Recent logs - FIFA STREET 2

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FIFA STREET 2 v1.17.1 2026-01-11 Error in shader compilation: info: Compile failed. WARNING: 0:63: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:87: 'function_call_constructor@vec3_vec3@99' : used without being initialised WARNING: 0:103: 'function_call_constructor@float_float@141' : used without being initialised WARNING: 3 compilation warnings. 01000000:80000b28 HWX C T N Light: LightUberShader Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b28 HWX C T N Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.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; } dif
FIFA STREET 2 v1.11.3 2025-12-26 Unknown GetPointer 00000000 PC 0886a430 LR 0886a430
FIFA STREET 2 v1.11.3 2025-12-21 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143464880
FIFA STREET 2 v1.19.3 2025-11-22 sceKernelCreateThread(name=sceATRAC3plus_Library): unsupported attributes 00000006, ignoring
FIFA STREET 2 v1.6.3 2025-11-17 scePowerSetBusClockFrequency(111)
FIFA STREET 2 v1.6.3 2025-11-03 Render to texture with incompatible formats 3 != 1 at 00000000
FIFA STREET 2 v1.11.3 2025-10-17
FIFA STREET 2 v1.10.3 2025-10-09 Failed decrypting the PRX (ret = -1, size = 4835824, psp_size = 4836160)!
FIFA STREET 2 v1.4.2-425-g7a7ccee5e 2025-10-04 Error in shader compilation: info: 0(158) : error C1503: undefined variable "u_proj" 0(159) : error C1503: undefined variable "col" 0(175) : error C1503: undefined variable "col" 0(178) : error C1503: undefined variable "col" 0(179) : error C1503: undefined variable "col" 0(190) : error C1503: undefined variable "col" 0(193) : error C1503: undefined variable "col" 0(194) : error C1503: undefined variable "col" 0(205) : error C1503: undefined variable "col" 0(208) : error C1503: undefined variable "col" 0(209) : error C1503: undefined variable "col" 0(220) : error C1503: undefined variable "col" 0(223) : error C1503: undefined variable "col" 0(224) : error C1503: undefined variable "col" 0(226) : error C1503: undefined variable "tex" / code: #version 330 #define lowp #define mediump #define highp in mediump vec4 w1, w2; in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump float u_lightangle0; uniform mediump float u_lightspotCoef0; 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 float u_lightangle1; uniform mediump float u_lightspotCoef1; 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 float u_lightangle2; uniform mediump float u_lightspotCoef2; 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 float u_lightangle3; uniform mediump float u_lightspotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; flat out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; uniform sampler1D u_tess_pos_tex; uniform sampler1D u_tess_tex_tex; uniform sampler1D u_tess_col_tex; uniform int u_spline_count_u; vec2 tess_sample(in vec2 points[16], in vec2 weights[4]) { vec2 pos = vec2(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec3 tess_sample(in vec3 points[16], in vec2 weights[4]) { vec3 pos = vec3(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } vec4 tess_sample(in vec4 points[16], in vec2 weights[4]) { vec4 pos = vec4(0.0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { float f = weights[j].x * weights[i].y; if (f != 0.0) pos = pos + f * points[i * 4 + j]; } } return pos; } uniform int u_spline_count_v; uniform int u_spline_type_u; uniform int u_spline_type_v; void spline_knot(ivec2 num_patches, ivec2 type, out vec2 knot[6], ivec2 patch_pos) { for (int i = 0; i < 6; ++i) { knot[i] = vec2(float(i + patch_pos.x - 2), float(i + patch_pos.y - 2)); } if ((type.x & 1) != 0) { if (patch_pos.x <= 2) knot[0].x = 0.0; if (patch_pos.x <= 1) knot[1].x = 0.0; } if ((type.x & 2) != 0) { if (patch_pos.x >= (num_patches.x - 2)) knot[5].x = float(num_patches.x); if (pa
FIFA STREET 2 v1.18.1 2025-09-18 ReadFromHardware: Invalid address 00000004 near PC 088340a0 LR 088340a0
FIFA STREET 2 v1.18.1 2025-09-01 WriteToHardware: Invalid address 00000018 near PC 089fa6b8 LR 08a45e90
FIFA STREET 2 v1.19.3 2025-08-22 Block transfer invalid: 800dbc90/0 -> 04000000/0, 1024x1024x2 (0,0)->(0,0)
FIFA STREET 2 v1.17.1-334-g1786a4ddb 2025-07-20 Bad vertex address 0a00289c!
