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| Game title |
Version |
Latest Report |
Hits |
Message |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.11 |
2025-02-23 |
3 |
807f00fd=sceMp3Init(00000000): invalid bitrate v1 l3 rate 0008 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.11 |
2025-02-23 |
3 |
807f00fd=sceMp3Init(00000000): invalid bitrate v0 l3 rate 000f |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.11.3-2115-g88ebe93b1 |
2025-02-02 |
1 |
MIPSCompileOp: Invalid instruction 00000078 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.11.3-2115-g88ebe93b1 |
2025-02-02 |
49 |
80420014=__sceSasCore(08bb3a00, 918dacc0): invalid address |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.11.3-2115-g88ebe93b1 |
2025-02-02 |
50 |
80420014=__sceSasCore(08bb3a00, 918da8c0): invalid address |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.11.3 |
2025-02-02 |
2 |
80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.11 |
2025-01-27 |
1 |
WriteToHardware: Invalid address 00000010 near PC 0886d554 LR 0886d540 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.11 |
2025-01-27 |
1 |
WriteToHardware: Invalid address 00000000 near PC 0886d540 LR 0886d540 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2025-03-04 |
3 |
Branch in JumpReg delay slot at 08b0e850 in block starting at 08b0a8b0 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.14.4 |
2025-01-14 |
1 |
Replacement rowPitch=512, but w=2880 (level=0) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2025-01-13 |
1 |
WriteToHardware: Invalid address deadbeef near PC 08342584 LR 08000020 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2025-01-13 |
1 |
MIPSCompileOp: Invalid instruction 0003efff |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2025-04-24 |
5 |
MIPSCompileOp: Invalid instruction eefff000 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2025-01-13 |
2 |
MIPSCompileOp: Invalid instruction 0000005f |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2025-01-13 |
2 |
MIPSCompileOp: Invalid instruction 000009ff |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2025-01-13 |
1 |
MIPSCompileOp: Invalid instruction 7cffec60 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2025-01-13 |
1 |
MIPSCompileOp: Invalid instruction 000019df |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2025-01-08 |
1 |
MIPSCompileOp: Invalid instruction eefeeed2 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2025-01-08 |
1 |
MIPSCompileOp: Invalid instruction 00009fff |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2025-01-08 |
1 |
MIPSCompileOp: Invalid instruction 00af307f |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2025-01-08 |
2 |
MIPSCompileOp: Invalid instruction 4fa05bcb |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2025-01-08 |
2 |
MIPSCompileOp: Invalid instruction 4fa00565 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2025-01-08 |
1 |
MIPSCompileOp: Invalid instruction ccc70000 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2025-01-08 |
1 |
MIPSCompileOp: Invalid instruction cccccccc |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2025-01-08 |
1 |
MIPSCompileOp: Invalid instruction cff101ff |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2025-01-08 |
1 |
MIPSCompileOp: Invalid instruction 7ff402ff |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2025-01-08 |
1 |
MIPSCompileOp: Invalid instruction 0004ffff |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2025-01-08 |
1 |
WriteToHardware: Invalid address deae2ceb near PC 083d6194 LR 01eefdea |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2025-01-08 |
3 |
MIPSCompileOp: Invalid instruction 000003be |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2025-01-08 |
4 |
MIPSCompileOp: Invalid instruction 7ff6008f |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2025-01-08 |
2 |
MIPSCompileOp: Invalid instruction 002ff805 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2025-01-08 |
4 |
MIPSCompileOp: Invalid instruction 008fffff |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2025-01-08 |
2 |
MIPSCompileOp: Invalid instruction cfb0006d |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2025-01-08 |
