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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;
}
|