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Game title |
Version |
Latest Report |
Message |
eFootball PC - V. |
v1.9.4 |
2025-09-15 |
sceDmacMemcpy(dest=040cc000, src=086ce900, size=1251072): overlapping read
--NATIVE-DATA-BOUNDARY-01ne9e6e4Ac377e5-3
Content-Disposition: form-data; name="verify"
Content-Length: 135
Content-Transfer-Encoding: binary
sceDmacMemcpy(dest=%08x, src=%08x, size=%d): overlapping readsceDmacMemcpy(dest=040cc000, src=086ce900, size=1251072): overlapping read |
eFootball PC - V. |
v1.10.3 |
2025-09-14 |
ReadFromHardware: Invalid address 1253aaf4 near PC 1253aaf4 LR 0887ac48 |
eFootball PC - V. |
v1.17.1 |
2025-09-14 |
Unknown GetPointer 2c5dcac2 PC 0884d5b0 LR 0884d7d4 |
eFootball PC - V. |
v1.11.3 |
2025-09-14 |
ReadFromHardware: Invalid address c6898460 near PC c6898460 LR 08a3c194 |
eFootball PC - V. |
v1.10.3 |
2025-09-13 |
Unknown GetPointer 10b42337 PC 0884d5b0 LR 0884d7d4 |
eFootball PC - V. |
v1.11.3 |
2025-09-13 |
Unknown GetPointer c5000fa2 PC 0884d7b4 LR 0884d7d4 |
eFootball PC - V. |
v1.7.1 |
2025-09-13 |
Jump to invalid address: 07245da0 |
eFootball PC - V. |
v1.7.1 |
2025-09-13 |
Jump to invalid address: 0bd460b0 |
eFootball PC - V. |
v1.7.1 |
2025-09-13 |
MIPSCompileOp: Invalid instruction 728292b8 |
eFootball PC - V. |
v1.9.4 |
2025-09-12 |
ReadFromHardware: Invalid address e8e834e4 near PC e8e834e4 LR 08000018 |
eFootball PC - V. |
v1.9.4 |
2025-09-12 |
Unknown GetPointer f136fa31 PC 0884d7b4 LR 0884d7d4 |
eFootball PC - V. |
v1.9.4 |
2025-09-12 |
Unknown GetPointer f136faf1 PC 0884d5b0 LR 0884d7d4 |
eFootball PC - V. |
v1.18.1 |
2025-09-10 |
ReadFromHardware: Invalid address 00000008 near PC 0886a7e0 LR 0886a7e0 |
eFootball PC - V. |
v1.16.6 |
2025-09-10 |
Jump to invalid address: 0b5fbc70 |
eFootball PC - V. |
v1.18.1 |
2025-09-10 |
Unknown GetPointer 10b433b7 PC 0884d7b4 LR 0884d7d4 |
eFootball PC - V. |
v1.11.3 |
2025-09-09 |
Rendering to framebuffer offset: 040cc000 +65x0 |
eFootball PC - V. |
v1.5.2 |
2025-09-08 |
Error in shader program link: info: L0007 Fragment shader uses a varying v_texcoord that has not been declared in the vertex shader.
/ fs: #version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
fragColor0 = v;
}
/ vs: #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 PC - V. |
v1.5.2 |
2025-09-08 |
Error in shader program link: info: L0007 Fragment shader uses a varying v_texcoord that has not been declared in the vertex shader.