11 |
MIPSCompileOp: Invalid instruction 0006dffd |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2025-01-08 |
3 |
MIPSCompileOp: Invalid instruction 000002ff |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2025-01-08 |
3 |
MIPSCompileOp: Invalid instruction 06980000 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.14.4 |
2024-12-30 |
1 |
Replacement rowPitch=2048, but w=4096 (level=0) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.13.2 |
2024-12-29 |
1 |
Unknown GetPointerWrite 77777154 PC 08808430 LR 08808448 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.14.4 |
2024-12-27 |
1 |
Replacement rowPitch=128, but w=2048 (level=0) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.14.4 |
2024-12-23 |
1 |
Replacement rowPitch=512, but w=2160 (level=0) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.14.4 |
2024-12-23 |
1 |
Replacement rowPitch=1024, but w=4000 (level=0) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.14.4 |
2025-08-06 |
2 |
Replacement rowPitch=1024, but w=3416 (level=0) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.14.4 |
2024-12-23 |
2 |
Replacement rowPitch=512, but w=3200 (level=0) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.14.4 |
2024-12-22 |
1 |
Replacement rowPitch=2048, but w=8000 (level=0) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2024-12-19 |
15 |
807f00fd=sceMp3Init(00000000): invalid bitrate v0 l1 rate 0000 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.14.4 |
2025-07-10 |
2 |
Replacement rowPitch=128, but w=800 (level=0) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.14.4 |
2024-12-17 |
1 |
Replacement rowPitch=512, but w=1600 (level=0) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.9.4 |
2024-12-17 |
16 |
Error in shader compilation: info: ERROR: 0:456: 'mix' : no matching overloaded function found
ERROR: 0:456: 'assign' : cannot convert from 'const float' to '3-component vector of float'
ERROR: 2 compilation errors. No code generated.
postshader
// PPSSPP: Grabbed from Processing and slightly modified.
// FXAA shader, GLSL code adapted from:
// http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA
// Whitepaper describing the technique:
// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
//======================================================================================================================================================================
//Extra options:
#define FXAA 0 //ON:1/OFF:0 /default FXAA, info above
//there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below
//================
#define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters
#define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics
//================
#define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242
//================
#define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress
//================
#define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/
#define samples 4 //Default: 4 /higher = more glow, worser performance
#define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality
#define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts
#define Bpower 0.5 //Default: 0.5 /amount of bloom mixed
//================
#define COLORED 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o
#define Cpower 0.3 //Default: 0.5 /amount of effect mixed
//================
#define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default
#define value 7.5 //Default: 7.5 /higher = more visible effect
//================
#define S_COM_V2 0 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate
#define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect
//================
#define SHADEBOOST 1 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
#define saturation 1.1 //Default: 1.0 //negative will look like inverted colors shader
#define brightness 2.5 //Default: 1.0
#define contrast 1.23 //Default: 1.0 //negative will be... well negative;p
#define red 0.55 //Default: 1.0
#define green 0.55 //Default: 1.0
#define blue 0.55 //Default: 1.0
//Shadeboost presets: //Shadeboost must be activated, presets override options above
int SEPIA = 0; //Moody coolors:)
int GRAYSCALE = 0; //Just for lols?
