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				| Game title | Version | Latest Report | Message | 
			
				| eFootball By TM ARTS | v1.18.1 | 2025-10-28 | MIPSCompileOp: Invalid instruction eefff000 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-10-28 | MIPSCompileOp: Invalid instruction 00dfe14e | 
				| eFootball By TM ARTS | v1.18.1 | 2025-10-28 | WriteToHardware: Invalid address deadbeef near PC 083456ec LR 2fff0000 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-10-28 | MIPSCompileOp: Invalid instruction 00005ff5 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-10-28 | MIPSCompileOp: Invalid instruction 0005dffb | 
				| eFootball By TM ARTS | v1.18.1 | 2025-10-28 | MIPSCompileOp: Invalid instruction 000019df | 
				| eFootball By TM ARTS | v1.18.1 | 2025-10-28 | MIPSCompileOp: Invalid instruction 0000005f | 
				| eFootball By TM ARTS | v1.18.1 | 2025-10-18 | MIPSCompileOp: Invalid instruction ee200000 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-10-18 | MIPSCompileOp: Invalid instruction 04661003 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-10-18 | MIPSCompileOp: Invalid instruction 00002455 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-10-18 | MIPSCompileOp: Invalid instruction 9ed500de | 
				| eFootball By TM ARTS | v1.18.1 | 2025-10-18 | MIPSCompileOp: Invalid instruction 00001dfb | 
				| eFootball By TM ARTS | v1.18.1 | 2025-10-18 | MIPSCompileOp: Invalid instruction 46600046 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-10-18 | MIPSCompileOp: Invalid instruction 000009f5 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-10-18 | MIPSCompileOp: Invalid instruction 005fb001 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-10-18 | Jump to invalid address: 03fe0000 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-10-18 | MIPSCompileOp: Invalid instruction 006cffff | 
				| eFootball By TM ARTS | v1.18.1 | 2025-10-18 | MIPSCompileOp: Invalid instruction 0000003d | 
				| eFootball By TM ARTS | v1.17.1-1002-g5fd8fae8b5 | 2025-09-11 | Unknown GetPointerWrite 000004ad PC 08872be8 LR 08872c0c | 
				| eFootball By TM ARTS | v1.16.6 | 2025-07-27 | Unknown GetPointer b1332130 PC 0881c410 LR 0881c420 | 
				| eFootball By TM ARTS | v1.8.0 | 2025-07-23 | Unknown GetPointer 1316ef9e PC 0884d5a0 LR 0884d7c4 | 
				| eFootball By TM ARTS | v1.11.3 | 2025-06-17 | Jump to invalid address: 07299340 | 
				| eFootball By TM ARTS | v1.11.3 | 2025-06-17 | Jump to invalid address: 0736ffc0 | 
				| eFootball By TM ARTS | v1.19.1 | 2025-06-13 | SCE_AVCODEC_ERROR_INVALID_DATA=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0000 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-06-08 | MFIC instruction hit (70020024) at 08992870 | 
				| eFootball By TM ARTS | v1.11.3 | 2025-05-29 | Jump to invalid address: 074900c0 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-05-23 | MIPSCompileOp: Invalid instruction 00000194 | 
				| eFootball By TM ARTS | v1.11.3 | 2025-05-15 | Jump to invalid address: 0743cc40 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-05-07 | Jump to invalid address: 073e7a80 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-05-07 | Jump to invalid address: 073e8800 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-05-07 | Jump to invalid address: 073e8140 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-05-07 | Jump to invalid address: 073e73c0 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-05-07 | MIPSCompileOp: Invalid instruction 00000094 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-05-07 | Jump to invalid address: 07395940 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-05-07 | Jump to invalid address: 07395280 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-05-07 | Jump to invalid address: 07394bc0 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-05-07 | Jump to invalid address: 07396000 | 
				| eFootball By TM ARTS | v1.11.3 | 2025-04-11 | Jump to invalid address: 0753d200 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-04-05 | 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;
// 10184000:00000002 Tex Flat FragUber 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;
  t.a = max(t.a, u_texNoAlphaMul.x);
  vec4 v = p * t;
  v.rgb *= u_texNoAlphaMul.y;
  fragColor0 = v;
} | 
				| eFootball By TM ARTS | v1.18.1 | 2025-04-05 | Vulkan error in shader compilation: info: ERROR: 0:53: 'gl_Position' : identifier not previously declared 
ERROR: 1 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;
// 01000000:80000b20 HWX T N Light: LightUberShader 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);
  lowp vec3 lightSum1 = splat3(0.0);
  vec3 toLight;
  lowp vec3 diffuse;
  float distance;
  lowp float lightScale;
  mediump float ldot;
  lowp float angle;
  uint comp; uint type; float attenuation;
  for (uint i = 0; i < 4; i++) {
  if ((u_lightControl & (0x1u << i)) != 0x0u) { 
    comp = (u_lightControl >> uint(0x4u + 0x4u * i)) & 0x3u;
    type = (u_lightControl >> uint(0x4u + 0x4u * i + 0x2u)) & 0x3u;
    toLight = u_lightpos[i];
    if (type != 0x0u) {
      toLight -= worldpos;
      distance = length(toLight);
      toLight /= distance;
      attenuation = clamp(1.0 / dot(u_lightatt[i], vec3(1.0, distance, distance*distance)), 0.0, 1.0);
      if (type == 0x01u) {
        lightScale = attenuation;
      } else {
        angle = dot(u_lightdir[i], toLight);
        if (angle >= u_lightangle_spotCoef[i].x) {
          lightScale = attenuation * (u_lightangle_spotCoef[i].y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef[i].y));
        } else {
          lightScale = 0.0;
        }
      }
    } else {
      lightScale = 1.0;
    }
    ldot = dot(toLight, worldnormal);
    if (comp == 0x2u) {
      ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0;
    }
    diffuse = (u_lightdiffuse[i] * diffuseColor) * max(ldot, 0.0);
    if (comp == 0x1u && ldot >= 0.0) {
      if (u_matspecular.a > 0.0) {
        ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
        ldot = pow(max(ldot, 0.0), u_matspecular.a);
      } else {
        ldot = 1.0;
      }
      lightSum1 += u_lightspecular[i] * specularColor * ldot * lightScale;
    }
    lightSum0.rgb += (u_lightambient[i] * ambientColor.rgb + diffuse) * lightScale;
  }
  }  v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);
  v_texcoord = vec3(texcoord.xy * u_u | 
				| eFootball By TM ARTS | v1.18.1 | 2025-04-05 | 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;
// 10180000:00200002 Tex Fog FragUber 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;
  t.a = max(t.a, u_texNoAlphaMul.x);
  vec4 v = p * t;
  v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
  float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
  v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
  fragColor0 = v;
} | 
				| eFootball By TM ARTS | v1.18.1 | 2025-04-05 | 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;
// 10184000:0021d002 Tex Fog Flat FragUber 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) 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;
  t.a = max(t.a, u_texNoAlphaMul.x);
  vec4 v = p * t;
  v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
  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 By TM ARTS | v1.18.1 | 2025-04-05 | 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;
// 10184000:0001d002 Tex Flat FragUber 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) 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;
  t.a = max(t.a, u_texNoAlphaMul.x);
  vec4 v = p * t;
  v.rgb *= u_texNoAlphaMul.y;
  if (v.a < 0.002) DISCARD;
  fragColor0 = v;
} | 
				| eFootball By TM ARTS | v1.18.1 | 2025-04-05 | Vulkan error in shader compilation: info: ERROR: 0:39: 'gl_Position' : identifier not previously declared 
ERROR: 1 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;
// 00000000:00000928 HWX C T 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 = 1) in vec2 texcoord;
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 = 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_cullRangeMax.z - projPos.z;
  } else {
    gl_CullDistance[0] = 0.0;
    gl_CullDistance[1] = 0.0;
  }
  gl_Position = outPos;
} | 
				| eFootball By TM ARTS | v1.18.1 | 2025-04-05 | Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared 
ERROR: 1 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;
// 40000000:00000020 Flat 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 vec4 position;
layout (location = 2) in float fog;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) flat out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
void main() {
  v_texcoord = vec3(texcoord, 1.0);
  v_color0 = color0;
  v_fogdepth = fog;
  mat2 displayRotation = mat2(
    u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0), u_rotation == 1.0 ? 1.0 : (u_rotation == 3.0 ? -1.0 : 0.0),
    u_rotation == 3.0 ? 1.0 : (u_rotation == 1.0 ? -1.0 : 0.0), u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0)
  );
  vec4 pos = position;
  pos.xy = mul(displayRotation, pos.xy);
  vec4 outPos = pos;
  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 By TM ARTS | v1.18.1 | 2025-04-05 | Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:40: 'clamp' : 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
#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;
// 10180000:00200000 Fog FragUber 
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 (location = 1)  in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0, index = 0) out 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;
} | 
				| eFootball By TM ARTS | v1.18.1 | 2025-04-05 | 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;
// 10180000:0001d002 Tex FragUber 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;
  t.a = max(t.a, u_texNoAlphaMul.x);
  vec4 v = p * t;
  v.rgb *= u_texNoAlphaMul.y;
  if (v.a < 0.002) DISCARD;
  fragColor0 = v;
} | 
				| eFootball By TM ARTS | v1.18.1 | 2025-04-05 | 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;
// 10180000:00000002 Tex FragUber 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;
  t.a = max(t.a, u_texNoAlphaMul.x);
  vec4 v = p * t;
  v.rgb *= u_texNoAlphaMul.y;
  fragColor0 = v;
} | 
				| eFootball By TM ARTS | v1.18.1 | 2025-04-05 | 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;
// 10180000:0021d002 Tex Fog FragUber 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;
  t.a = max(t.a, u_texNoAlphaMul.x);
  vec4 v = p * t;
  v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
  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 By TM ARTS | v1.18.1 | 2025-04-05 | Vulkan error in shader compilation: info: ERROR: 0:38: 'gl_Position' : identifier not previously declared 
ERROR: 1 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 By TM ARTS | v1.18.1 | 2025-04-05 | 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;
// 10184000:00200002 Tex Fog Flat FragUber 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;
  t.a = max(t.a, u_texNoAlphaMul.x);
  vec4 v = p * t;
  v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
  float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
  v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
  fragColor0 = v;
} | 
				| eFootball By TM ARTS | v1.18.1 | 2025-04-05 | Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared 
ERROR: 1 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;
// 00000000:0000000a THR C 
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 vec4 position;
