Recent logs - FIFA STREET 2

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Game title Version Latest Report Message
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1799,525-0,83 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1799,421-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1799,317-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1799,213-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1799,109-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1799,85-0,20 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1761,525-0,83 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1761,421-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1761,317-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1761,213-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1761,109-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1761,85-0,20 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1642,525-0,83 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1642,421-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1642,317-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1642,213-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1642,109-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1642,85-0,20 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1798,516-0,92 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1798,412-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1798,308-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1798,204-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1798,100-0,99 / 1600,720
FIFA STREET 2 v1.17.1 2024-02-19 Bad vertex address 04dcfa98!
FIFA STREET 2 v1.17.1 2024-02-19 Unknown GE command : 03a3fa98
FIFA STREET 2 v1.17.1 2024-02-16 ReadFromHardware: Invalid address 66666666 near PC 66666666 LR 66666666
FIFA STREET 2 v1.17 2024-02-09 Unknown GetPointerWrite 0003ffcb PC 08ac9f90 LR 08a5cb58
FIFA STREET 2 v1.14.1 2024-01-31 UI scissor out of bounds in MainScreen: 0,0-836,721 / 1198,720
FIFA STREET 2 v1.10.3 2024-01-26 Unknown syscall in known module 'sceNpService': 0x5f5e32af
FIFA STREET 2 v1.10.3 2024-01-26 Unknown syscall in known module 'sceNp': 0x7e0864df
FIFA STREET 2 v1.11.3 2024-01-25 Unknown GetPointer 00000000 PC 08816148 LR 0881615c
FIFA STREET 2 v1.16.6 2023-12-30 Failed to truncate file.
FIFA STREET 2 v1.6.3 2023-12-16 Error in shader program link: info: Link failed because of missing shader. fs: 00000000:0000d000 AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D testtex; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 00000000:00000100 HWX #version 300 es precision highp float; in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; 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; }
FIFA STREET 2 v1.16.6 2023-12-10 WriteToHardware: Invalid address 00000018 near PC 08998c5c LR 08998af0
FIFA STREET 2 v1.16.6 2023-12-07 00000400=sceGeEdramSetAddrTranslation(00000400)
FIFA STREET 2 v1.14 2023-12-06 UI scissor out of bounds in SavedataScreen: 1796,516-0,92 / 1600,720
FIFA STREET 2 v1.14 2023-12-06 UI scissor out of bounds in SavedataScreen: 1796,412-0,99 / 1600,720
FIFA STREET 2 v1.14 2023-12-06 UI scissor out of bounds in SavedataScreen: 1796,308-0,99 / 1600,720
FIFA STREET 2 v1.14 2023-12-06 UI scissor out of bounds in SavedataScreen: 1796,204-0,99 / 1600,720
FIFA STREET 2 v1.14 2023-12-06 UI scissor out of bounds in SavedataScreen: 1796,100-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1800,516-0,92 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1800,412-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1800,308-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1800,204-0,99 / 1600,720
FIFA STREET 2 v1.14 2024-02-26 UI scissor out of bounds in SavedataScreen: 1800,100-0,99 / 1600,720
FIFA STREET 2 v1.11.3 2023-12-01 80630006=sceAtracSetData(2, 08d4b180, 00004e08): invalid RIFF header
FIFA STREET 2 v1.16.6 2023-11-26 ReadFromHardware: Invalid address 63000000 near PC 63000000 LR 08a863f4
FIFA STREET 2 v1.16.6 2023-11-11 WriteToHardware: Invalid address 0034672c near PC 0895219c LR 08952188
FIFA STREET 2 v1.16.6 2023-11-11 ReadFromHardware: Invalid address 00321a1c near PC 08aca170 LR 08952160
FIFA STREET 2 v1.16.6 2023-11-11 WriteToHardware: Invalid address 00354588 near PC 08ac84c8 LR 08997f20
FIFA STREET 2 v1.16.6 2023-11-11 ReadFromHardware: Invalid address 00354588 near PC 08ac84b4 LR 08997f20
FIFA STREET 2 v1.16.6 2023-10-26 WriteToHardware: Invalid address 00000018 near PC 08ad7094 LR 08ac69a4
FIFA STREET 2 v1.17.1 2024-02-25 Can't draw: No current render step. Step count: 0
FIFA STREET 2 v1.11.3 2023-09-29 sceFontOpenUserFile(09f9ac00, /font/pgf/chinese-traditional-10.125.pgf, 00000000, 09fff3e0): file does not exist
FIFA STREET 2 v1.14.4 2023-09-25 WriteToHardware: Invalid address 00000000 near PC 0899f92c LR 0899f92c
FIFA STREET 2 v1.11.3 2023-09-20 Unknown GetPointer 00000000 PC 08a8912c LR 08a89150
FIFA STREET 2 v1.11.3 2023-09-20 UNIMPL sceMpegAvcResourceGetAvcEsBuf(deadbeef)
FIFA STREET 2 v1.11.3 2023-09-20 80000107=sceDisplaySetFrameBuf(04044000, 512, 0, 0): must change latched framebuf first
FIFA STREET 2 v1.13.2 2023-09-19 Unknown GetPointer 439267d2 PC 439267d2 LR 08a863f4
FIFA STREET 2 v1.13.2 2023-09-19 ReadFromHardware: Invalid address 439267d2 near PC 439267d2 LR 08a863f4
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-08-06 __KernelStopThread: thread 341 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-08-06 __KernelStopThread: thread 339 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-08-06 __KernelStopThread: thread 316 does not exist
FIFA STREET 2 v1.10.3 2023-07-24 80630011=sceAtracSetHalfwayBufferAndGetID(08bff040, 00000000, 00040000): buffer too small
FIFA STREET 2 v1.9.0 2023-07-24 ReadFromHardware: Invalid address 3dba6f28 near PC 3dba6f28 LR 08817030