int NEGATIVE = 0; //As above
int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder)
//All presets are simple switch ON:1/OFF:0,
//================
#define GAMMA 1 //simple gamma function after reading http://filmicgames.com/archives/299
#define correction 1.2 //Default: 1.0
//================
#define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P)
#define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high
#de |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-12-15 |
2 |
Branch in JumpReg delay slot at 09fda6bc in block starting at 09fd8370 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-12-15 |
1 |
MIPSCompileOp: Invalid instruction 71727334 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.14.4 |
2025-08-07 |
5 |
Replacement rowPitch=2048, but w=5120 (level=0) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.14.4 |
2024-12-12 |
1 |
Replacement rowPitch=1024, but w=2560 (level=0) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.14.4 |
2024-12-11 |
1 |
Replacement rowPitch=256, but w=4096 (level=0) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.14.4 |
2024-12-09 |
1 |
Replacement rowPitch=512, but w=2400 (level=0) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.14.4 |
2024-12-09 |
1 |
Replacement rowPitch=1024, but w=3200 (level=0) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2024-12-07 |
1 |
Unknown GetPointerWrite 45564157 PC 08a02a0c LR 08a1dfb4 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.11.3 |
2024-12-06 |
2 |
MIPSCompileOp: Invalid instruction 475f5053 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.10.3 |
2024-12-06 |
1 |
Render to area containing texture at 04162000 +256x0 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.11.3 |
2024-12-06 |
4 |
MIPSCompileOp: Invalid instruction 63736964 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.14.4 |
2024-12-02 |
1 |
Replacement rowPitch=256, but w=4260 (level=0) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2024-12-01 |
4 |
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 NEW PATCH SEASON 2025.... |
v1.18.1 |
2024-12-01 |
6 |
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;
uniform vec2 u_pixelDelta;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec4 u_time;
uniform vec2 u_texelDelta;
in vec2 v_texcoord0;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
in vec4 v_texcoordNC0;
in vec4 v_texcoordNC1;
in vec4 v_texcoordNC2;
in vec4 v_texcoordNC3;
mediump int SEPIA;
mediump int GRAYSCALE;
mediump int NEGATIVE;
mediump int PSPCOLORS;
vec3 processGAUSS_S(inout vec3 color)
{
float GAUSSS_SPAN_MAX = 1.5;
float GAUSSS_KERNEL_SIZE = 5.0;
vec2 offsetS = (u_pixelDelta * GAUSSS_SPAN_MAX) / vec2(GAUSSS_KERNEL_SIZE);
vec3 cGaussS0 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, -2.0))).xyz * 1.0;
vec3 cGaussS1 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0))).xyz * 3.0;
vec3 cGaussS2 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, -1.0))).xyz * 8.0;
vec3 cGaussS3 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0, -1.0))).xyz * 3.0;
vec3 cGaussS4 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-2.0, 0.0))).xyz * 1.0;
vec3 cGaussS5 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0, 0.0))).xyz * 8.0;
vec3 cGaussS6 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0))).xyz * 10.0;
vec3 cGaussS7 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0, 0.0))).xyz * 8.0;
vec3 cGaussS8 = texture(sampler0, v_texcoord0 + (offsetS * vec2(2.0, 0.0))).xyz * 1.0;
vec3 cGaussS9 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0, 1.0))).xyz * 3.0;
vec3 cGaussS10 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, 1.0))).xyz * 8.0;
vec3 cGaussS11 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0))).xyz * 3.0;
vec3 cGaussS12 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, 2.0))).xyz * 1.0;