/ fs: #version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in mediump vec3 v_texcoord;
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(p.rgb + t.rgb, p.a);
fragColor0 = v;
}
/ vs: #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 PC - V. |
v1.19.3 |
2025-09-08 |
An uneaten prefix at end of block: 08027290 |
eFootball PC - V. |
v1.18.1 |
2025-09-08 |
ReadFromHardware: Invalid address fffcf8f9 near PC fffcf8f9 LR 08a3c194 |
eFootball PC - V. |
v1.19.3 |
2025-09-08 |
Invalid replacement op 6afffc40 at 080506a0 |
eFootball PC - V. |
v1.16.5 |
2025-09-08 |
Unknown GetPointer 00000020 PC 08815fc0 LR 08815fd4 |
eFootball PC - V. |
v1.16.5 |
2025-09-08 |
Unknown GetPointerWrite 00000000 PC 08815fc0 LR 08815fd4 |
eFootball PC - V. |
v1.10.3-1192-g575ae376a |
2025-09-08 |
Error in shader compilation: info: 0:1: L0001: Unknown character '�'(160)
0:1: L0001: Typename expected, found '�-���-�L_ES'
0:2: L0001: Expected identifier, found 'precision'
thin3d
��-���-�L_ES
precision mediump float;
#endif
#ifdef GL_ES
precision lowp float;
#endif
#if __VERSION__ >= 130
#define varying in
#define gl_FragColor fragColor0
out vec4 fragColor0;
#endif
varying vec4 oColor0;
void main() { gl_FragColor = oColor0; }
|
eFootball PC - V. |
v1.17.1 |
2025-09-07 |
MIPSCompileOp: Invalid instruction 750632f2 |
eFootball PC - V. |
v1.17.1 |
2025-09-07 |
ReadFromHardware: Invalid address 00001fff near PC 00001fff LR 08a3c194 |
eFootball PC - V. |
v1.10.3-1192-g575ae376a |
2025-09-06 |
Error in shader compilation: info: 0:1: L0001: Unknown character '�'(128)
0:1: L0001: Typename expected, found '�-���-�L_ES'
0:2: L0001: Expected identifier, found 'precision'
thin3d
��-���-�L_ES
precision mediump float;
#endif
#ifdef GL_ES
precision lowp float;
#endif
#if __VERSION__ >= 130
#define varying in
#define gl_FragColor fragColor0
out vec4 fragColor0;
#endif
varying vec4 oColor0;
void main() { gl_FragColor = oColor0; }
|
eFootball PC - V. |
v1.9.4 |
2025-09-06 |
ReadFromHardware: Invalid address dddf7374 near PC dddf7374 LR 08000018 |
eFootball PC - V. |
v1.9.4 |
2025-09-05 |
Unknown GetPointer 0a028880 PC 08824108 LR 0880f448 |
eFootball PC - V. |
v1.10.1 |
2025-09-05 |
Unknown GetPointer 10b6f1f7 PC 0884d7b4 LR 0884d7d4 |
eFootball PC - V. |
v1.17.1 |
2025-09-05 |
Bad SAS Mix output address: 08b26d80, grain=164355600 |
eFootball PC - V. |
v1.13.2 |
2025-09-04 |
Jump to invalid address: 0bbdf670 |
eFootball PC - V. |
v1.13.2 |
2025-09-04 |
Jump to invalid address: 0bbdf370 |
eFootball PC - V. |
v1.13.2 |
2025-09-04 |
Jump to invalid address: 070def60 |
eFootball PC - V. |
v1.13.2 |
2025-09-04 |
Jump to invalid address: 0bbdf170 |
eFootball PC - V. |
v1.13.2 |
2025-09-04 |
MIPSCompileOp: Invalid instruction 71e516fc |
eFootball PC - V. |
v1.18.1 |
2025-09-03 |
Unknown GetPointer 2c5e0542 PC 0884d5b0 LR 0884d7d4 |
eFootball PC - V. |
v1.9.4 |
2025-09-03 |
__KernelStopThread: thread 387 does not exist |
eFootball PC - V. |
v1.9.4 |
2025-09-03 |
ReadFromHardware: Invalid address ac82d46f near PC ac82d46f LR 08000018 |
eFootball PC - V. |
v1.19.3 |
2025-09-03 |
SCE_KERNEL_ERROR_SCE_SAS_ERROR_INVALID_PARAMETER=__sceSasCore(08bb3ac0, 2e0f0980): invalid address |
eFootball PC - V. |
v1.19.3 |
2025-09-03 |
WriteFCR: Unexpected reg 16 (value deadbeef) |
eFootball PC - V. |
v1.19.3 |
2025-09-03 |
SCE_KERNEL_ERROR_SCE_SAS_ERROR_INVALID_PARAMETER=__sceSasCore(08bb3ac0, 2e0f0d80): invalid address |
eFootball PC - V. |
v1.9.4 |
2025-09-03 |
MIPSCompileOp: Invalid instruction 40371017 |
eFootball PC - V. |
v1.9.4 |
2025-09-03 |
Jump to invalid address: 075aa9c0 |
eFootball PC - V. |
v1.9.4 |
2025-09-03 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 088ab8b0 |
eFootball PC - V. |
v1.8.0 |
2025-09-02 |
Unknown GetPointer 2c5c7e82 PC 0884d7b4 LR 0884d7d4 |
eFootball PC - V. |
v1.8.0 |
2025-09-02 |
Unknown GetPointer 2c5c6e82 PC 0884d7b4 LR 0884d7d4 |
eFootball PC - V. |
v1.10.3 |
2025-09-02 |
Unknown GetPointer 2c5c7682 PC 0884d5b0 LR 0884d7d4 |
eFootball PC - V. |
v1.9.4 |
2025-09-01 |
ReadFromHardware: Invalid address eb6cf46f near PC eb6cf46f LR 08000018 |
eFootball PC - V. |
v1.9.4 |
2025-09-01 |
__KernelStopThread: thread 386 does not exist |
eFootball PC - V. |
v1.9.4 |
2025-09-01 |
__KernelStopThread: thread 393 does not exist |
eFootball PC - V. |
v1.9.4 |
2025-09-01 |
__KernelStopThread: thread 390 does not exist |
eFootball PC - V. |
v1.12.3 |
2025-08-31 |
Unknown GetPointer 10b43577 PC 0884d5b0 LR 0884d7d4 |
eFootball PC - V. |
v1.8.0 |
2025-08-31 |
MIPSCompileOp: Invalid instruction 71e99a7c |
eFootball PC - V. |
v1.8.0 |
2025-08-31 |
Jump to invalid address: 070b9d60 |
eFootball PC - V. |
v1.8.0 |
2025-08-31 |
Jump to invalid address: 0bbb9f70 |
eFootball PC - V. |
v1.9.4 |
2025-08-31 |
MIPSCompileOp: Invalid instruction 00003938 |
eFootball PC - V. |
v1.9.4 |
2025-08-30 |
