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Game title |
Version |
Latest Report |
Message |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-03-23 |
Replacement rowPitch=512, but w=2000 (level=0) |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-03-14 |
sceDmacMemcpy(dest=09054040, src=086ce8c0, size=1251136): overlapping read |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-03-09 |
Replacement rowPitch=2048, but w=8640 (level=0) |
eFootball PES AXVL Projects 2023 |
v1.8.0 |
2023-03-09 |
Unknown GetPointer 00000000 PC 08000000 LR 08000000 |
eFootball PES AXVL Projects 2023 |
v1.12.3 |
2023-03-07 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145851408 |
eFootball PES AXVL Projects 2023 |
v1.12.3 |
2023-03-07 |
FBO created from existing depthbuffer as color, 04088000/00000000 and 040cc000/04088000 |
eFootball PES AXVL Projects 2023 |
v1.12.3 |
2023-03-07 |
FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000 |
eFootball PES AXVL Projects 2023 |
v1.12.3 |
2023-03-07 |
FBO created from existing depthbuffer as color, 04088000/00000000 and 04044000/04088000 |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-02-27 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=0 |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-02-27 |
Unimplemented HLE function sceKernelDcacheWritebackAll |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-02-26 |
Replacement rowPitch=768, but w=1200 (level=0) |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-02-26 |
Error in shader program link: info: L0001 The fragment shader uniform floating-point u_texelDelta does not match the vertex shader uniform floating-point u_texelDelta.
The precision does not match.
fs: postshader
#version 310 es
precision mediump float;
precision highp int;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec4 u_time;
uniform vec2 u_texelDelta;
uniform vec2 u_pixelDelta;
in vec2 v_texcoord0;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
mediump int SEPIA;
mediump int GRAYSCALE;
mediump int NEGATIVE;
mediump int PSPCOLORS;
void main()
{
SEPIA = 0;
GRAYSCALE = 0;
NEGATIVE = 0;
PSPCOLORS = 0;
vec3 color = texture(sampler0, v_texcoord0).xyz;
vec3 colorB = color;
mediump int hatsu = 0;
float sat = 1.10000002384185791015625;
float brt = 1.2999999523162841796875;
float con = 1.10000002384185791015625;
float AvgLumR = 1.10000002384185791015625;
float AvgLumG = 1.2000000476837158203125;
float AvgLumB = 1.2000000476837158203125;
if (SEPIA == 1)
{
sat = 0.00999999977648258209228515625;
brt = 1.75;
con = 1.0;
AvgLumR = 0.439999997615814208984375;
AvgLumG = 0.2599999904632568359375;
AvgLumB = 0.07999999821186065673828125;
}
if (GRAYSCALE == 1)
{
sat = 0.0;
brt = 1.0;
con = 1.0;
AvgLumR = 1.0;
AvgLumG = 1.0;
AvgLumB = 1.0;
}
if (NEGATIVE == 1)
{
sat = 1.0;
brt = 1.0;
con = -1.0;
AvgLumR = 1.0;
AvgLumG = 1.0;
AvgLumB = 1.0;
}
if (PSPCOLORS == 1)
{
sat = 1.0;
brt = 1.0;
con = 1.0;
AvgLumR = 0.959299981594085693359375;
AvgLumG = 1.0738999843597412109375;
AvgLumB = 1.46039998531341552734375;
}
vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
vec3 conRGB = vec3(0.5);
vec3 brtColor = color * brt;
vec3 intensity = vec3(((brtColor.x * 0.2125000059604644775390625) + (brtColor.y * 0.7153999805450439453125)) + (brtColor.z * 0.07209999859333038330078125));
vec3 satColor = mix(intensity, brtColor, vec3(sat));
vec3 conColor = mix(conRGB, satColor, vec3(con));
vec3 mixColor = AvgLumin * conColor;
color = mixColor;
_RESERVED_IDENTIFIER_FIXUP_gl_FragColor = vec4(color.x, color.y, color.z, _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.w);
_RESERVED_IDENTIFIER_FIXUP_gl_FragColor.w = 1.0;
}
vs: postshader
#version 310 es
uniform vec2 u_texelDelta;
out vec2 v_texcoord0;
in vec2 a_texcoord0;
in vec4 a_position;
out vec4 v_texcoordNC0;
out vec4 v_texcoordNC1;
out vec4 v_texcoordNC2;
out vec4 v_texcoordNC3;
void main()
{
v_texcoord0 = a_texcoord0;
gl_Position = a_position;
v_texcoordNC0 = a_texcoord0.xyxy + (vec4(-0.5, -0.5, -1.5, -1.5) * u_texelDelta.xyxy);
v_texcoordNC1 = a_texcoord0.xyxy + (vec4(0.5, -0.5, 1.5, -1.5) * u_texelDelta.xyxy);
v_texcoordNC2 = a_texcoord0.xyxy + (vec4(-0.5, 0.5, -1.5, 1.5) * u_texelDelta.xyxy);
v_texcoordNC3 = a_texcoord0.xyxy + (vec4(0.5, 0.5, 1.5, 1.5) * u_texelDelta.xyxy);
}
|
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-02-26 |
Error in shader program link: info: L0001 The fragment shader uniform floating-point u_texelDelta does not match the vertex shader uniform floating-point u_texelDelta.
