Recent logs - eFootball PES 2021 By TM ARTS

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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