color = (((((((((((cGaussS0 + cGaussS1) + cGaussS2) + cGaussS3) + cGaussS4) + cGaussS5) + cGaussS6) + cGaussS7) + cGaussS8) + cGaussS9) + cGaussS10) + cGaussS11) + cGaussS12;
color /= vec3(58.0);
return color;
}
vec3 processSHADEBOOST(inout vec3 color)
{
float sat = 1.89999997615814208984375;
float brt = 0.699999988079071044921875;
float con = 1.2000000476837158203125;
float AvgLumR = 1.5;
float AvgLumG = 1.5;
float AvgLumB = 1.5;
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;
return color;
}
void main()
{
SEPIA = 0;
GRAYSCALE = 0;
NEGATIVE = 0;
PSPCOLORS = 5;
vec3 color = texture(sampler0, v_texcoord0).xyz;
vec3 param = color;
vec3 _311 = processGAUSS_S(param);
color = _311;
vec3 param_1 = color;
vec3 _314 = processSHADEBOOST(param_1);
color = _314;
_RESERVED_IDENTIFIER_FIXUP_gl_Fr |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2024-11-30 |
1 |
Unknown GetPointerWrite 00000000 PC 08a02a1c LR 08a1e5b0 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18 |
2024-11-29 |
3 |
Unknown GetPointerWrite 000090f0 PC 08a02a0c LR 0884c284 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.11.3 |
2024-11-28 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144296812 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.14.4 |
2024-12-23 |
3 |
Replacement rowPitch=512, but w=4000 (level=0) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-11-23 |
1 |
Failed to read valid video stream data from header |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2024-11-24 |
7 |
807f00fd=sceMp3Init(00000000): invalid sample rate v3 l1 rate 03 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2024-11-24 |
7 |
807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0008 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.10.3 |
2026-01-31 |
34 |
sceMp3Init: invalid data: not 44.1kHz |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-11-19 |
1 |
WriteToHardware: Invalid address 00000008 near PC 0880a780 LR 08809cb0 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.14.4 |
2024-11-19 |
1 |
Replacement rowPitch=512, but w=2000 (level=0) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.14.4 |
2024-12-24 |
7 |
Replacement rowPitch=128, but w=280 (level=0) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.14.4 |
2024-11-18 |
1 |
Replacement rowPitch=256, but w=4000 (level=0) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-11-15 |
4 |
Branch in RSZeroComp delay slot at 08000100 in block starting at 0800003c |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-11-15 |
6 |
Branch in RSZeroComp delay slot at 08000100 in block starting at 08000034 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.14.4 |
2024-12-15 |
4 |
Replacement rowPitch=1024, but w=4096 (level=0) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2025-02-23 |
9 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l0 rate 000e |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2024-11-09 |
1 |
807f00fd=sceMp3Init(00000000): invalid bitrate v1 l3 rate 000b |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-11-07 |
1 |
80630006=sceAtracSetDataAndGetID(09a25200, 00004000): fmt definition too small (16) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-10-28 |
3 |
Error in shader program link: info: L0001 The fragment shader uniform floating-point u_texelDelta does not match the vertex shader uniform floating-point u_texelDelta.
The precision does not match.
fs: postshader
#version 310 es
precision mediump float;
precision highp int;
uniform vec2 u_pixelDelta;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec4 u_time;
uniform vec2 u_texelDelta;
in vec2 v_texcoord0;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
in vec4 v_texcoordNC0;
in vec4 v_texcoordNC1;
in vec4 v_texcoordNC2;
in vec4 v_texcoordNC3;
mediump int SEPIA;
mediump int GRAYSCALE;
mediump int NEGATIVE;
mediump int PSPCOLORS;
vec3 processGAUSS_S(inout vec3 color)
{
float GAUSSS_SPAN_MAX = 1.5;
float GAUSSS_KERNEL_SIZE = 5.0;
