Recent logs - eFootball PES 2020 "C19"

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Game title Version Latest Report Message
eFootball PES 2020 "C19" v1.11.3 2025-08-20 Savedata version requested on save: 3 --NATIVE-DATA-BOUNDARY-32bf5j926b95064b-0 Content-Disposition: form-data; name="verify" Content-Length: 75 Content-Transfer-Encoding: binary Savedata ~ersion requested on save: %dSavedata version requested on save: 3
eFootball PES 2020 "C19" v1.9.4 2025-07-28 Unknown GetPointer b5e31313 PC 0884d7a4 LR 0884d7c4
eFootball PES 2020 "C19" v1.9.4 2025-07-23 CALL to illegal address 03b4645c - ignoring! data=b4645e
eFootball PES 2020 "C19" v1.9.4 2025-07-22 Jump to invalid address: 035baad0
eFootball PES 2020 "C19" v1.9.4 2025-07-22 Jump to invalid address: 0752ea80
eFootball PES 2020 "C19" v1.9.4 2025-07-22 Jump to invalid address: 001a3350
eFootball PES 2020 "C19" v1.9.4 2025-07-22 Jump to invalid address: 0752f980
eFootball PES 2020 "C19" v1.9.4 2025-07-22 Jump to invalid address: 0752fd40
eFootball PES 2020 "C19" v1.9.4 2025-07-22 Jump to invalid address: 062f7480
eFootball PES 2020 "C19" v1.9.4 2025-07-22 Jump to invalid address: 054a4fb0
eFootball PES 2020 "C19" v1.9.4 2025-07-22 MIPSCompileOp: Invalid instruction 7528fea7
eFootball PES 2020 "C19" v1.9.4 2025-07-22 MIPSCompileOp: Invalid instruction 6e606060
eFootball PES 2020 "C19" v1.9.4 2025-07-22 MIPSCompileOp: Invalid instruction 7f8f0a1d
eFootball PES 2020 "C19" v1.9.4 2025-07-22 MIPSCompileOp: Invalid instruction 02fbf2f8
eFootball PES 2020 "C19" v1.9.4 2025-07-22 MIPSCompileOp: Invalid instruction 71717171
eFootball PES 2020 "C19" v1.9.4 2025-07-22 MIPSCompileOp: Invalid instruction 71717878
eFootball PES 2020 "C19" v1.9.4 2025-07-22 MIPSCompileOp: Invalid instruction 70858e8e
eFootball PES 2020 "C19" v1.9.4 2025-07-22 MIPSCompileOp: Invalid instruction 7ef0ef99
eFootball PES 2020 "C19" v1.9.4 2025-07-22 MIPSCompileOp: Invalid instruction 7b5feeb5
eFootball PES 2020 "C19" v1.19.2 2025-07-09 Failed decrypting the PRX (ret = -4, size = 7014224, psp_size = 7014560)!
eFootball PES 2020 "C19" v1.6.3 2025-07-08 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_EXT_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; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 40000000:00000914 HWX T Fog Tex Flat #version 300 es precision highp float; in vec3 position; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; }
eFootball PES 2020 "C19" v1.9.4 2025-06-17 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l2 rate 000d
eFootball PES 2020 "C19" v1.19 2025-06-13 SCE_AVCODEC_ERROR_INVALID_DATA=sceMp3Init(00000000): invalid bitrate v1 l1 rate 0004
eFootball PES 2020 "C19" v1.18.1 2025-06-05 ReadFromHardware: Invalid address fff10000 near PC fff10000 LR 08a3c148
eFootball PES 2020 "C19" v1.18.1 2025-05-18 MIPSCompileOp: Invalid instruction 002fffff
eFootball PES 2020 "C19" v1.18.1 2025-05-18 MIPSCompileOp: Invalid instruction 002aabba
eFootball PES 2020 "C19" v1.18.1 2025-05-18 Jump to invalid address: 03fffffc
eFootball PES 2020 "C19" v1.18.1 2025-05-18 MIPSCompileOp: Invalid instruction 0000003b
eFootball PES 2020 "C19" v1.18.1 2025-05-18 MIPSCompileOp: Invalid instruction 00005abc
eFootball PES 2020 "C19" v1.11.3 2025-05-07 Jump to invalid address: 0728d800
eFootball PES 2020 "C19" v1.18.1 2025-05-01 Unknown GetPointer 00000540 PC 0881c410 LR 0881c420
eFootball PES 2020 "C19" v1.18.1 2025-04-26 Unknown GetPointer 00003880 PC 0881c410 LR 0881c420
eFootball PES 2020 "C19" v1.18.1 2025-04-19 MIPSCompileOp: Invalid instruction 46436216
eFootball PES 2020 "C19" v1.18.1 2025-04-19 MIPSCompileOp: Invalid instruction 4549c42c
eFootball PES 2020 "C19" v1.18.1 2025-04-19 MIPSCompileOp: Invalid instruction 45bf612c
eFootball PES 2020 "C19" v1.18.1 2025-04-19 MIPSCompileOp: Invalid instruction 462daa4e
eFootball PES 2020 "C19" v1.18.1 2025-04-19 MIPSCompileOp: Invalid instruction 4636f5ee