The precision does not match.
fs: postshader
#version 310 es
precision mediump float;
precision highp int;
layout(binding = 0) uniform mediump sampler2D sampler0;
uniform vec4 u_time;
uniform vec2 u_texelDelta;
uniform vec2 u_pixelDelta;
in vec2 v_texcoord0;
out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor;
mediump int SEPIA;
mediump int GRAYSCALE;
mediump int NEGATIVE;
mediump int PSPCOLORS;
void main()
{
SEPIA = 0;
GRAYSCALE = 0;
NEGATIVE = 0;
PSPCOLORS = 0;
vec3 color = texture(sampler0, v_texcoord0).xyz;
vec3 colorB = color;
mediump int hatsu = 0;
float sat = 1.85000002384185791015625;
float brt = 1.25;
float con = 0.89999997615814208984375;
float AvgLumR = 1.08000004291534423828125;
float AvgLumG = 1.019999980926513671875;
float AvgLumB = 1.019999980926513671875;
if (SEPIA == 1)
{
sat = 0.00999999977648258209228515625;
brt = 1.75;
con = 1.0;
AvgLumR = 0.439999997615814208984375;
AvgLumG = 0.2599999904632568359375;
AvgLumB = 0.07999999821186065673828125;
}
if (GRAYSCALE == 1)
{
sat = 0.0;
brt = 1.0;
con = 1.0;
AvgLumR = 1.0;
AvgLumG = 1.0;
AvgLumB = 1.0;
}
if (NEGATIVE == 1)
{
sat = 1.0;
brt = 1.0;
con = -1.0;
AvgLumR = 1.0;
AvgLumG = 1.0;
AvgLumB = 1.0;
}
if (PSPCOLORS == 1)
{
sat = 1.0;
brt = 1.0;
con = 1.0;
AvgLumR = 0.959299981594085693359375;
AvgLumG = 1.0738999843597412109375;
AvgLumB = 1.46039998531341552734375;
}
vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
vec3 conRGB = vec3(0.5);
vec3 brtColor = color * brt;
vec3 intensity = vec3(((brtColor.x * 0.2125000059604644775390625) + (brtColor.y * 0.7153999805450439453125)) + (brtColor.z * 0.07209999859333038330078125));
vec3 satColor = mix(intensity, brtColor, vec3(sat));
vec3 conColor = mix(conRGB, satColor, vec3(con));
vec3 mixColor = AvgLumin * conColor;
color = mixColor;
_RESERVED_IDENTIFIER_FIXUP_gl_FragColor = vec4(color.x, color.y, color.z, _RESERVED_IDENTIFIER_FIXUP_gl_FragColor.w);
_RESERVED_IDENTIFIER_FIXUP_gl_FragColor.w = 1.0;
}
vs: postshader
#version 310 es
uniform vec2 u_texelDelta;
out vec2 v_texcoord0;
in vec2 a_texcoord0;
in vec4 a_position;
out vec4 v_texcoordNC0;
out vec4 v_texcoordNC1;
out vec4 v_texcoordNC2;
out vec4 v_texcoordNC3;
void main()
{
v_texcoord0 = a_texcoord0;
gl_Position = a_position;
v_texcoordNC0 = a_texcoord0.xyxy + (vec4(-0.5, -0.5, -1.5, -1.5) * u_texelDelta.xyxy);
v_texcoordNC1 = a_texcoord0.xyxy + (vec4(0.5, -0.5, 1.5, -1.5) * u_texelDelta.xyxy);
v_texcoordNC2 = a_texcoord0.xyxy + (vec4(-0.5, 0.5, -1.5, 1.5) * u_texelDelta.xyxy);
v_texcoordNC3 = a_texcoord0.xyxy + (vec4(0.5, 0.5, 1.5, 1.5) * u_texelDelta.xyxy);
}
|
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-02-19 |
Replacement rowPitch=1024, but w=2560 (level=0) |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-02-19 |
Replacement rowPitch=256, but w=2048 (level=0) |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-03-19 |
Replacement rowPitch=256, but w=1024 (level=0) |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-02-27 |
Game install with no files / data |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-02-12 |
Replacement rowPitch=256, but w=8136 (level=0) |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-02-12 |
Replacement rowPitch=512, but w=6360 (level=0) |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-03-22 |
Replacement rowPitch=128, but w=2048 (level=0) |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-02-12 |