vec2 offsetS = (u_pixelDelta * GAUSSS_SPAN_MAX) / vec2(GAUSSS_KERNEL_SIZE);
vec3 cGaussS0 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, -2.0))).xyz * 1.0;
vec3 cGaussS1 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0))).xyz * 3.0;
vec3 cGaussS2 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, -1.0))).xyz * 8.0;
vec3 cGaussS3 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0, -1.0))).xyz * 3.0;
vec3 cGaussS4 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-2.0, 0.0))).xyz * 1.0;
vec3 cGaussS5 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0, 0.0))).xyz * 8.0;
vec3 cGaussS6 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0))).xyz * 10.0;
vec3 cGaussS7 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0, 0.0))).xyz * 8.0;
vec3 cGaussS8 = texture(sampler0, v_texcoord0 + (offsetS * vec2(2.0, 0.0))).xyz * 1.0;
vec3 cGaussS9 = texture(sampler0, v_texcoord0 + (offsetS * vec2(-1.0, 1.0))).xyz * 3.0;
vec3 cGaussS10 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, 1.0))).xyz * 8.0;
vec3 cGaussS11 = texture(sampler0, v_texcoord0 + (offsetS * vec2(1.0))).xyz * 3.0;
vec3 cGaussS12 = texture(sampler0, v_texcoord0 + (offsetS * vec2(0.0, 2.0))).xyz * 1.0;
color = (((((((((((cGaussS0 + cGaussS1) + cGaussS2) + cGaussS3) + cGaussS4) + cGaussS5) + cGaussS6) + cGaussS7) + cGaussS8) + cGaussS9) + cGaussS10) + cGaussS11) + cGaussS12;
color /= vec3(58.0);
return color;
}
vec3 processSHADEBOOST(inout vec3 color)
{
float sat = 1.89999997615814208984375;
float brt = 0.699999988079071044921875;
float con = 1.2000000476837158203125;
float AvgLumR = 1.5;
float AvgLumG = 1.5;
float AvgLumB = 1.5;
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;
return color;
}
void main()
{
SEPIA = 0;
GRAYSCALE = 0;
NEGATIVE = 0;
PSPCOLORS = 5;
vec3 color = texture(sampler0, v_texcoord0).xyz;
vec3 param = color;
vec3 _311 = processGAUSS_S(param);
color = _311;
vec3 param_1 = color;
vec3 _314 = processSHADEBOOST(param_1);
color = _314;
_RES |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-10-28 |
3 |
Error in shader program link: info: L0001 The fragment shader uniform floating-point u_texelDelta does not match the vertex shader uniform floating-point u_texelDelta.
The precision does not match.
fs: postshader
#version 310 es
precision mediump float;
precision highp int;
uniform vec2 u_pixelDelta;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec4 u_time;
uniform vec2 u_texelDelta;
in vec2 v_texcoord0;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
in vec4 v_texcoordNC0;
in vec4 v_texcoordNC1;
in vec4 v_texcoordNC2;
in vec4 v_texcoordNC3;
mediump int SEPIA;
mediump int GRAYSCALE;
mediump int NEGATIVE;
mediump int PSPCOLORS;
vec3 processGAUSS_SQ(inout vec3 color)
{
float GAUSS_KERNEL_SIZE = 5.0;
vec2 offset = (u_pixelDelta * 3.5) / vec2(GAUSS_KERNEL_SIZE);
vec3 cGauss0 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0))).xyz * 1.0;
vec3 cGauss1 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, -2.0))).xyz * 4.0;
vec3 cGauss2 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, -2.0))).xyz * 7.0;
vec3 cGauss3 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, -2.0))).xyz * 4.0;
vec3 cGauss4 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, -2.0))).xyz * 1.0;
vec3 cGauss5 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, -1.0))).xyz * 4.0;
vec3 cGauss6 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0))).xyz * 16.0;
vec3 cGauss7 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, -1.0))).xyz * 26.0;
vec3 cGauss8 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, -1.0))).xyz * 16.0;
vec3 cGauss9 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, -1.0))).xyz * 4.0;
vec3 cGauss10 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 0.0))).xyz * 7.0;
vec3 cGauss11 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 0.0))).xyz * 26.0;
vec3 cGauss12 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0))).xyz * 41.0;
