Recent logs - E FOOTBALL ASIA 2021 "By TRMD"

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Game title Version Latest Report Message
E FOOTBALL ASIA 2021 "By TRMD" v1.15.3 2023-06-03 Unknown GetPointer 5c654911 PC 0884d5a0 LR 0884d7c4
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-31 Unknown GetPointer 00000080 PC 0884d7a4 LR 0884d7c4
E FOOTBALL ASIA 2021 "By TRMD" v1.15.3 2023-05-23 Jump to invalid address: 02e2cf90
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Branch in Jump delay slot at 08b8aee8 in block starting at 08b8ad68
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Jump to invalid address: 02604870
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Branch in Jump delay slot at 08b8aed8 in block starting at 08b8ad68
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Branch in Jump delay slot at 08b8aed4 in block starting at 08b8ad68
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Jump to invalid address: 02e2b420
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Branch in Jump delay slot at 08b8aed0 in block starting at 08b8ad68
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Jump to invalid address: 02e2b3b0
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Branch in Jump delay slot at 08b8aecc in block starting at 08b8ad68
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Branch in Jump delay slot at 08b8aec8 in block starting at 08b8ad68
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Branch in Jump delay slot at 08b8aec4 in block starting at 08b8ad68
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Branch in Jump delay slot at 08b8aec0 in block starting at 08b8ad68
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Branch in Jump delay slot at 08b8aebc in block starting at 08b8ad68
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Jump to invalid address: 02e2bb70
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Branch in Jump delay slot at 08b8ae90 in block starting at 08b8ad68
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Jump to invalid address: 0269b540
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Branch in Jump delay slot at 08b8ae7c in block starting at 08b8ad68
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Jump to invalid address: 02e2b190
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Branch in Jump delay slot at 08b8ae78 in block starting at 08b8ad68
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Jump to invalid address: 02e29da0
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Branch in Jump delay slot at 08b8ae74 in block starting at 08b8ad68
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Jump to invalid address: 02e26cd0
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Jump to invalid address: 02e29c80
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Branch in Jump delay slot at 08b8ae68 in block starting at 08b8ad68
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Branch in Jump delay slot at 08b8ae64 in block starting at 08b8ad68
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Jump to invalid address: 02e29eb0
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Branch in Jump delay slot at 08b8ae60 in block starting at 08b8ad68
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Jump to invalid address: 02e29790
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Jump to invalid address: 02e2ba00
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Branch in Jump delay slot at 08b8ae34 in block starting at 08b8ad68
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Jump to invalid address: 02e2b720
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Jump to invalid address: 0267aa60
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Jump to invalid address: 02e2b890
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Branch in Jump delay slot at 08b8add8 in block starting at 08b8ad68
E FOOTBALL ASIA 2021 "By TRMD" v1.15.3 2023-05-23 Jump to invalid address: 02e269a0
E FOOTBALL ASIA 2021 "By TRMD" v1.15.3 2023-05-23 MIPSCompileOp: Invalid instruction 00000001
E FOOTBALL ASIA 2021 "By TRMD" v1.15.3 2023-05-23 Jump to invalid address: 026a3030
E FOOTBALL ASIA 2021 "By TRMD" v1.13.2 2023-05-17 Jump to invalid address: 02e2e520
