in SavedataScreen: 999,153-0,74 / 888,480 |
eFootball Chelito 19 |
v1.14 |
2023-04-22 |
UI scissor out of bounds in SavedataScreen: 999,75-0,74 / 888,480 |
eFootball Chelito 19 |
v1.14.4 |
2023-04-21 |
Replacement rowPitch=512, but w=1424 (level=0) |
eFootball Chelito 19 |
v1.6.3 |
2023-04-19 |
Error in shader compilation: info:
00000000:00000001 Clear
#version 100
precision lowp float;
varying vec4 v_color0;
void main() {
vec4 v = v_color0;
gl_FragColor = v;
}
|
eFootball Chelito 19 |
v1.6.3 |
2023-04-19 |
Error in shader compilation: info:
01770000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform 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;
uniform highp vec2 u_fogcoef;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
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);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
eFootball Chelito 19 |
v1.6.3 |
2023-04-19 |
Error in shader compilation: info:
00000000:0000001a THR C Tex
#version 100
precision highp float;
attribute vec4 position;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
varying 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 Chelito 19 |
v1.6.3 |
2023-04-19 |
Error in shader compilation: info:
00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 >
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(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);
gl_FragColor = v;
}
|
eFootball Chelito 19 |
v1.6.3 |
2023-04-19 |
Error in shader compilation: info:
00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 >
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
gl_FragColor = v;
}
|
eFootball Chelito 19 |
v1.6.3 |
2023-04-19 |
Error in shader compilation: info:
40000000:00000002 THR Flat
#version 100
precision highp float;
attribute vec4 position;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
eFootball Chelito 19 |
v1.6.3 |
2023-04-19 |
Error in shader compilation: info:
40000000:00000012 THR Tex Flat
#version 100
precision highp float;
attribute vec4 position;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj_through;
varying lowp vec4 v_color0;
varying 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 Chelito 19 |
v1.6.3 |
2023-04-19 |
Error in shader compilation: info:
00000000:0021d002 Tex Fog TFuncMod AlphaTest0 >
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
if (v.a < 0.002) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
gl_FragColor = v;
}
|
eFootball Chelito 19 |
v1.6.3 |
2023-04-19 |
Error in shader compilation: info:
00004000:0001d000 Flat AlphaTest0 >
#version 100
precision lowp float;
uniform sampler2D testtex;
varying vec4 v_color0;
void main() {
vec4 v = v_color0 ;
if (v.a < 0.002) discard;
gl_FragColor = v;
}
|
eFootball Chelito 19 |
v1.6.3 |
2023-04-19 |
Error in shader compilation: info:
40000000:00000914 HWX T Fog Tex Flat
#version 100
precision highp float;
attribute vec3 position;
attribute 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;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = 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;
}
|