807f00fd=sceMp3Init(00000000): invalid bitrate v1 l2 rate 0002 |
eFootball PC - V. |
v1.11.3 |
2025-08-30 |
MIPSCompileOp: Invalid instruction 00006777 |
eFootball PC - V. |
v1.11.3 |
2025-08-30 |
MIPSCompileOp: Invalid instruction 77720000 |
eFootball PC - V. |
v1.6.3 |
2025-08-29 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:0001d002 Tex TFuncMod AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
if (v.a < 0.002) discard;
fragColor0 = v;
}
vs: 00000000:00000918 HWX C T Tex
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
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 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
eFootball PC - V. |
v1.6.3 |
2025-08-29 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:00000022 Tex TexAlpha TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
fragColor0 = v;
}
vs: 00000000:00000918 HWX C T Tex
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
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 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
eFootball PC - V. |
v1.6.3 |
2025-08-29 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:0000091c HWX C T Fog Tex
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
out highp 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 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
eFootball PC - V. |
v1.6.3 |
2025-08-29 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:0021d022 Tex TexAlpha Fog TFuncMod AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01770000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
out highp float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.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;
}
|
eFootball PC - V. |
v1.6.3 |
2025-08-29 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00004000:00000000 Flat
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
flat in vec4 v_color0;
inout vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
fragColor0 = v;
}
vs: 40000000:0000000a THR C Flat
#version 300 es
precision highp float;
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
flat out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
eFootball PC - V. |
v1.6.3 |
2025-08-29 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:00200002 Tex Fog TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:0000091c HWX C T Fog Tex
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
out highp 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 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
eFootball PC - V. |
v1.6.3 |
2025-08-29 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:00200022 Tex TexAlpha Fog TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp 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: 00000000:0000091c HWX C T Fog Tex
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
out highp 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 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
eFootball PC - V. |
v1.6.3 |
2025-08-29 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:00200000 Fog
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
inout vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:0000010c HWX C Fog
#version 300 es
precision highp float;
in vec3 position;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out highp 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 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
eFootball PC - V. |
v1.6.3 |
2025-08-29 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
flat in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
fragColor0 = v;
}
vs: 40000000:00000910 HWX T 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;
flat out lowp vec4 v_color0;
out highp vec3 v_texcoord;
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);
}
|
eFootball PC - V. |
v1.6.3 |
2025-08-29 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:00000001 Clear
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
in vec4 v_color0;
inout vec4 fragColor0;
void main() {
vec4 v = v_color0;
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 PC - V. |
v1.6.3 |
2025-08-29 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:00000002 Tex TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
fragColor0 = v;
}
vs: 00000000:00000918 HWX C T Tex
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
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 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
eFootball PC - V. |
v1.6.3 |
2025-08-29 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00004000:00000022 Tex TexAlpha Flat TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
flat in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
fragColor0 = v;
}
vs: 40000000:00000910 HWX T 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;
flat out lowp vec4 v_color0;
