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Game title |
Version |
Latest Report |
Message |
eFootball PES 2021 By TM ARTS |
v1.12.3 |
2022-07-04 |
__KernelStopThread: thread 336 does not exist |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 0143fef4 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 014339f4 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 014274f4 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 0141aff4 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 0140eaf4 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 014025f4 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 013f6104 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 013e9c14 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 013dd724 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 013d1234 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 013c4d44 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 013b8864 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 013ac384 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 0139fea4 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 013939c4 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 013874e4 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 0137b014 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 0136eb44 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 01362674 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 013561a4 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 01349cd4 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 0133d814 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 01331354 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 01324e94 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 013189d4 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 0130c514 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 01300054 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 012f3ba4 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 012e76f4 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 012db244 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 012ced94 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 012c28e4 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 012b6444 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 012a9fa4 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 0129db04 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 01291664 |
eFootball PES 2021 By TM ARTS |
v1.10 |
2022-07-02 |
Jump to invalid address: 012851c4 |
eFootball PES 2021 By TM ARTS |
v1.5.3 |
2022-07-03 |
Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader.
fs: 00000000:0000091c LM
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
in vec4 v_color0;
in vec3 v_color1;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 v = v_color0 + s;
fragColor0 = v;
}
vs: 00004000:0001d022 THR UVMtx TessC TessRevN
#version 300 es
precision highp float;
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
eFootball PES 2021 By TM ARTS |
v1.5.3 |
2022-07-03 |
Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader.
fs: 00000000:0000091c LM
#version 300 es
#extension GL_ARM_shader_framebuffer_fetch : require
precision lowp float;
in vec4 v_color0;
in vec3 v_color1;
out vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 v = v_color0 + s;
fragColor0 = v;
}
vs: 00000000:00200002 THR
#version 300 es
precision highp float;
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
eFootball PES 2021 By TM ARTS |
v1.11.2-917-g89e70c319 |
2022-06-28 |
Error in shader compilation: info: Compile failed.
ERROR: 0:19: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
40000000:00000012 THR Tex Flat
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
eFootball PES 2021 By TM ARTS |
v1.11.2-917-g89e70c319 |
2022-06-28 |
Error in shader compilation: info: Compile failed.
ERROR: 0:69: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
01770000:00000b34 HWX T N Fog Tex Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7 Cull
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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;
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;
in float h_depth;
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);
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0);
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;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
eFootball PES 2021 By TM ARTS |
v1.11.2-917-g89e70c319 |
2022-06-28 |
Error in shader compilation: info: Compile failed.
ERROR: 0:39: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
40000000:00000934 HWX T Fog Tex Flat Cull
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
in float h_depth;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
v_color0 = u_matambientalpha;
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;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
eFootball PES 2021 By TM ARTS |
v1.11.2-917-g89e70c319 |
2022-06-28 |
Error in shader compilation: info: Compile failed.
ERROR: 0:40: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:0000093c HWX C T Fog Tex Cull
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
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_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
in float h_depth;
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 = vec3(0.0, 0.0, 1.0);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(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;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
eFootball PES 2021 By TM ARTS |
v1.11.2-917-g89e70c319 |
2022-06-28 |
Error in shader compilation: info: Compile failed.
ERROR: 0:16: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:0000000a THR C
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
in float h_depth;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
eFootball PES 2021 By TM ARTS |
v1.12.3 |
2022-06-28 |
Normal projection mapping without normal? |
eFootball PES 2021 By TM ARTS |
v1.12.3 |
2022-06-27 |
Unknown GetPointer 0000049b PC 08872ba4 LR 08872c0c |
eFootball PES 2021 By TM ARTS |
v1.12.3 |
2022-06-26 |
Unknown GetPointer 00000009 PC 08872ba4 LR 08872c0c |
eFootball PES 2021 By TM ARTS |
v1.12.3 |
2022-06-25 |
__KernelStopThread: thread 394 does not exist |
eFootball PES 2021 By TM ARTS |
v1.12.3 |
2022-06-24 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 573 |
eFootball PES 2021 By TM ARTS |
v1.12.3 |
2022-06-24 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000001c, pos=0, access=1, data=2, text=2 |
eFootball PES 2021 By TM ARTS |
v1.12.3 |
2022-06-24 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08a1d400, pos=0, access=1, data=1, text=1 |
eFootball PES 2021 By TM ARTS |
v1.12.3 |
2022-06-24 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144849144 |
eFootball PES 2021 By TM ARTS |
v1.6.3 |
2022-06-23 |
Error in shader program link: info: Link Error: Vertex shader is missing.
