Recent logs - PES 2019 BY CHELITO 19

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Game title Version Latest Report Message
PES 2019 BY CHELITO 19 v1.5.4 2019-12-08 ReadFromHardware: Invalid address 14813276 near PC 088d2d14 LR 088d2d14
PES 2019 BY CHELITO 19 v1.6.3-432-gfd6c3145d 2019-12-05 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00004000:00200022 Tex TexAlpha Fog Flat TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; 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; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 40000000:0000001c C Fog Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform highp vec2 u_fogcoef; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = position.w; gl_Position = u_proj * vec4(position.xyz, 1.0); }
PES 2019 BY CHELITO 19 v1.9.4 2019-12-05 MIPSCompileOp: Invalid instruction efbf000c
PES 2019 BY CHELITO 19 v1.9.4 2019-12-05 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08945e1c
PES 2019 BY CHELITO 19 v1.9.4 2019-12-05 MIPSCompileOp: Invalid instruction cfbf000c
PES 2019 BY CHELITO 19 v1.6.3 2019-12-03 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00004000:00200022 Tex TexAlpha Fog Flat TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; 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; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 40000000:00000014 Fog Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform highp vec2 u_fogcoef; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = position.w; gl_Position = u_proj * vec4(position.xyz, 1.0); }
PES 2019 BY CHELITO 19 v1.9.3 2019-12-02 ReadFromHardware: Invalid address 01000108 near PC 088258d0 LR 088258dc
PES 2019 BY CHELITO 19 v1.9.3 2019-12-02 WriteToHardware: Invalid address 01000000 near PC 088258e4 LR 088258f0
PES 2019 BY CHELITO 19 v1.9.3 2019-12-02 ReadFromHardware: Invalid address 01000103 near PC 0880cc40 LR 0880cc40
PES 2019 BY CHELITO 19 v1.9.3 2019-12-02 WriteToHardware: Invalid address 01000103 near PC 088258d0 LR 088258dc
PES 2019 BY CHELITO 19 v1.6.3 2019-12-01 Error in shader program link: info: fs: 00000000:00200000 Fog #version 300 es precision lowp float; in vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; out vec4 fragColor0; void main() { vec4 v = v_color0 ; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:0000010c HWX C Fog #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; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; 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_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
PES 2019 BY CHELITO 19 v1.6.3 2019-12-01 Error in shader program link: info: fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; 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: 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 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; 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; 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; }
PES 2019 BY CHELITO 19 v1.6.3 2019-12-01 Error in shader program link: info: fs: 00004000:00000002 Tex Flat TFuncMod #version 300 es 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 = vec4(t.rgb * p.rgb, p.a); fragColor0 = v; } vs: 40000000:00000012 THR 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); }
PES 2019 BY CHELITO 19 v1.6.3 2019-12-01 Error in shader program link: info: fs: 00000000:00000001 Clear #version 300 es 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); }
PES 2019 BY CHELITO 19 v1.6.3 2019-11-30 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00004000:00200022 Tex TexAlpha Fog Flat TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; 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; 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; }
PES 2019 BY CHELITO 19 v1.9.4 2019-11-30 WriteToHardware: Invalid address 00006528 near PC 08bd7a3c LR 08bd7a3c
PES 2019 BY CHELITO 19 v1.4.2-417-gb2057256b 2019-11-30 Error in shader program link: info: L0007 Fragment shader uses a varying v_texcoord that has not been declared in the vertex shader. / fs: #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec3 u_texenv; 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(mix(p.rgb, u_texenv.rgb, t.rgb), p.a); fragColor0 = v; } / vs: #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); }
PES 2019 BY CHELITO 19 v1.4.2-417-gb2057256b 2019-12-08 Error in shader program link: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. / fs: #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } / vs: #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj * vec4(position.xyz, 1.0); }