FIFA STREET 2 v1.11.3 2025-06-15 Bad vertex address 0a01969c!
FIFA STREET 2 v1.10.3-257-g95f853eaa 2025-06-05 __KernelStopThread: thread 549 does not exist
FIFA STREET 2 v1.14 2025-05-28 UI scissor out of bounds in GameSettingsScreen: 485,0-1837,1081 / 2340,1036
FIFA STREET 2 v1.18.1 2025-05-25 WriteToHardware: Invalid address 00000018 near PC 08aca26c LR 08ab8290
FIFA STREET 2 v1.18.1 2025-05-09 Bad vertex address 0a00a99c!
FIFA STREET 2 v1.18.1 2025-05-08 ELF relocation HI16/0 pair (instead of LO16) at 088f74d8 / 08804000
FIFA STREET 2 v1.11.3 2025-03-25 Failed decrypting the PRX (ret = -1, size = 4611996, psp_size = 4612336)!
FIFA STREET 2 v1.18.1 2025-03-13 Block transfer invalid: 00000000/0 -> 00000000/0, 1x1x4 (0,0)->(0,0)
FIFA STREET 2 v1.18.1 2025-03-13 Decoding texture from VRAM mirror at 0457b530 swizzle=1
FIFA STREET 2 v1.18.1 2025-03-05 Error in shader compilation: info: 0:5: P0007: Extension directive must occur before any non-preprocessor tokens 0:18: L0002: No matching function for call to 'fwidth' 0:19: L0002: Undeclared variable 'boxSize' 0:20: L0002: Undeclared variable 'boxSize' 0:21: L0002: Undeclared variable 'txOffset' postshader #ifdef GL_ES precision mediump float; #endif #ifdef GL_ES #extension GL_OES_standard_derivatives : enable precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; varying vec2 v_position; uniform vec2 u_texelDelta; // (1.0 / bufferWidth, 1.0 / bufferHeight) uniform vec2 u_pixelDelta; // (1.0 / targetWidth, 1.0 / targetHeight) // Returns pixel sharpened to nearest pixel boundary. vec2 sharpSample(vec4 texSize, vec2 coord) { vec2 boxSize = clamp(fwidth(coord) * texSize.zw, 1e-5, 1.0); coord = coord * texSize.zw - 0.5 * boxSize; vec2 txOffset = smoothstep(vec2(1.0) - boxSize, vec2(1.0), fract(coord)); return (floor(coord) + 0.5 + txOffset) * texSize.xy; } void main() { vec2 sharpPos = sharpSample(vec4(u_texelDelta, 1.0 / u_texelDelta), v_position); vec4 color = texture2D(sampler0, sharpPos); gl_FragColor = color; }
FIFA STREET 2 v1.11.3 2025-03-04 sceKernelCreateThread(name=PSP_Sound_Manager): unsupported attributes 00000002
FIFA STREET 2 v1.18.1 2025-03-04 Decoding texture from VRAM mirror at 047f8810 swizzle=1
FIFA STREET 2 v1.18.1 2025-03-04 Block transfer invalid: 00000000/0 -> 007c3f90/0, 1x1x2 (0,0)->(0,0)
FIFA STREET 2 v1.18.1 2025-03-04 Drawing region rate add non-zero: 0111, 033d of 01df, 010f
FIFA STREET 2 v1.11.2-917-g89e70c319 2025-02-25 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=0
FIFA STREET 2 v1.10.3 2025-02-14 MIPSCompileOp: Invalid instruction 01010101
FIFA STREET 2 v1.17.1 2025-02-12 Rendering from framebuf with offset 040d43c0 -> 040d4000+480x0
FIFA STREET 2 v1.11.3 2025-01-12 MFIC instruction hit (70020024) at 089ad2cc
FIFA STREET 2 v1.10-6-g8ac4efd3c 2025-01-10 Render to texture with incompatible formats 3 != 0 at 04000000
FIFA STREET 2 v1.6.3 2025-01-04 RET: Stack empty! --NATIVE-DATA-BOUNDARY-26ff010013��4de-20 Content-Disposition: form-data; name="verify" Content-Length: 34 Content-Transfer-Encoding: binary RET: Stack empty!RET: Stack empty!