eFootball PES 2020 "C19" v1.7.2 2025-03-03 Error in shader program link: info: Link failed because of invalid fragment shader. fs: postshader (failed) // 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 #define SLcolor 1.8 //Default: 2.8 /brightens screen to compensate for dark lines #define SLpower 0.4 //Default: 0.4 /less/more = darker
eFootball PES 2020 "C19" v1.7.2 2025-03-03 Error in shader compilation: info: 0:456: S0001: No matching overload for function 'mix' found 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 #define SLcolor 1.8 //Default: 2.8 /brightens screen to compensate for dark lines #define SLpower 0.4 //Default: 0.4 /less/more = darker/b
eFootball PES 2020 "C19" v1.11.3 2025-02-22 MIPSCompileOp: Invalid instruction 71e25674
eFootball PES 2020 "C19" v1.5.4 2024-12-30 MIPSCompileOp: Invalid instruction 000004bf
eFootball PES 2020 "C19" v1.5.4 2024-12-30 MIPSCompileOp: Invalid instruction 0000093d
eFootball PES 2020 "C19" v1.5.4 2024-12-30 MIPSCompileOp: Invalid instruction 0000033b
eFootball PES 2020 "C19" v1.17.1-329-g7d46f5a0a 2024-12-24 Unknown GetPointer 00430000 PC 0884a920 LR 0884a928
eFootball PES 2020 "C19" v1.17.1-329-g7d46f5a0a 2024-12-22 Unknown GetPointer 0088a270 PC 0884a920 LR 0884a928
eFootball PES 2020 "C19" v1.18.1 2024-12-22 Unknown GetPointerWrite 6932ae54 PC 0888d3e4 LR 0888d3fc
eFootball PES 2020 "C19" v1.17.1 2024-12-12 Unknown GetPointer 95f5c833 PC 0884d5a0 LR 0884d7c4
eFootball PES 2020 "C19" v1.18.1 2024-11-25 MIPSCompileOp: Invalid instruction 0000b03e
eFootball PES 2020 "C19" v1.18.1 2024-11-25 Jump to invalid address: 02e2edc0
eFootball PES 2020 "C19" v1.18.1 2024-11-25 MIPSCompileOp: Invalid instruction 00000038
eFootball PES 2020 "C19" v1.16.6 2024-10-24 sceKernelLoadModule: unsupported options size=00000014, flags=0881d51c, pos=0, access=1, data=1, text=1
eFootball PES 2020 "C19" v1.9.4 2024-10-09 MIPSCompileOp: Invalid instruction 4651d800
eFootball PES 2020 "C19" v1.9.4 2024-10-09 MIPSCompileOp: Invalid instruction 45f1c0f0
eFootball PES 2020 "C19" v1.9.4 2024-10-09 MIPSCompileOp: Invalid instruction 03010101
eFootball PES 2020 "C19" v1.9.4 2024-10-09 MIPSCompileOp: Invalid instruction 00010cff
eFootball PES 2020 "C19" v1.9.4 2024-10-09 MIPSCompileOp: Invalid instruction 464aa44e
eFootball PES 2020 "C19" v1.9.4 2024-10-09 MIPSCompileOp: Invalid instruction 4644bb2e
eFootball PES 2020 "C19" v1.14.4 2024-10-06 Replacement rowPitch=1024, but w=4320 (level=0)
eFootball PES 2020 "C19" v1.6.3 2024-09-24 ReadFromHardware: Invalid address f0c039f3 near PC f0c039f3 LR 08000018
eFootball PES 2020 "C19" v1.17.1 2024-09-19 Unknown GetPointer 00001b00 PC 0884a908 LR 0884a928
eFootball PES 2020 "C19" v1.17.1 2024-09-08 MIPSCompileOp: Invalid instruction 4c9009e3
eFootball PES 2020 "C19" v1.17.1 2024-08-26 Unknown GetPointerWrite deadbeef PC 08871364 LR 0887137c
eFootball PES 2020 "C19" v1.17.1 2024-08-13 Unknown GetPointer a51eee07 PC 0884d7a4 LR 0884d7c4
eFootball PES 2020 "C19" v1.13.2 2024-08-03 Unknown GetPointerWrite 0000049b PC 08872ba4 LR 08872c0c
eFootball PES 2020 "C19" v1.13.2 2024-08-02 MIPSCompileOp: Invalid instruction 4ad0f815
eFootball PES 2020 "C19" v1.13.2 2024-08-02 MIPSCompileOp: Invalid instruction 4abd74cd
eFootball PES 2020 "C19" v1.13.2 2024-08-01 Unknown GetPointer 40000020 PC 08815fb0 LR 08815fbc
eFootball PES 2020 "C19" v1.17.1 2024-10-09 Unknown GetPointerWrite ab07304c PC 0888d3ec LR 0888d3fc
eFootball PES 2020 "C19" v1.13.2 2024-08-06 Unknown GetPointer 0063ce85 PC 08815fb0 LR 08815fbc
eFootball PES 2020 "C19" v1.11.3 2024-07-19 Branch in Jump delay slot at 09d505f4 in block starting at 09d505d0
eFootball PES 2020 "C19" v1.11.3 2024-07-19 Branch in JumpReg delay slot at 09d505f0 in block starting at 09d505d0
eFootball PES 2020 "C19" v1.11.3 2024-07-19 Branch in Jump delay slot at 09d505ec in block starting at 09d505d0
eFootball PES 2020 "C19" v1.11.3 2024-07-19 Branch in Jump delay slot at 09d505e8 in block starting at 09d505d0
eFootball PES 2020 "C19" v1.11.3 2024-07-19 Jump to invalid address: 07488a00
eFootball PES 2020 "C19" v1.11.3 2024-07-19 Branch in Jump delay slot at 09d505e4 in block starting at 09d505d0