PES 2019 BY CHELITO 19 v1.6.3 2019-11-29 MIPSCompileOp: Invalid instruction 4a145b8c
PES 2019 BY CHELITO 19 v1.6.3 2019-11-29 MIPSCompileOp: Invalid instruction b4633cbb
PES 2019 BY CHELITO 19 v1.6.3 2019-11-29 Unknown GetPointer b8af5c18 PC 0888d3f4 LR 0888d3fc
PES 2019 BY CHELITO 19 v1.6.3 2019-11-29 Unknown GetPointer 00001b36 PC 08872ba4 LR 08872c0c
PES 2019 BY CHELITO 19 v1.6.3 2019-11-28 Error in shader program link: info: Link Error: Vertex 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: 40000000:00000012 THR 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 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); }
PES 2019 BY CHELITO 19 v1.6.3 2019-11-28 Unknown GetPointer 00001b1b PC 08872be8 LR 08872c0c
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 MIPSCompileOp: Invalid instruction 73e38e8e
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 MIPSCompileOp: Invalid instruction f321f71d
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 MIPSCompileOp: Invalid instruction b2b76767
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 MIPSCompileOp: Invalid instruction b22b976a
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 MIPSCompileOp: Invalid instruction ed4542f9
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 MIPSCompileOp: Invalid instruction 6ba67868
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 Branch in Jump delay slot at 087acd44 in block starting at 087acd34
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 MIPSCompileOp: Invalid instruction 721ed8da
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 An uneaten prefix at end of block: 087a7b60
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 Branch in RSZeroComp delay slot at 087a7b68 in block starting at 087a7b68
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 MIPSCompileOp: Invalid instruction 41f8ad16
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 MIPSCompileOp: Invalid instruction 767c992f
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 Branch in RSRTComp delay slot at 087f99b0 in block starting at 087f99b0
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 MIPSCompileOp: Invalid instruction b34ed4aa
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 MIPSCompileOp: Invalid instruction 7b19a320
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 Jump to invalid address: 0263cc28
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 MIPSCompileOp: Invalid instruction 76f3f9ff
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 MIPSCompileOp: Invalid instruction 4cd20fc5
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 MIPSCompileOp: Invalid instruction b7d9a307
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 MIPSCompileOp: Invalid instruction 71b3636b
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 MIPSCompileOp: Invalid instruction 7681e038
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 MIPSCompileOp: Invalid instruction d12b379a
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 MIPSCompileOp: Invalid instruction 4ed2ad59
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 MIPSCompileOp: Invalid instruction ee1991cd
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 MIPSCompileOp: Invalid instruction 6e148f80
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 MIPSCompileOp: Invalid instruction 61b34696
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 Branch in RSZeroComp delay slot at 087da50c in block starting at 087da4c8
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 MIPSCompileOp: Invalid instruction 9d5fcbb5
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 Branch in Jump delay slot at 088d1104 in block starting at 088d10fc
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 Jump to invalid address: 07908580
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 MIPSCompileOp 69b512af failed
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 MIPSCompileOp: Invalid instruction 65dad5ae
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 Jump to invalid address: 078fe580
PES 2019 BY CHELITO 19 v1.8.0 2019-11-28 vwbn not implemented for size 4
PES 2019 BY CHELITO 19 v1.6.3 2019-11-25 Error in shader program link: info: L0100 A program cannot be linked unless there are any shaders attached to it fs: 00000000:0001d022 Tex TexAlpha 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; } vs: 00000000:00000918 HWX C T Tex #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; varying lowp vec4 v_color0; varying 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 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