Replacement rowPitch=128, but w=1024 (level=0) |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-03-10 |
Replacement rowPitch=512, but w=2048 (level=0) |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-02-12 |
Replacement rowPitch=256, but w=4000 (level=0) |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-03-10 |
Replacement rowPitch=128, but w=7680 (level=0) |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-02-11 |
Replacement rowPitch=128, but w=1200 (level=0) |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-03-08 |
Replacement rowPitch=256, but w=512 (level=0) |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-03-22 |
Replacement rowPitch=256, but w=1200 (level=0) |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-02-11 |
Replacement rowPitch=128, but w=1920 (level=0) |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-02-15 |
Replacement rowPitch=512, but w=1800 (level=0) |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-02-11 |
Replacement rowPitch=1024, but w=4400 (level=0) |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-03-19 |
Replacement rowPitch=256, but w=2000 (level=0) |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-05-05 |
sceNetAdhocMatchingInit(32768) at 08a71984 |
eFootball PES AXVL Projects 2023 |
v1.11.3 |
2023-02-05 |
Unknown GetPointer 00000000 PC 088287e0 LR 088287f0 |
eFootball PES AXVL Projects 2023 |
v1.8.0 |
2023-06-17 |
Unknown GetPointer 00000000 PC 08815ef4 LR 08000020 |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-02-23 |
Unknown GetPointerWrite 00000000 PC 08816130 LR 08816144 |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-01-28 |
Error in shader compilation: info: ERROR: 0:287: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:287: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:287: 'assign' : l-value required (can't modify a const)
01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
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 uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
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(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);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if (ldot >= 0.0) {
ldo |
eFootball PES AXVL Projects 2023 |
v1.14.4 |
2023-01-28 |
Error in shader compilation: info: ERROR: 0:48: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:48: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:48: 'assign' : l-value required (can't modify a const)
00000000:00000938 HWX C T Tex Cull
#version 320 es
#extension GL_EXT_clip_cull_distance : enable
// Driver: ANGLE (Samsung Xclipse 920) on Vulkan 1.1.179 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00000000:00000938 HWX C T Tex Cull
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;
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;
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[0] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0) {
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 AXVL Projects 2023 |
v1.14.4 |
2023-02-23 |
Replacement rowPitch=512, but w=1200 (level=0) |
eFootball PES AXVL Projects 2023 |
v1.12.3 |
2023-03-19 |
Unknown GetPointer 00000000 PC 08816130 LR 08816144 |
eFootball PES AXVL Projects 2023 |
v1.9.4 |
2024-06-23 |
Savedata version requested on save: 3 |
eFootball PES AXVL Projects 2023 |
v1.9.4 |
2024-06-23 |
Savedata version requested: 3 |