Recent logs - eFootball PES 2020 "C19"

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Game title Version Latest Report Message
eFootball PES 2020 "C19" v1.13.2 2024-07-25 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" v1.17.1-669-gd298c6f6f5 2024-06-19 Unknown GetPointer 00000000 PC 08a029d8 LR 0884a928
eFootball PES 2020 "C19" v1.17.1-669-gd298c6f6f5 2024-06-19 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; }
eFootball PES 2020 "C19" v1.17.1 2024-04-27 Vulkan error in shader compilation: info: ERROR: 0:55: 'length' : no matching overloaded function found ERROR: 0:55: '' : compilation terminated ERROR: 2 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 01770000:00000b20 HWX T N Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7 Cull layout (std140, set = 0, binding = 3) uniform baseVars { 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 (std140, set = 0, binding = 4) uniform lightVars { vec4 u_ambient; vec3 u_matdiffuse; vec4 u_matspecular; vec3 u_matemissive; uint u_lightControl; // light ubershader control bits vec3 u_lightpos[4]; vec3 u_lightdir[4]; vec3 u_lightatt[4]; vec4 u_lightangle_spotCoef[4]; vec3 u_lightambient[4]; vec3 u_lightdiffuse[4]; vec3 u_lightspecular[4]; }; layout (location = 0) in vec3 position; layout (location = 2) in vec3 normal; layout (location = 1) in vec2 texcoord; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos[0]; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse[0] * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient[0] * ambientColor.rgb + diffuse); toLight = u_lightpos[1]; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse[1] * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient[1] * ambientColor.rgb + diffuse); toLight = u_lightpos[2]; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse[2] * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient[2] * ambientColor.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (u_depthRange.y >= 1.0) { gl_ClipDistance[0] = outPos.z; } else if (u_depthRange.x + u_depthRange.y <= 65534.0) { gl_ClipDistance[0] = outPos.w - outPos.z; } else { gl_ClipDistance[0] = 0.0; } vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001; if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_c
eFootball PES 2020 "C19" v1.17.1 2024-04-27 Vulkan error in shader compilation: info: ERROR: 0:40: 'length' : no matching overloaded function found ERROR: 0:40: '' : compilation terminated ERROR: 2 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 00000000:00000128 HWX C Cull layout (std140, set = 0, binding = 3) uniform baseVars { 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 (location = 0) in vec3 position; layout (location = 5) in vec4 color0; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; v_color0 = color0; v_texcoord = splat3(0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (u_depthRange.y >= 1.0) { gl_ClipDistance[0] = outPos.z; } else if (u_depthRange.x + u_depthRange.y <= 65534.0) { gl_ClipDistance[0] = outPos.w - outPos.z; } else { gl_ClipDistance[0] = 0.0; } vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001; if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
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; // 00180000:00000402 Tex TexAlpha 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) 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; }
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; // 00180000:0021d402 Tex Fog TexAlpha TFuncMod AlphaTest0 > 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) 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; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) DISCARD; fragColor0 = v; }