PES 2019 BY CHELITO 19 v1.8.0 2019-11-25 ReadFromHardware: Invalid address 00000004 near PC 0886f224 LR 0886f210
PES 2019 BY CHELITO 19 v1.8.0 2019-11-25 ReadFromHardware: Invalid address 00000000 near PC 0886f224 LR 0886f210
PES 2019 BY CHELITO 19 v1.6.3 2019-12-01 Error in shader program link: info: fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 > #version 300 es 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); }
PES 2019 BY CHELITO 19 v1.9.4 2019-11-23 WriteToHardware: Invalid address 00000008 near PC 0880b580 LR 08809cb0
PES 2019 BY CHELITO 19 v1.7.4 2019-11-23 ReadFromHardware: Invalid address 13964b98 near PC 08849a3c LR 08849a48
PES 2019 BY CHELITO 19 v1.9.4 2019-11-22 WriteToHardware: Invalid address 3f800000 near PC 088258e4 LR 088258f0
PES 2019 BY CHELITO 19 v1.9.4 2019-11-22 ReadFromHardware: Invalid address 3f800108 near PC 088258d0 LR 088258dc
PES 2019 BY CHELITO 19 v1.9.4 2019-11-22 WriteToHardware: Invalid address 3f800103 near PC 088258d0 LR 088258dc
PES 2019 BY CHELITO 19 v1.9.4 2019-11-22 ReadFromHardware: Invalid address 3f7ffd03 near PC 0880cc40 LR 0880cc40
PES 2019 BY CHELITO 19 v1.7.4 2019-11-22 avcodec_decode_audio4: Error decoding audio -22 / ffffffea
PES 2019 BY CHELITO 19 v1.5.1 2019-11-22 Unknown GetPointer 0000ffff PC 08a02a1c LR 08a1e5b0
PES 2019 BY CHELITO 19 v1.4.2-417-gb2057256b 2019-12-07 Error in shader program link: info: L0007 Fragment shader uses a varying v_texcoord that has not been declared in the vertex shader. / fs: #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(p.rgb + t.rgb, p.a); fragColor0 = v; } / vs: #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); }
PES 2019 BY CHELITO 19 v1.4.2-417-gb2057256b 2019-11-30 Error in shader program link: info: L0007 Fragment shader uses a varying v_texcoord that has not been declared in the vertex shader. / fs: #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(p.rgb + t.rgb, p.a); fragColor0 = v; } / vs: #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj * vec4(position.xyz, 1.0); }
PES 2019 BY CHELITO 19 v1.4.2-417-gb2057256b 2019-11-19 Bad bounding box data: 080404
PES 2019 BY CHELITO 19 v1.4.2-417-gb2057256b 2019-11-19 Unknown GE command : 29857294
PES 2019 BY CHELITO 19 v1.4.2-417-gb2057256b 2019-11-19 FBO reusing depthbuffer, 00000000/00088000 and 00044000/00088000
PES 2019 BY CHELITO 19 v1.9 2019-11-19 ReadFromHardware: Invalid address 13961458 near PC 08849a3c LR 08849a48
PES 2019 BY CHELITO 19 v1.9 2019-11-18 ReadFromHardware: Invalid address 139641d8 near PC 08849a3c LR 08849a48
PES 2019 BY CHELITO 19 v1.9 2019-11-17 ReadFromHardware: Invalid address 13962cd8 near PC 08849a3c LR 08849a48
PES 2019 BY CHELITO 19 v1.9.4 2019-11-16 Savedata version requested: 3 --NATIVE-DATA-BOUNDARY-2d3a1e03392data; name="verify" Content-Length: 59 Content-Transfer-Encoding: binary Savedata version requested: %dSavedata version requested: 3
PES 2019 BY CHELITO 19 v1.6.3 2019-12-01 Error in shader program link: info: fs: 00000000:00200002 Tex Fog TFuncMod #version 300 es 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: 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 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; 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; 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; }
PES 2019 BY CHELITO 19 v1.6.3 2019-12-01 Error in shader program link: info: fs: 00004000:00000000 Flat #version 300 es precision lowp float; flat in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; 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); }
PES 2019 BY CHELITO 19 v1.4.1 2019-11-15 DrawActiveTexture() failed: 8876086c
PES 2019 BY CHELITO 19 v1.4.1 2019-11-15 Unable to reset D3D device
PES 2019 BY CHELITO 19 v1.4 2019-11-15 ReadFromHardware: Invalid address 13960cd8 near PC 08849a3c LR 08849a48
PES 2019 BY CHELITO 19 v1.9.4 2019-11-14 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l3 rate 0000
PES 2019 BY CHELITO 19 v1.9.4 2019-11-14 Unknown GetPointer 00000000 PC 08a02a0c LR 08a1e524
PES 2019 BY CHELITO 19 v1.6.3 2019-11-13 Error in shader program link: info: L0100 GLSL allows exactly two attached shaders (one of each type) per program fs: 00004000:00000000 Flat #version 100 precision lowp float; varying vec4 v_color0; void main() { vec4 v = v_color0 ; gl_FragColor = v; } vs: 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); }
PES 2019 BY CHELITO 19 v1.4 2019-11-12 ReadFromHardware: Invalid address 13967958 near PC 08849a3c LR 08849a48
PES 2019 BY CHELITO 19 v1.6.3 2019-11-12 Unknown GetPointer c2854d00 PC 08820e1c LR 08820e70
PES 2019 BY CHELITO 19 v1.6.3 2019-12-08 Direct3D9: Failed to get the device caps!