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-05-07 807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 0000
E FOOTBALL ASIA 2021 "By TRMD" v1.15.2 2023-05-06 Unknown GetPointer 3beb30bc PC 0884d5a0 LR 0884d7c4
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-05-03 Replacement rowPitch=256, but w=4096 (level=0)
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-05-02 MIPSCompileOp: Invalid instruction 01010101
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-05-02 MIPSCompileOp: Invalid instruction 000005fc
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-05-02 MIPSCompileOp: Invalid instruction 00004cff
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-05-02 MIPSCompileOp: Invalid instruction 000000bf
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-05-11 Replacement rowPitch=128, but w=256 (level=0)
E FOOTBALL ASIA 2021 "By TRMD" v1.10.3 2023-04-15 Error in shader program link: info: (unknown reason) fs: thin3d 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; }
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-04-10 sceDmacMemcpy(dest=09054040, src=086ce8c0, size=1251136): overlapping read
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-04-08 Unknown GetPointer 00000000 PC 08a02a0c LR 08a1e5b0
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-04-08 Unknown GetPointerWrite 00000000 PC 08a02a0c LR 08a1e5b0
E FOOTBALL ASIA 2021 "By TRMD" v1.15.3 2023-06-05 80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): fmt definition too small (16)
E FOOTBALL ASIA 2021 "By TRMD" v1.14.2 2023-04-05 sceKernelCreateSema(KSAP_ThLockSema) unsupported attr parameter: 00000011
E FOOTBALL ASIA 2021 "By TRMD" v1.14.2 2023-04-05 sceKernelCreateSema(KSAP_FnLockSema) unsupported attr parameter: 00000011
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-04-03 __KernelStopThread: thread 337 does not exist (helper deleted)
E FOOTBALL ASIA 2021 "By TRMD" v1.14.2 2023-04-01 UI scissor out of bounds in GamePauseScreen: 1528,15-712,390 / 1280,720
E FOOTBALL ASIA 2021 "By TRMD" v1.14.2 2023-04-01 UI scissor out of bounds in GamePauseScreen: 0,15-1506,390 / 1280,720
E FOOTBALL ASIA 2021 "By TRMD" v1.14.2 2023-03-31 UI scissor out of bounds in MainScreen: 0,556-720,724 / 1280,720
E FOOTBALL ASIA 2021 "By TRMD" v1.14.2 2023-03-31 UI scissor out of bounds in MainScreen: 0,641-720,639 / 1280,720
E FOOTBALL ASIA 2021 "By TRMD" v1.14.2 2023-03-31 UI scissor out of bounds in MainScreen: 0,966-720,67 / 1280,720
E FOOTBALL ASIA 2021 "By TRMD" v1.14.2 2023-03-31 UI scissor out of bounds in MainScreen: 200,966-520,67 / 1280,720
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-03-26 Replacement rowPitch=512, but w=2800 (level=0)
E FOOTBALL ASIA 2021 "By TRMD" v1.9.4 2023-03-25 Unknown GetPointer 00000000 PC 08815f14 LR 08000020
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-03-27 Replacement rowPitch=128, but w=1200 (level=0)
E FOOTBALL ASIA 2021 "By TRMD" v1.6.3 2023-03-14 Error in shader compilation: info: Compile failed. ERROR: 0:456: 'mix' : no matching overloaded function found ERROR: 0:456: 'assign' : cannot convert from 'float' to '3-component vector of float' 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 #d
E FOOTBALL ASIA 2021 "By TRMD" v1.6.3 2023-03-14 Error in shader program link: info: Link Error: Fragment shader was not successfully compiled. 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 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 = dar
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-03-12 Unknown GetPointer 33973028 PC 0884d5a0 LR 0884d7c4
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-03-10 Replacement rowPitch=256, but w=1012 (level=0)
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-03-09 Replacement rowPitch=1024, but w=3416 (level=0)
E FOOTBALL ASIA 2021 "By TRMD" v1.11.3 2023-03-07 Unimplemented HLE function Kprintf
E FOOTBALL ASIA 2021 "By TRMD" v1.11.3 2023-03-07 sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006
E FOOTBALL ASIA 2021 "By TRMD" v1.14.2 2023-04-05 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
E FOOTBALL ASIA 2021 "By TRMD" v1.14.2 2023-04-05 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-03-09 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l2 rate 000c
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-03-06 Replacement rowPitch=256, but w=3200 (level=0)