eFootball PES 2020 "C19" v1.16.5 2024-04-23 Unknown GetPointer 95ed4e33 PC 0884d5a0 LR 0884d7c4
eFootball PES 2020 "C19" v1.17.1 2024-04-14 Unknown GetPointer 0000c100 PC 0881c410 LR 0881c420
eFootball PES 2020 "C19" v1.11.3 2024-04-13 Jump to invalid address: 0bb91570
eFootball PES 2020 "C19" v1.11.3 2024-04-13 MIPSCompileOp: Invalid instruction 72015e60
eFootball PES 2020 "C19" v1.11.3 2024-04-13 Jump to invalid address: 0bb91270
eFootball PES 2020 "C19" v1.11.3 2024-04-13 Jump to invalid address: 0bb91170
eFootball PES 2020 "C19" v1.11.3 2024-04-13 Jump to invalid address: 07090e60
eFootball PES 2020 "C19" v1.11.3 2024-04-13 Jump to invalid address: 0bb91070
eFootball PES 2020 "C19" v1.11.3 2024-04-13 MIPSCompileOp: Invalid instruction 71e34414
eFootball PES 2020 "C19" v1.17.1 2024-07-23 Can't draw: No current render step. Step count: 0
eFootball PES 2020 "C19" v1.14.2 2024-04-02 UI scissor out of bounds in GameSettingsScreen: 344,0-1243,720 / 1504,720
eFootball PES 2020 "C19" v1.17.1 2024-03-30 Unknown GetPointer 95eaaa33 PC 0884d5a0 LR 0884d7c4
eFootball PES 2020 "C19" v1.17.1 2024-02-27 Unknown GetPointerWrite 00000489 PC 08872ba4 LR 08872c0c
eFootball PES 2020 "C19" v1.17.1 2024-07-08 807f00fd=sceMp3Init(00000000): invalid bitrate v2 l3 rate 000f
eFootball PES 2020 "C19" v1.11.3 2024-02-23 ReadFromHardware: Invalid address ffffffff near PC ffffffff LR 08a1f430
eFootball PES 2020 "C19" v1.17 2024-02-18 ReadFromHardware: Invalid address 3f010008 near PC 0880de20 LR 088258dc
eFootball PES 2020 "C19" v1.6.3 2024-02-14 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:0001d000 AlphaTest0 > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D testtex; in vec4 v_color0; inout vec4 fragColor0; void main() { vec4 v = v_color0 ; if (v.a < 0.002) discard; fragColor0 = v; } vs: 00000000:0000000a THR C #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
eFootball PES 2020 "C19" v1.16.6 2024-02-13 80630007=sceAtracSetData(2, 08d4b180, 00003710): atracID uses different codec type than data
eFootball PES 2020 "C19" v1.16.6 2024-02-13 80630007=sceAtracSetData(2, 08d4b180, 00003b70): atracID uses different codec type than data
eFootball PES 2020 "C19" v1.16.6 2024-02-13 80630007=sceAtracSetData(2, 08d4b180, 00002e50): atracID uses different codec type than data
eFootball PES 2020 "C19" v1.16.6 2024-02-13 80630007=sceAtracSetData(2, 08d4b180, 00003940): atracID uses different codec type than data
eFootball PES 2020 "C19" v1.16.6 2024-02-13 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
eFootball PES 2020 "C19" v1.17 2024-02-13 ReadFromHardware: Invalid address 01000108 near PC 0880de20 LR 088258dc
eFootball PES 2020 "C19" v1.16.6 2024-01-30 Unknown GetPointerWrite 00000480 PC 08872ba4 LR 08872c0c
eFootball PES 2020 "C19" v1.16.6 2024-01-28 Unknown GetPointerWrite 00000492 PC 08872ba4 LR 08872c0c
eFootball PES 2020 "C19" v1.16.6 2024-01-25 Unknown GetPointer 003e0100 PC 0884a908 LR 0884a928
eFootball PES 2020 "C19" v1.16.6 2024-01-23 Unknown GetPointer 95ec1e33 PC 0884d5a0 LR 0884d7c4
eFootball PES 2020 "C19" v1.14.2 2024-01-21 UI scissor out of bounds in DisplayLayoutScreen: 1280,0-321,721 / 1600,720
eFootball PES 2020 "C19" v1.14.2 2024-01-21 UI scissor out of bounds in DisplayLayoutScreen: 45,0-449,721 / 1600,720
eFootball PES 2020 "C19" v1.14.2 2024-01-16 UI scissor out of bounds in GameSettingsScreen: 269,0-1321,721 / 1600,720
eFootball PES 2020 "C19" v1.16.5 2024-01-16 Unknown GetPointer 95f63073 PC 0884d5a0 LR 0884d7c4
eFootball PES 2020 "C19" v1.16.5 2024-01-12 Bad SAS Mix output address: 08b26cc0, grain=165068128