fs: 00004000:00200022 Tex TexAlpha Fog Flat TFuncMod
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D tex;
flat 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: 40000000:00000914 HWX T Fog 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;
uniform highp vec2 u_fogcoef;
flat 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 = u_matambientalpha;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
}
|
eFootball PES 2021 By TM ARTS |
v1.11.3 |
2022-06-23 |
Unknown GetPointer 00000009 PC 08872be8 LR 08872c0c |
eFootball PES 2021 By TM ARTS |
v1.12.3 |
2022-06-24 |
807f00fd=sceMp3Init(00000000): invalid bitrate v1 l1 rate 0004 |
eFootball PES 2021 By TM ARTS |
v1.11.3 |
2022-06-21 |
Unknown GetPointer 95ea43f3 PC 0884d5a0 LR 0884d7c4 |
eFootball PES 2021 By TM ARTS |
v1.12.3 |
2022-06-19 |
sceUtilityMsgDialogInitStart: invalid status |
eFootball PES 2021 By TM ARTS |
v1.12.3 |
2022-06-18 |
WriteToHardware: Invalid address 1d6bcf6c near PC 088258e4 LR 088258f0 |
eFootball PES 2021 By TM ARTS |
v1.12.3 |
2022-06-18 |
ReadFromHardware: Invalid address 1d6bd074 near PC 088258d0 LR 088258dc |
eFootball PES 2021 By TM ARTS |
v1.12.3 |
2022-06-17 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=2, text=2 |
eFootball PES 2021 By TM ARTS |
v1.12.3 |
2022-06-17 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=1, text=1 |
eFootball PES 2021 By TM ARTS |
v1.9.4 |
2022-06-16 |
807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 0002 |
eFootball PES 2021 By TM ARTS |
v1.12.3 |
2022-06-15 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=0000013f, pos=0, access=1, data=2, text=2 |
eFootball PES 2021 By TM ARTS |
v1.11.3 |
2022-06-15 |
Unknown GetPointer 95ed0a73 PC 0884d5a0 LR 0884d7c4 |
eFootball PES 2021 By TM ARTS |
v1.10.3 |
2022-06-13 |
Ignoring func export sceCcc/d9392ccb, already implemented in HLE. |
eFootball PES 2021 By TM ARTS |
v1.10.3 |
2022-06-13 |
Ignoring func export sceCcc/d2b18485, already implemented in HLE. |
eFootball PES 2021 By TM ARTS |
v1.10.3 |
2022-06-13 |
Ignoring func export sceCcc/cc0a8bda, already implemented in HLE. |
eFootball PES 2021 By TM ARTS |
v1.10.3 |
2022-06-13 |
Ignoring func export sceCcc/c6a8bee2, already implemented in HLE. |
eFootball PES 2021 By TM ARTS |
v1.10.3 |
2022-06-13 |
Ignoring func export sceCcc/c56949ad, already implemented in HLE. |
eFootball PES 2021 By TM ARTS |
v1.10.3 |
2022-06-13 |
Ignoring func export sceCcc/beb47224, already implemented in HLE. |
eFootball PES 2021 By TM ARTS |
v1.10.3 |
2022-06-13 |
Ignoring func export sceCcc/b8476cf4, already implemented in HLE. |
eFootball PES 2021 By TM ARTS |
v1.10.3 |
2022-06-13 |
Ignoring func export sceCcc/b7d3c112, already implemented in HLE. |
eFootball PES 2021 By TM ARTS |
v1.10.3 |
2022-06-13 |
Ignoring func export sceCcc/b4d1cbbf, already implemented in HLE. |
eFootball PES 2021 By TM ARTS |
v1.10.3 |
2022-06-13 |
Ignoring func export sceCcc/a62e6e80, already implemented in HLE. |
eFootball PES 2021 By TM ARTS |
v1.10.3 |