FIFA STREET 2 v1.18.1 2024-12-27 Unknown GetPointerWrite 00000014 PC 08ac9f90 LR 08a5cb58
FIFA STREET 2 v1.10.3 2024-12-23 80630007=sceAtracSetData(2, 08d4b180, 00005150): atracID uses different codec type than data
FIFA STREET 2 v1.18.1 2024-12-10 80630011=sceAtracSetDataAndGetID(08956780, 00000000): buffer too small
FIFA STREET 2 v1.18 2024-12-03 MIPSCompileOp: Invalid instruction 0045547b
FIFA STREET 2 v1.18 2024-12-03 MIPSCompileOp: Invalid instruction 405a6f95
FIFA STREET 2 v1.18 2024-12-03 MIPSCompileOp: Invalid instruction 0047567d
FIFA STREET 2 v1.18 2024-12-03 MIPSCompileOp: Invalid instruction 0045587b
FIFA STREET 2 v1.18 2024-12-03 MIPSCompileOp: Invalid instruction 405e7199
FIFA STREET 2 v1.18 2024-12-03 MIPSCompileOp: Invalid instruction 0045557b
FIFA STREET 2 v1.18 2024-12-03 MIPSCompileOp: Invalid instruction 00596b94
FIFA STREET 2 v1.18 2024-12-03 MIPSCompileOp: Invalid instruction 404c5e81
FIFA STREET 2 v1.18 2024-12-03 MIPSCompileOp: Invalid instruction 00435579
FIFA STREET 2 v1.18 2024-12-03 MIPSCompileOp: Invalid instruction 00425177
FIFA STREET 2 v1.17.1-334-g1786a4ddb 2024-11-29 Error in shader compilation: info: (unknown reason) thin3d #version 320 es #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec3 Position; attribute vec4 Color0; attribute vec2 TexCoord0; varying vec4 oColor0; varying vec2 oTexCoord0; uniform mat4 WorldViewProj; uniform vec2 TintSaturation; vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void main() { gl_Position = WorldViewProj * vec4(Position, 1.0); vec3 hsv = rgb2hsv(Color0.xyz); hsv.x += TintSaturation.x; hsv.y *= TintSaturation.y; oColor0 = vec4(hsv2rgb(hsv), Color0.w); oTexCoord0 = TexCoord0; }
FIFA STREET 2 v1.18.1 2024-11-17 Bad vertex address 0a00b71c!
FIFA STREET 2 v1.11.3 2024-11-16 Software: Bad vertex address 00000000!
FIFA STREET 2 v1.19.3 2025-12-03 Block transfer invalid: 00000010/0 -> 04000000/0, 1024x1024x2 (0,0)->(0,0)
FIFA STREET 2 v1.15.4 2024-11-11 Decoding texture from VRAM mirror at 0429b6c0 swizzle=1
FIFA STREET 2 v1.19.3 2026-01-27 Block transfer invalid: 00000010/0 -> 04000000/0, 1024x736x2 (0,0)->(0,0)
FIFA STREET 2 v1.17.1 2024-10-27 WriteToHardware: Invalid address 00000018 near PC 08abad3c LR 08b073d0
FIFA STREET 2 v1.17.1 2024-09-18 Unknown GetPointerWrite 0a004f10 PC 089c42cc LR 0897bd40
FIFA STREET 2 v1.17.1 2024-09-03 Bad vertex address 0a01559c!
FIFA STREET 2 v1.17.1 2024-09-03 Bad vertex address 0a00f99c!
FIFA STREET 2 v1.17.1 2024-09-03 Bad vertex address 0a01379c!
