Recent logs - EFOOTBALL NEW PATCH SEASON 2025....

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Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

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

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