vec3 cGauss13 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, 0.0))).xyz * 26.0;
vec3 cGauss14 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, 0.0))).xyz * 7.0;
vec3 cGauss15 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 1.0))).xyz * 4.0;
vec3 cGauss16 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 1.0))).xyz * 16.0;
vec3 cGauss17 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, 1.0))).xyz * 26.0;
vec3 cGauss18 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0))).xyz * 16.0;
vec3 cGauss19 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0, 1.0))).xyz * 4.0;
vec3 cGauss20 = texture(sampler0, v_texcoord0 + (offset * vec2(-2.0, 2.0))).xyz * 1.0;
vec3 cGauss21 = texture(sampler0, v_texcoord0 + (offset * vec2(-1.0, 2.0))).xyz * 4.0;
vec3 cGauss22 = texture(sampler0, v_texcoord0 + (offset * vec2(0.0, 2.0))).xyz * 7.0;
vec3 cGauss23 = texture(sampler0, v_texcoord0 + (offset * vec2(1.0, 2.0))).xyz * 4.0;
vec3 cGauss24 = texture(sampler0, v_texcoord0 + (offset * vec2(2.0))).xyz * 1.0;
color = (((((((((((((((((((((((cGauss0 + cGauss1) + cGauss2) + cGauss3) + cGauss4) + cGauss5) + cGauss6) + cGauss7) + cGauss8) + cGauss9) + cGauss10) + cGauss11) + cGauss12) + cGauss13) + cGauss14) + cGauss15) + cGauss16) + cGauss17) + cGauss18) + cGauss19) + cGauss20) + cGauss21) + cGauss22) + cGauss23) + cGauss24;
color /= vec3(273.0);
return color;
}
vec3 processBLOOM(inout vec3 color, vec3 colorB, mediump int hatsu)
{
vec4 sum = vec4(0.0);
mediump int diffx = 2;
mediump int diffy = 3;
mediump int _408 = -diffy;
for (mediump int ib = _408; ib < diffy; ib++)
{
mediump int _419 = -diffx;
for (mediump int jb = _419; jb < diffx; jb++)
{
sum += (texture(sampler0, v_texcoord0 + (vec2(float(jb), float(ib)) * 0.00200000009499490261077880859375)) * 0.2199999988079071044921875);
}
}
bool _453 = color.x < 0.300000011920928955078125;
bool _460;
if (_453)
{
_460 = color.y < 0.300000011920928955078125;
}
else
{
_460 = |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-10-28 |
2 |
Error in shader program link: info: L0001 The fragment shader uniform floating-point u_texelDelta does not match the vertex shader uniform floating-point u_texelDelta.
The precision does not match.
fs: postshader
#version 310 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 310 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 NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-10-23 |
2 |
Error in shader program link: info: Variable u_texelDelta has unmatched precision qualifier in different shaders
fs: postshader
#version 320 es
precision mediump float;
precision highp int;
uniform vec2 u_texelDelta;
uniform vec2 u_pixelDelta;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec4 u_time;
in vec2 v_texcoord0;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
in vec4 v_texcoordNC0;
in vec4 v_texcoordNC1;
in vec4 v_texcoordNC2;
in vec4 v_texcoordNC3;
mediump int SEPIA;
mediump int GRAYSCALE;
mediump int NEGATIVE;
mediump int PSPCOLORS;
bvec4 _and_(bvec4 A, bvec4 B)
{
return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w);
}
vec4 df(vec4 A, vec4 B)
{
return abs(A - B);
}
bvec4 close(vec4 A, vec4 B)
{
vec4 param = A;
vec4 param_1 = B;
return lessThan(df(param, param_1), vec4(15.0));
}
bvec4 _or_(bvec4 A, bvec4 B)
{
return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w);
}
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
{
vec4 param = a;
vec4 param_1 = b;
vec4 param_2 = a;
vec4 param_3 = c;
vec4 param_4 = d;
vec4 param_5 = e;
vec4 param_6 = d;
vec4 param_7 = f;
vec4 param_8 = g;
vec4 param_9 = h;
return (((df(param, param_1) + df(param_2, param_3)) + df(param_4, param_5)) + df(param_6, param_7)) + (df(param_8, param_9) * 4.0);
}
vec3 processxBR(vec3 color)
{
vec2 pS = vec2(1.0) / u_texelDelta;
vec2 fp = fract(v_texcoord0 * pS);
vec2 TexCoord_0 = v_texcoord0 - (fp * u_pixelDelta);
vec2 dx = vec2(u_texelDelta.x, 0.0);