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-03-09 Replacement rowPitch=512, but w=1400 (level=0)
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-03-05 Replacement rowPitch=1024, but w=8192 (level=0)
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-04-19 Replacement rowPitch=256, but w=1200 (level=0)
E FOOTBALL ASIA 2021 "By TRMD" v1.11.3 2023-02-26 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2
E FOOTBALL ASIA 2021 "By TRMD" v1.11.3 2023-02-26 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1
E FOOTBALL ASIA 2021 "By TRMD" v1.11.3 2023-02-26 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-02-25 Replacement rowPitch=512, but w=2160 (level=0)
E FOOTBALL ASIA 2021 "By TRMD" v1.10.3 2023-02-24 MIPSCompileOp: Invalid instruction 63736964
E FOOTBALL ASIA 2021 "By TRMD" v1.10.3 2023-02-24 Unknown GetPointer 00000000 PC 00000000 LR 00000000
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-03-02 Replacement rowPitch=512, but w=2096 (level=0)
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-03-03 Replacement rowPitch=1024, but w=2048 (level=0)
E FOOTBALL ASIA 2021 "By TRMD" v1.14.1 2023-02-17 Unknown GetPointer 28009445 PC 0884d5a0 LR 0884d7c4
E FOOTBALL ASIA 2021 "By TRMD" v1.14.1 2023-02-17 UI scissor out of bounds in GameSettingsScreen: 0,64-480,662 / 800,480
E FOOTBALL ASIA 2021 "By TRMD" v1.14.1 2023-02-17 UI scissor out of bounds in GameSettingsScreen: 210,0-580,480 / 480,800
E FOOTBALL ASIA 2021 "By TRMD" v1.14.1 2023-02-17 Unknown GetPointer 3396b8e8 PC 0884d5a0 LR 0884d7c4
E FOOTBALL ASIA 2021 "By TRMD" v1.14.1 2023-02-16 Error in shader program link: info: The qualification for varying variable v_color0 does not match in output and input shaders cannot find a matched output for input v_color0 fs: 00000000:00000000 ReplaceLogic #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000000 ReplaceLogic uniform sampler2D fbotex; in lowp vec4 v_color0; in highp float v_fogdepth; out vec4 fragColor0; void main() { lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0); vec4 v = v_color0 ; fragColor0 = v; highp uint v32 = packUnorm4x8(fragColor0); highp uint d32 = packUnorm4x8(destColor); v32 &= 0xFF000000u; fragColor0 = unpackUnorm4x8(v32); } vs: 40000000:00000000 Flat #version 320 es // Driver: PowerVR Rogue GE8320 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40000000:00000000 Flat in vec4 position; in highp float fog; in lowp vec4 color0; uniform lowp float u_rotation; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; flat out lowp vec4 v_color0; out mediump float v_fogdepth; void main() { v_color0 = color0; v_fogdepth = fog; vec4 pos = position; vec4 outPos = pos; gl_Position = outPos; }
E FOOTBALL ASIA 2021 "By TRMD" v1.14.1 2023-02-16 Error in shader program link: info: The qualification for varying variable v_color0 does not match in output and input shaders cannot find a matched output for input v_color0 fs: 00000000:00000000 ReplaceLogic #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000000 ReplaceLogic uniform sampler2D fbotex; in lowp vec4 v_color0; in highp float v_fogdepth; out vec4 fragColor0; void main() { lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0); vec4 v = v_color0 ; fragColor0 = v; highp uint v32 = packUnorm4x8(fragColor0); highp uint d32 = packUnorm4x8(destColor); v32 &= 0xFF000000u; fragColor0 = unpackUnorm4x8(v32); } vs: 40000000:00000918 HWX C T Tex Flat #version 320 es // Driver: PowerVR Rogue GE8320 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40000000:00000918 HWX C T Tex Flat in vec3 position; in vec2 texcoord; in lowp vec4 color0; 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; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; 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 = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; gl_Position = outPos; }