FIFA STREET 2 v1.11.3 2024-08-13 sceKernelLoadModule: unsupported options size=00000014, flags=09fffd10, pos=0, access=1, data=2, text=2
FIFA STREET 2 v1.11.3 2024-08-13 sceKernelLoadModule: unsupported options size=00000014, flags=00000002, pos=0, access=1, data=1, text=1
FIFA STREET 2 v1.10.3 2024-07-31 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 146538292
FIFA STREET 2 v1.10.3 2024-07-31 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146728312
FIFA STREET 2 v1.10.3 2024-07-31 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146720384
FIFA STREET 2 v1.10.3 2024-07-31 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143598328
FIFA STREET 2 v1.10.3 2024-07-31 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145464000
FIFA STREET 2 v1.10.3 2024-07-31 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146508164
FIFA STREET 2 v1.17.1 2024-07-18 Block transfer invalid: 00000000/0 -> 00000000/0, 1024x1024x2 (0,0)->(0,0)
FIFA STREET 2 v1.13.2 2024-07-03 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146951248
FIFA STREET 2 v1.17.1 2024-06-26 WriteToHardware: Invalid address 00000018 near PC 08a4dc30 LR 08a4dc30
FIFA STREET 2 v1.11.3 2024-06-25 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 102400
FIFA STREET 2 v1.17.1 2024-06-24 Block transfer invalid: 09e9f210/0 -> 04154000/0, 1024x1024x2 (0,0)->(0,0)
FIFA STREET 2 v1.14 2024-06-18 UI scissor out of bounds in SavedataScreen: 1794,516-0,92 / 1600,720
FIFA STREET 2 v1.14 2024-06-18 UI scissor out of bounds in SavedataScreen: 1794,412-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-06-18 UI scissor out of bounds in SavedataScreen: 1794,308-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-06-18 UI scissor out of bounds in SavedataScreen: 1794,204-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-06-18 UI scissor out of bounds in SavedataScreen: 1794,100-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-06-14 UI scissor out of bounds in SavedataScreen: 1649,516-0,92 / 1600,720
FIFA STREET 2 v1.14 2024-06-14 UI scissor out of bounds in SavedataScreen: 1649,412-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-06-14 UI scissor out of bounds in SavedataScreen: 1649,308-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-06-14 UI scissor out of bounds in SavedataScreen: 1649,204-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-06-14 UI scissor out of bounds in SavedataScreen: 1649,100-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-06-10 UI scissor out of bounds in SavedataScreen: 1616,516-0,92 / 1600,720
FIFA STREET 2 v1.14 2024-06-10 UI scissor out of bounds in SavedataScreen: 1616,412-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-06-10 UI scissor out of bounds in SavedataScreen: 1616,308-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-06-10 UI scissor out of bounds in SavedataScreen: 1616,204-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-06-10 UI scissor out of bounds in SavedataScreen: 1616,100-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-06-10 UI scissor out of bounds in SavedataScreen: 1754,516-0,92 / 1600,720
FIFA STREET 2 v1.14 2024-06-10 UI scissor out of bounds in SavedataScreen: 1754,412-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-06-10 UI scissor out of bounds in SavedataScreen: 1754,308-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-06-10 UI scissor out of bounds in SavedataScreen: 1754,204-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-06-10 UI scissor out of bounds in SavedataScreen: 1754,100-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-06-11 UI scissor out of bounds in SavedataScreen: 1799,516-0,92 / 1600,720
FIFA STREET 2 v1.14 2024-06-11 UI scissor out of bounds in SavedataScreen: 1799,412-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-06-11 UI scissor out of bounds in SavedataScreen: 1799,308-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-06-11 UI scissor out of bounds in SavedataScreen: 1799,204-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-06-11 UI scissor out of bounds in SavedataScreen: 1799,100-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-06-10 UI scissor out of bounds in SavedataScreen: 1745,516-0,92 / 1600,720
FIFA STREET 2 v1.14 2024-06-10 UI scissor out of bounds in SavedataScreen: 1745,412-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-06-10 UI scissor out of bounds in SavedataScreen: 1745,308-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-06-10 UI scissor out of bounds in SavedataScreen: 1745,204-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-06-10 UI scissor out of bounds in SavedataScreen: 1745,100-0,99 / 1600,720