vec2 dy = vec2(0.0, u_texelDelta.y);
vec2 y2 = dy + dy;
vec2 x2 = dx + dx;
vec3 A = texture(sampler0, (TexCoord_0 - dx) - dy).xyz;
vec3 B = texture(sampler0, TexCoord_0 - dy).xyz;
vec3 C = texture(sampler0, (TexCoord_0 + dx) - dy).xyz;
vec3 D = texture(sampler0, TexCoord_0 - dx).xyz;
vec3 E = texture(sampler0, TexCoord_0).xyz;
vec3 F = texture(sampler0, TexCoord_0 + dx).xyz;
vec3 G = texture(sampler0, (TexCoord_0 - dx) + dy).xyz;
vec3 H = texture(sampler0, TexCoord_0 + dy).xyz;
vec3 I = texture(sampler0, (TexCoord_0 + dx) + dy).xyz;
vec3 A1 = texture(sampler0, (TexCoord_0 - dx) - y2).xyz;
vec3 C1 = texture(sampler0, (TexCoord_0 + dx) - y2).xyz;
vec3 A0 = texture(sampler0, (TexCoord_0 - x2) - dy).xyz;
vec3 G0 = texture(sampler0, (TexCoord_0 - x2) + dy).xyz;
vec3 C4 = texture(sampler0, (TexCoord_0 + x2) - dy).xyz;
vec3 I4 = texture(sampler0, (TexCoord_0 + x2) + dy).xyz;
vec3 G5 = texture(sampler0, (TexCoord_0 - dx) + y2).xyz;
vec3 I5 = texture(sampler0, (TexCoord_0 + dx) + y2).xyz;
vec3 B1 = texture(sampler0, TexCoord_0 - y2).xyz;
vec3 D0 = texture(sampler0, TexCoord_0 - x2).xyz;
vec3 H5 = texture(sampler0, TexCoord_0 + y2).xyz;
vec3 F4 = texture(sampler0, TexCoord_0 + x2).xyz;
vec4 b = vec4(dot(B, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(D, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(H, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(F, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)));
vec4 c = vec4(dot(C, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(A, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(G, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(I, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)));
vec4 d = vec4(b.y, b.z, b.w, b.x);
vec4 e = vec4(dot(E, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)));
vec4 f = vec4(b.w, b.x, b.y, b.z);
vec4 g = vec4(c.z, c.w, c.x, c.y);
vec4 h = vec4(b.z, b.w, b.x, b.y);
vec4 i = vec4(c.w, c.x, c.y, c.z);
vec4 i4 = vec4(dot(I4, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(C1, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)) |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-10-15 |
1 |
Branch in branch delay slot at 0817ac7c with different target |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-10-15 |
1 |
MIPSCompileOp: Invalid instruction 059ddfec |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-10-15 |
1 |
MIPSCompileOp: Invalid instruction 00000cf7 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-10-15 |
1 |
MIPSCompileOp: Invalid instruction 00002dfd |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-10-15 |
1 |
MIPSCompileOp: Invalid instruction 000003fe |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-10-15 |
1 |
MIPSCompileOp: Invalid instruction cf900000 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-10-15 |
1 |
MIPSCompileOp: Invalid instruction 027cefff |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-10-15 |
1 |
MIPSCompileOp: Invalid instruction 009ffff5 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-10-15 |
1 |
MIPSCompileOp: Invalid instruction 00000054 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-10-15 |
1 |
MIPSCompileOp: Invalid instruction 9fffffff |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-10-15 |
1 |
MIPSCompileOp: Invalid instruction 4fe10000 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-10-15 |
1 |
MIPSCompileOp: Invalid instruction 00000df7 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.18.1 |
2026-01-16 |
8 |
MIPSCompileOp: Invalid instruction 0000009f |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-10-15 |
1 |
MIPSCompileOp: Invalid instruction b2004ff5 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-10-15 |
1 |
MIPSCompileOp: Invalid instruction ef940000 |
| EFOOTBALL NEW PATCH SEASON 2025.... |
v1.17.1 |
2024-10-12 |
2 |
807f00fd=sceMp3Init(00000000): invalid sample rate v0 l3 rate 03 |