layout (location = 2) in float fog;
layout (location = 1) in vec2 texcoord;
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;
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;
} | 
				| eFootball By TM ARTS | v1.18.1 | 2025-04-05 | Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared 
ERROR: 1 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;
// 40000000:00000002 THR Flat 
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 vec4 position;
layout (location = 2) in float fog;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) flat out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
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;
} | 
				| eFootball By TM ARTS | v1.18.1 | 2025-04-01 | Unknown GetPointer 00000001 PC 0884a908 LR 0884a928 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | Branch in Jump delay slot at 08b8aed0 in block starting at 08b8ab7c | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | MIPSCompileOp: Invalid instruction 00000a37 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | MIPSCompileOp: Invalid instruction 45b65b70 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | Branch in Jump delay slot at 08b8aed8 in block starting at 08b8ab7c | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | Branch in Jump delay slot at 08b8aec4 in block starting at 08b8ab7c | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | MIPSCompileOp: Invalid instruction 44f5c780 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | Branch in Jump delay slot at 08b8ae7c in block starting at 08b8ab7c | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | Branch in Jump delay slot at 08b8aec8 in block starting at 08b8ab7c | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | Branch in Jump delay slot at 08b8aebc in block starting at 08b8ab7c | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | Branch in Jump delay slot at 08b8aee8 in block starting at 08b8ab7c | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | Jump to invalid address: 02604870 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | Branch in Jump delay slot at 08b8ae68 in block starting at 08b8ab7c | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | Branch in Jump delay slot at 08b8ae90 in block starting at 08b8ab7c | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | Branch in Jump delay slot at 08b8ac70 in block starting at 08b8ab7c | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | Branch in Jump delay slot at 08b8ae34 in block starting at 08b8ab7c | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | ReadFromHardware: Invalid address deadf2ef near PC 08b8abf4 LR 0899e65c | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | Branch in Jump delay slot at 08b8aec0 in block starting at 08b8ab7c | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | Jump to invalid address: 0264e050 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | MIPSCompileOp: Invalid instruction 0000149f | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | MIPSCompileOp: Invalid instruction 461b9d58 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | Branch in Jump delay slot at 08b8ae74 in block starting at 08b8ab7c | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | Jump to invalid address: 0264dd00 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | MIPSCompileOp: Invalid instruction 451fba00 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | Branch in Jump delay slot at 08b8aed4 in block starting at 08b8ab7c | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | Branch in Jump delay slot at 08b8add8 in block starting at 08b8ab7c | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | MIPSCompileOp: Invalid instruction 00ffffff | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | Branch in Jump delay slot at 08b8ae60 in block starting at 08b8ab7c | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | Branch in Jump delay slot at 08b8aecc in block starting at 08b8ab7c | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | MIPSCompileOp: Invalid instruction 45200000 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | MIPSCompileOp: Invalid instruction 4217e000 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | Branch in Jump delay slot at 08b8ae64 in block starting at 08b8ab7c | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | Branch in Jump delay slot at 08b8ae78 in block starting at 08b8ab7c | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | MIPSCompileOp: Invalid instruction 4620bab8 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | MIPSCompileOp: Invalid instruction 44eb41c0 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | Jump to invalid address: 02e2c6f0 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | MIPSCompileOp: Invalid instruction 44ed0380 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | MIPSCompileOp: Invalid instruction 42f2dc00 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-25 | MIPSCompileOp: Invalid instruction 45164440 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-03-16 | Unknown GetPointer 6e00129e PC 0881c410 LR 0881c420 | 
				| eFootball By TM ARTS | v1.17.1 | 2025-03-08 | Unknown GetPointer ff76556c PC 0881c410 LR 0881c420 | 
				| eFootball By TM ARTS | v1.16.6 | 2025-02-22 | Jump to invalid address: 0734b940 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-02-13 | Jump to invalid address: 07383b00 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-02-13 | Jump to invalid address: 07382d80 | 
				| eFootball By TM ARTS | v1.18.1 | 2025-02-13 | Jump to invalid address: 07383440 | 
				| eFootball By TM ARTS | v1.11.3 | 2025-02-11 | Jump to invalid address: 0743ee80 | 
				| eFootball By TM ARTS | v1.11.3 | 2025-02-11 | Jump to invalid address: 0743e7c0 |