PES 2019 BY CHELITO 19 v1.8.0 2019-11-08 Error in shader compilation: info: ERROR: 0:55: 'kemerahan' : undeclared identifier ERROR: 1 compilation errors. No code generated. postshader //===========================// //edit angka yang ada dibawah ini untuk mengatur tampilan #define warna 1.9 //normal: 1.1 #define cerah 1.2 //normal: 1.1 #define kontras 1.2 //normal: 1.1 #define kehitaman 1.2 //normal: 1.1 #define kehijauan 1.1 //normal: 1.0 #define kebiruan 1.3 //normal: 1.1 //semakin tinggi angka depan yang dirubah, maka akan semakin tidak baik ^,^ //===========================// //Black Screen HD //Build By Satria Mudafi //FB : Mudaffi Satriia //Email : [email protected] /////////////////////////////////// //dibawah ini tidak boleh di edit// /////////////////////////////////// #define sugoicolor 1 #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; uniform vec4 u_time; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; varying vec2 v_texcoord0; float overlay(float base, float blend) {float result = 0.0; if( base < 0.5 ) result = 2.0 * base * blend; else result = 1.0 - (1.0 - 2.0*(base-0.5)) * (1.0-blend); return result;} void main() {vec3 color = texture2D(sampler0, v_texcoord0.xy).xyz; #if(sugoicolor==1) float sat = warna; float brt = cerah; float con = kontras; float AvgLumR = kemerahan; float AvgLumG = kehijauan; float AvgLumB = kebiruan; const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 conRGB = vec3(0.5, 0.5, 0.5); vec3 brtColor = color.rgb * brt; vec3 intensity = vec3((brtColor.r*LumCoeff.r)+(brtColor.g*LumCoeff.g)+(brtColor.b*LumCoeff.b)); vec3 satColor = mix(intensity, brtColor, sat); vec3 conColor = mix(conRGB, satColor, con); vec3 mixColor = AvgLumin * conColor; color.rgb = mixColor; #endif gl_FragColor.xyz=color; gl_FragColor.a = 1.0;}
PES 2019 BY CHELITO 19 v1.4 2019-11-07 ReadFromHardware: Invalid address 13965658 near PC 08849a3c LR 08849a48
PES 2019 BY CHELITO 19 v1.7.0 2019-11-04 ReadFromHardware: Invalid address 0000000c near PC 08c0a3d0 LR 08c0a3d0
PES 2019 BY CHELITO 19 v1.9.3 2019-12-06 ReadFromHardware: Invalid address 13962898 near PC 08849a3c LR 08849a48
PES 2019 BY CHELITO 19 v1.9.4 2019-12-05 80630006=sceAtracSetDataAndGetID(09a25200, 00000800): fmt definition too small (16)
PES 2019 BY CHELITO 19 v1.8.0 2019-11-02 ReadFromHardware: Invalid address ffffffff near PC ffffffff LR 08000018
PES 2019 BY CHELITO 19 v1.7.4 2019-11-02 ReadFromHardware: Invalid address 13a8aee8 near PC 08849a3c LR 08849a48
PES 2019 BY CHELITO 19 v1.9.4 2019-12-07 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=0
PES 2019 BY CHELITO 19 v1.9.4 2019-11-02 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l3 rate 000f
PES 2019 BY CHELITO 19 v1.5.3 2019-10-30 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. fs: 00000000:0000091c LM #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00000000:0021d022 THR UVMtx TessC TessRevN #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); }