E FOOTBALL ASIA 2021 "By TRMD" v1.14.1 2023-02-16 Error in shader program link: info: The qualification for varying variable v_color0 does not match in output and input shaders cannot find a matched output for input v_color0 fs: 00000000:00000000 ReplaceLogic #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000000 ReplaceLogic uniform sampler2D fbotex; in lowp vec4 v_color0; in highp float v_fogdepth; out vec4 fragColor0; void main() { lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0); vec4 v = v_color0 ; fragColor0 = v; highp uint v32 = packUnorm4x8(fragColor0); highp uint d32 = packUnorm4x8(destColor); v32 &= 0xFF000000u; fragColor0 = unpackUnorm4x8(v32); } vs: 40000000:00000910 HWX T Tex Flat #version 320 es // Driver: PowerVR Rogue GE8320 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40000000:00000910 HWX T Tex Flat 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; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; 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 = u_matambientalpha; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; gl_Position = outPos; }
E FOOTBALL ASIA 2021 "By TRMD" v1.14.1 2023-02-16 Error in shader program link: info: The qualification for varying variable v_color0 does not match in output and input shaders cannot find a matched output for input v_color0 fs: 00000000:00000000 ReplaceLogic #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000000 ReplaceLogic uniform sampler2D fbotex; in lowp vec4 v_color0; in highp float v_fogdepth; out vec4 fragColor0; void main() { lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0); vec4 v = v_color0 ; fragColor0 = v; highp uint v32 = packUnorm4x8(fragColor0); highp uint d32 = packUnorm4x8(destColor); v32 &= 0xFF000000u; fragColor0 = unpackUnorm4x8(v32); } vs: 40000000:00000100 HWX Flat #version 320 es // Driver: PowerVR Rogue GE8320 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40000000:00000100 HWX Flat in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; flat out lowp vec4 v_color0; out mediump float v_fogdepth; 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 = u_matambientalpha; v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; gl_Position = outPos; }
E FOOTBALL ASIA 2021 "By TRMD" v1.14.1 2023-02-16 Error in shader program link: info: The qualification for varying variable v_color0 does not match in output and input shaders cannot find a matched output for input v_color0 fs: 00000000:00000000 ReplaceLogic #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000000 ReplaceLogic uniform sampler2D fbotex; in lowp vec4 v_color0; in highp float v_fogdepth; out vec4 fragColor0; void main() { lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0); vec4 v = v_color0 ; fragColor0 = v; highp uint v32 = packUnorm4x8(fragColor0); highp uint d32 = packUnorm4x8(destColor); v32 &= 0xFF000000u; fragColor0 = unpackUnorm4x8(v32); } vs: 40000000:00000002 THR Flat #version 320 es // Driver: PowerVR Rogue GE8320 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40000000:00000002 THR Flat in vec4 position; in highp float fog; in lowp vec4 color0; uniform mat4 u_proj_through; uniform lowp float u_rotation; uniform highp vec2 u_fogcoef; flat out lowp vec4 v_color0; out mediump float v_fogdepth; void main() { v_color0 = color0; v_fogdepth = fog; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; }
E FOOTBALL ASIA 2021 "By TRMD" v1.14.1 2023-02-16 Error in shader program link: info: The qualification for varying variable v_color0 does not match in output and input shaders cannot find a matched output for input v_color0 fs: 00000000:00000000 ReplaceLogic #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:00000000 ReplaceLogic uniform sampler2D fbotex; in lowp vec4 v_color0; in highp float v_fogdepth; out vec4 fragColor0; void main() { lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0); vec4 v = v_color0 ; fragColor0 = v; highp uint v32 = packUnorm4x8(fragColor0); highp uint d32 = packUnorm4x8(destColor); v32 &= 0xFF000000u; fragColor0 = unpackUnorm4x8(v32); } vs: 40000000:00000012 THR Tex Flat #version 320 es // Driver: PowerVR Rogue GE8320 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 40000000:00000012 THR Tex Flat in vec4 position; in highp float fog; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; uniform lowp float u_rotation; uniform highp vec2 u_fogcoef; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; }
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-02-20 Replacement rowPitch=256, but w=1000 (level=0)
E FOOTBALL ASIA 2021 "By TRMD" v1.14.4 2023-02-11 Replacement rowPitch=512, but w=3072 (level=0)
E FOOTBALL ASIA 2021 "By TRMD" v1.14.1 2023-02-08 UI scissor out of bounds in MainScreen: 63,0-1339,817 / 1813,816