eFootball PES 2020 "C19" v1.11.3 2024-07-19 Jump to invalid address: 07479e00
eFootball PES 2020 "C19" v1.11.3 2024-07-19 Jump to invalid address: 0753ae40
eFootball PES 2020 "C19" v1.17.1 2024-07-16 MIPSCompileOp: Invalid instruction 0072001e
eFootball PES 2020 "C19" v1.17.1 2024-07-07 Unknown GetPointer 298662a4 PC 0881c410 LR 0881c420
eFootball PES 2020 "C19" v1.17.1 2024-06-20 Unknown GetPointerWrite 295c8dda PC 0888d3ec LR 0888d3fc
eFootball PES 2020 "C19" v1.18 2025-06-09 Unknown GetPointer 00000000 PC 08a029d8 LR 0884a928
eFootball PES 2020 "C19" v1.18 2025-06-09 Unknown GetPointerWrite 00000000 PC 08a029d8 LR 08816144
eFootball PES 2020 "C19" v1.17.1 2024-06-17 MIPSCompileOp: Invalid instruction 0009ff7c
eFootball PES 2020 "C19" v1.17.1 2024-06-17 Jump to invalid address: 02a1d3a0
eFootball PES 2020 "C19" v1.17.1 2024-06-17 Jump to invalid address: 02a1d6a0
eFootball PES 2020 "C19" v1.9.4 2024-06-06 Render to texture using CLUT with different strides 16 != 32
eFootball PES 2020 "C19" v1.9.4 2024-06-06 Render to texture with different strides 128 != 32
eFootball PES 2020 "C19" v1.17.1 2024-06-06 Jump to invalid address: 06ac13e0
eFootball PES 2020 "C19" v1.17.1 2024-06-06 Jump to invalid address: 0b5c16f0
eFootball PES 2020 "C19" v1.9.4 2024-06-05 Unknown GetPointer 95eaf233 PC 0884d5a0 LR 0884d7c4
eFootball PES 2020 "C19" v1.17.1 2024-06-03 Unknown GetPointer deae306f PC 088588bc LR 08edfda8
eFootball PES 2020 "C19" v1.14 2024-05-31 UI scissor out of bounds in GameSettingsScreen: 360,0-1267,720 / 720,1640
eFootball PES 2020 "C19" v1.14 2024-05-31 UI scissor out of bounds in GameSettingsScreen: 360,0-1267,720 / 1640,688
eFootball PES 2020 "C19" v1.6.3 2024-05-23 Error in shader program link: info: Link failed because of invalid fragment shader. fs: 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 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //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 1 //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 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //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 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //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 #define SLcolor 2.8 //Default: 2.8 /brightens screen to compensate for dark lines #define SLpower
eFootball PES 2020 "C19" v1.17.1 2024-05-20 807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 000d
eFootball PES 2020 "C19" v1.17.1 2024-05-11 Unknown GetPointer 2985da4c PC 0881c410 LR 0881c420
eFootball PES 2020 "C19" v1.8.0 2024-05-01 ReadFromHardware: Invalid address e8b23380 near PC e8b23380 LR 08000018
eFootball PES 2020 "C19" v1.13.1 2024-04-29 Error in shader program link: info: Link failed because of missing fragment shader. fs: thin3d vs: thin3d #version 320 es #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec3 Position; attribute vec4 Color0; attribute vec2 TexCoord0; varying vec4 oColor0; varying vec2 oTexCoord0; uniform mat4 WorldViewProj; uniform vec2 TintSaturation; vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void main() { gl_Position = WorldViewProj * vec4(Position, 1.0); vec3 hsv = rgb2hsv(Color0.xyz); hsv.x += TintSaturation.x; hsv.y *= TintSaturation.y; oColor0 = vec4(hsv2rgb(hsv), Color0.w); oTexCoord0 = TexCoord0; }
eFootball PES 2020 "C19" v1.17.1 2024-04-29 80630007=sceAtracSetData(2, 08d4b180, 00002590): atracID uses different codec type than data
eFootball PES 2020 "C19" v1.17.1 2024-04-27 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:41: 'texture' : no matching overloaded function found ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float' ERROR: 0:41: '' : compilation terminated ERROR: 3 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 00184000:00000402 Tex TexAlpha Flat TFuncMod layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (set = 0, binding = 0) uniform sampler2D tex; layout (location = 1) flat in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; fragColor0 = v; }