2022-06-13 |
Ignoring func export sceCcc/a2d5d209, already implemented in HLE. |
eFootball PES 2021 By TM ARTS |
v1.10.3 |
2022-06-13 |
Ignoring func export sceCcc/953e6c10, already implemented in HLE. |
eFootball PES 2021 By TM ARTS |
v1.10.3 |
2022-06-13 |
Ignoring func export sceCcc/92c05851, already implemented in HLE. |
eFootball PES 2021 By TM ARTS |
v1.10.3 |
2022-06-13 |
Ignoring func export sceCcc/90521ac5, already implemented in HLE. |
eFootball PES 2021 By TM ARTS |
v1.10.3 |
2022-06-13 |
Ignoring func export sceCcc/8406f469, already implemented in HLE. |
eFootball PES 2021 By TM ARTS |
v1.10.3 |
2022-06-13 |
Ignoring func export sceCcc/76e33e9c, already implemented in HLE. |
eFootball PES 2021 By TM ARTS |
v1.10.3 |
2022-06-13 |
Ignoring func export sceCcc/70ecaa10, already implemented in HLE. |
eFootball PES 2021 By TM ARTS |
v1.10.3 |
2022-06-13 |
Ignoring func export sceCcc/6f82ee03, already implemented in HLE. |
eFootball PES 2021 By TM ARTS |
v1.10.3 |
2022-06-13 |
Ignoring func export sceCcc/4bdeb2a8, already implemented in HLE. |
eFootball PES 2021 By TM ARTS |
v1.12.3 |
2022-06-12 |
sceKernelLoadModule: unsupported options size=00000014, flags=089fe978, pos=0, access=1, data=1, text=1 |
eFootball PES 2021 By TM ARTS |
v1.12.3 |
2022-06-11 |
807f00fd=sceMp3Init(00000000): invalid bitrate v2 l3 rate 000f |
eFootball PES 2021 By TM ARTS |
v1.12.3 |
2022-06-11 |
WriteToHardware: Invalid address 27be010d near PC 0887c67c LR 0887c654 |
eFootball PES 2021 By TM ARTS |
v1.12.3 |
2022-06-11 |
ReadFromHardware: Invalid address 27be010c near PC 0887c688 LR 0887c654 |
eFootball PES 2021 By TM ARTS |
v1.11.3 |
2022-06-09 |
ReadFromHardware: Invalid address f633acff near PC f633acff LR 08a3c148 |
eFootball PES 2021 By TM ARTS |
v1.12.3 |
2022-06-08 |
Unknown GetPointer 00000000 PC 08849a48 LR 0884a928 |
eFootball PES 2021 By TM ARTS |
v1.9.4 |
2022-06-07 |
Error in shader compilation: info: 0:456: S0001: No matching overload for function 'mix' found
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 = darker/b |
eFootball PES 2021 By TM ARTS |
v1.11.3 |
2022-06-07 |
MIPSCompileOp: Invalid instruction 40472047 |
eFootball PES 2021 By TM ARTS |
v1.11.3 |
2022-06-07 |
MIPSCompileOp: Invalid instruction 0000ff05 |
eFootball PES 2021 By TM ARTS |
v1.11.3 |
2022-06-07 |
MIPSCompileOp: Invalid instruction 0495003a |
eFootball PES 2021 By TM ARTS |
v1.11.3 |
2022-06-07 |
MIPSCompileOp: Invalid instruction b203bab9 |
eFootball PES 2021 By TM ARTS |
v1.11.3 |
2022-06-07 |
MIPSCompileOp: Invalid instruction b0501dc4 |
eFootball PES 2021 By TM ARTS |
v1.11.3 |
2022-06-07 |
Jump to invalid address: 073f5f00 |
eFootball PES 2021 By TM ARTS |
v1.11.3 |
2022-06-07 |
Jump to invalid address: 07294700 |
eFootball PES 2021 By TM ARTS |
v1.12.3 |
2022-06-04 |
sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2 |
eFootball PES 2021 By TM ARTS |
v1.12.3 |
2022-06-04 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fbfaa4, pos=0, access=1, data=1, text=1 |