eFootball PES 2020 "C19" v1.16.5 2024-01-14 Unknown GetPointer 95edbf33 PC 0884d5a0 LR 0884d7c4
eFootball PES 2020 "C19" v1.16.6 2024-01-11 MIPSCompileOp: Invalid instruction 000003e8
eFootball PES 2020 "C19" v1.16.6 2024-01-11 MIPSCompileOp: Invalid instruction 0000028e
eFootball PES 2020 "C19" v1.16.6 2024-01-11 MIPSCompileOp: Invalid instruction 0000073d
eFootball PES 2020 "C19" v1.16.6 2024-01-11 MIPSCompileOp: Invalid instruction 00000cb7
eFootball PES 2020 "C19" v1.16.6 2024-01-11 MIPSCompileOp: Invalid instruction 0000041f
eFootball PES 2020 "C19" v1.16.6 2024-01-11 MIPSCompileOp: Invalid instruction 00000a7f
eFootball PES 2020 "C19" v1.16.6 2024-01-11 MIPSCompileOp: Invalid instruction 0000077c
eFootball PES 2020 "C19" v1.16.6 2024-01-11 MIPSCompileOp: Invalid instruction 000000b9
eFootball PES 2020 "C19" v1.7.5 2024-01-08 __KernelStopThread: thread 390 does not exist
eFootball PES 2020 "C19" v1.7.5 2024-01-06 __KernelStopThread: thread 420 does not exist
eFootball PES 2020 "C19" v1.7.5 2024-01-06 __KernelStopThread: thread 430 does not exist
eFootball PES 2020 "C19" v1.7.5 2024-01-06 __KernelStopThread: thread 428 does not exist
eFootball PES 2020 "C19" v1.16.5 2023-12-31 Unknown GetPointer 1e4b8e38 PC 0884d5a0 LR 0884d7c4
eFootball PES 2020 "C19" v1.12.3 2023-12-27 Unknown GetPointer 95f60473 PC 0884d5a0 LR 0884d7c4
eFootball PES 2020 "C19" v1.16.6 2023-12-24 Unknown GetPointer 95ea3bb3 PC 0884d5a0 LR 0884d7c4
eFootball PES 2020 "C19" v1.15.4 2023-12-23 sceGeBreak(mode=0, unknown=08ce050c): unknown ptr (valid)
eFootball PES 2020 "C19" v1.15.4 2023-12-15 Unexpected mpeg first timestamp: 906bf08d0c7 / 9924579479751
eFootball PES 2020 "C19" v1.16.6 2023-12-10 Unknown GetPointerWrite 00000000 PC 08a02a0c LR 089f115c
eFootball PES 2020 "C19" v1.16.6 2023-12-08 sceDmacMemcpy(dest=040cc000, src=086ce940, size=1251008): overlapping read
eFootball PES 2020 "C19" v1.16.2 2023-11-29 Unknown GetPointer 00009b7d PC 0881c418 LR 0881c420
eFootball PES 2020 "C19" v1.16.6 2023-11-25 Unknown GetPointer 95ea4073 PC 0884d5a0 LR 0884d7c4
eFootball PES 2020 "C19" v1.16.6 2023-11-23 MIPSCompileOp: Invalid instruction 00000335
eFootball PES 2020 "C19" v1.9.4 2023-11-22 ReadFromHardware: Invalid address ed22b25c near PC ed22b25c LR 08000018
eFootball PES 2020 "C19" v1.9.0 2023-11-20 Error in shader program link: info: Link Error: Fragment shader is missing. fs: thin3d #ifdef GL_ES precision mediump float; #endif #ifdef GL_ES precision lowp float; #endif #if __VERSION__ >= 130 #define varying in #define texture2D texture #define gl_FragColor fragColor0 out vec4 fragColor0; #endif varying vec4 oColor0; varying vec2 oTexCoord0; uniform sampler2D Sampler0; void main() { gl_FragColor = texture2D(Sampler0, oTexCoord0).zyxw * oColor0; } vs: thin3d #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; void main() { gl_Position = WorldViewProj * vec4(Position, 1.0); oColor0 = Color0; oTexCoord0 = TexCoord0; }
eFootball PES 2020 "C19" v1.16.6 2023-11-12 sceKernelLoadModule: unsupported options size=00000014, flags=08806b20, pos=0, access=-80, data=0, text=0
eFootball PES 2020 "C19" v1.16.6 2023-11-12 Unknown GetPointerWrite 0000ffff PC 08a02a0c LR 08a1e5b0
eFootball PES 2020 "C19" v1.14.4 2023-10-27 Replacement rowPitch=1024, but w=1920 (level=0)
eFootball PES 2020 "C19" v1.12.2 2023-10-26 MIPSCompileOp: Invalid instruction 00000b54
eFootball PES 2020 "C19" v1.12.2 2023-10-26 MIPSCompileOp: Invalid instruction 00001c68
eFootball PES 2020 "C19" v1.12.2 2023-10-26 MIPSCompileOp: Invalid instruction 000001a8
eFootball PES 2020 "C19" v1.17.1 2024-06-27 80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data