out highp vec3 v_texcoord;
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);
}
|
eFootball PC - V. |
v1.6.3 |
2025-08-29 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:00200002 Tex Fog TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 01770000:00000b14 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7
#version 300 es
precision highp float;
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
out highp float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
gl_Position = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.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;
}
|
eFootball PC - V. |
v1.6.3 |
2025-08-29 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:0001d022 Tex TexAlpha TFuncMod AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (v.a < 0.002) discard;
fragColor0 = v;
}
vs: 00000000:00000918 HWX C T Tex
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
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 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
}
|
eFootball PC - V. |
v1.6.3 |
2025-08-29 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00000000:0021d002 Tex Fog TFuncMod AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
in vec4 v_color0;
uniform vec3 u_fogcolor;
in highp float v_fogdepth;
in highp vec3 v_texcoord;
inout vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
if (v.a < 0.002) discard;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
vs: 00000000:0000091c HWX C T Fog Tex
#version 300 es
precision highp float;
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;
out lowp vec4 v_color0;
out highp vec3 v_texcoord;
out highp 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 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
eFootball PC - V. |
v1.8.0 |
2025-08-29 |
MIPSCompileOp: Invalid instruction 000001bc |
eFootball PC - V. |
v1.8.0 |
2025-08-29 |
MIPSCompileOp: Invalid instruction 0000561e |
eFootball PC - V. |
v1.13.2 |
2025-08-28 |
Unknown GetPointer 051dc601 PC 08811368 LR 088113dc |
eFootball PC - V. |
v1.13.2 |
2025-08-28 |
Unknown GetPointerWrite 00000000 PC 08811368 LR 088113dc |
eFootball PC - V. |
v1.17.1 |
2025-08-28 |
Unknown GetPointer 00017170 PC 0881c428 LR 0881c438 |
eFootball PC - V. |
v1.17.1 |
2025-08-28 |
Unknown GetPointer 0000e30d PC 0881c0fc LR 0881c10c |
eFootball PC - V. |
v1.8.0 |
2025-08-25 |
Unknown GetPointer 3f800080 PC 08808740 LR 0880875c |
eFootball PC - V. |
v1.11.3 |
2025-08-25 |
sceDmacMemcpy(dest=086cea80, src=09054040, size=1250688): overlapping read |
eFootball PC - V. |
v1.11.3 |
2025-08-25 |
Unknown GetPointer 00000000 PC 08a41a94 LR 08a417ec |
eFootball PC - V. |
v1.10.3 |
2025-08-24 |
Unknown GetPointer 2c693342 PC 0884d7b4 LR 0884d7d4 |
eFootball PC - V. |
v1.9.4 |
2025-08-24 |
ReadFromHardware: Invalid address ba7afca0 near PC ba7afca0 LR 08000018 |
eFootball PC - V. |
v1.9.4 |
2025-08-23 |
Savedata version requested: 3
--NATIVE-DATA-JOUNDARY-4d5498c84a95e1ab-8
Content-Disposition: form-data; name="verify"
Content-Length: 59
Content-Transfer-Encoding: binary
Savedata version requested: %dSavedata version requested: 3 |
eFootball PC - V. |
v1.17.1 |
2025-08-23 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0887bd64 |
eFootball PC - V. |
v1.12.3 |
2025-08-21 |
sceDmacMemcpy(dest=086ce900, src=09054040, size=1251072): overlapping read |
eFootball PC - V. |
v1.7.2 |
2025-08-21 |
ReadFromHardware: Invalid address f11b4714 near PC f11b4714 LR 08000018 |
eFootball PC - V. |
v1.16.6 |
2025-08-21 |
Unknown GetPointer 00002b20 PC 08815fc8 LR 08815fd4 |
eFootball PC - V. |
v1.18 |
2025-08-20 |
Unknown GetPointer 0000452e PC 08a02a0c LR 0884d7d4 |
eFootball PC - V. |
v1.9.4 |
2025-08-20 |
ReadFromHardware: Invalid address 6566736e near PC 6566736e LR 08000018 |
eFootball PC - V. |
v1.6.3 |
2025-08-20 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00004000:00000022 Tex TexAlpha Flat TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
flat in vec4 v_color0;
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;
fragColor0 = v;
}
vs: 40000000:00000910 HWX T 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;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
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);
}
|
eFootball PC - V. |
v1.11.3 |
2025-08-20 |
Unknown GetPointer 10bedaf7 PC 0884d7b4 LR 0884d7d4 |
eFootball PC - V. |
v1.16.5 |
2025-08-20 |
MIPSCompileOp: Invalid instruction 46800499 |
eFootball PC - V. |
v1.11.3 |
2025-08-20 |
ReadFromHardware: Invalid address baab57e7 near PC baab57e7 LR 08a3e7a8 |
eFootball PC - V. |
v1.10.3 |
2025-08-19 |
ReadFromHardware: Invalid address e6fa3380 near PC e6fa3380 LR 08000018 |
eFootball PC - V. |
v1.18.1 |
2025-08-19 |
Jump to invalid address: 0bbc1970 |
eFootball PC - V. |
v1.18.1 |
2025-08-19 |
MIPSCompileOp: Invalid instruction 71e7eaf8 |