FIFA STREET 2 v1.14.4 2023-07-19 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:138: 'comp' : redefinition ERROR: 0:139: 'type' : redefinition ERROR: 0:187: 'comp' : redefinition ERROR: 0:188: 'type' : redefinition ERROR: 0:236: 'comp' : redefinition ERROR: 0:237: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 03000000:c1800b38 HWX C T N Tex Bones:7 Light: LightUberShader WScale 1 Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 03000000:c1800b38 HWX C T N Tex Bones:7 Light: LightUberShader WScale 1 Cull in mediump vec4 w1; in mediump vec3 w2; 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 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0; } else { ldot
FIFA STREET 2 v1.14.4 2023-07-19 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:138: 'comp' : redefinition ERROR: 0:139: 'type' : redefinition ERROR: 0:187: 'comp' : redefinition ERROR: 0:188: 'type' : redefinition ERROR: 0:236: 'comp' : redefinition ERROR: 0:237: 'type' : redefinition ERROR: 6 compilation errors. No code generated. 03000000:c1c00b38 HWX C T N Tex Bones:8 Light: LightUberShader WScale 1 Cull #version 300 es // Driver: Adreno (TM) 305 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 03000000:c1c00b38 HWX C T N Tex Bones:8 Light: LightUberShader WScale 1 Cull in mediump vec4 w1, w2; 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 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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; if ((u_lightControl & 1u) != 0x0u) { uint comp = (u_lightControl >> 0x04u) & 0x3u; uint type = (u_lightControl >> 0x06u) & 0x3u; if (type == 0x0u) { toLight = u_lightpos0; } else { toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { if (u_matspecular.a <= 0.0) { ldot = 1.0;
FIFA STREET 2 v1.5.2 2023-10-02 Error in shader program link: info: cannot find a matched output for input v_color1 / fs: #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } / vs: #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); }
FIFA STREET 2 v1.5.2 2023-07-19 Error in shader program link: info: cannot find a matched output for input v_color1 / fs: #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } / vs: #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj * vec4(position.xyz, 1.0); }
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 623 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 917 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 744 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 762 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 956 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 742 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 655 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 864 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 776 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 544 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 794 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 870 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 774 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2023-07-18 __KernelStopThread: thread 551 does not exist
FIFA STREET 2 v1.14.1 2023-07-16 UI scissor out of bounds in GameSettingsScreen: 210,0-740,480 / 888,480
FIFA STREET 2 v1.6.3 2023-07-16 Error in shader program link: info: Link Error: Fragment shader is missing. fs: 00000000:0000d000 AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D testtex; in vec4 v_color0; inout vec4 fragColor0; void main() { vec4 v = v_color0 ; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 00000000:00010100 HWX UVMtx #version 300 es precision highp float; in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; 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; }
FIFA STREET 2 v1.9.0 2023-07-16 Error in shader program link: info: Link Error: Fragment shader is missing. fs: thin3d #ifdef GL_ES precision mediump float; #endif #ifdef GL_ES precision lowp float; #endif #if __VERSION__ >= 130 #define varying in #define texture2D texture #define gl_FragColor fragColor0 out vec4 fragColor0; #endif varying vec4 oColor0; varying vec2 oTexCoord0; uniform sampler2D Sampler0; void main() { gl_FragColor = texture2D(Sampler0, oTexCoord0).zyxw * oColor0; } vs: thin3d #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; void main() { gl_Position = WorldViewProj * vec4(Position, 1.0); oColor0 = Color0; oTexCoord0 = TexCoord0; }
FIFA STREET 2 v1.6.3 2023-07-16 Error in shader program link: info: Link Error: Vertex shader is missing. fs: 00000000:0d000022 Tex TexAlpha StenToAlpha StenKeep TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; 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; fragColor0 = vec4(v.rgb, 0.0); } vs: 00000000:00000918 HWX C T Tex #version 300 es precision highp float; 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; out lowp vec4 v_color0; out highp vec3 v_texcoord; 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 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
FIFA STREET 2 v1.12.3 2023-07-15 Ignoring possible texturing from framebuffer at 04164000 +0x128 / 128x272
FIFA STREET 2 v1.12.3 2023-07-05 UNIMPL sceIoChstat(ms0:/PSP/SAVEDATA/ULUS10518DATA/DATA.DNS, 09f919b0, 00000002)
FIFA STREET 2 v1.15.4 2023-06-27 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 08a052c4
FIFA STREET 2 v1.11 2023-06-11 ReadFromHardware: Invalid address 00000001 near PC 08a85128 LR 08a85130
FIFA STREET 2 v1.12.2 2023-05-28 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 154246848
FIFA STREET 2 v1.12.2 2023-05-28 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146069088
FIFA STREET 2 v1.17 2024-02-01 Block transfer invalid: 09ea2280/0 -> 04154000/0, 1024x1024x2 (0,0)->(0,0)
FIFA STREET 2 v1.6.3-432-gfd6c3145d 2023-05-08 Error in shader program link: info: (unknown reason) fs: 00010000:0000d022 Tex TexAlpha TFuncMod AlphaTest > #version 300 es precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; fragColor0 = v; } vs: 00000000:00000918 HWX C T Tex #version 300 es precision highp float; 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; out lowp vec4 v_color0; out mediump vec3 v_texcoord; 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 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
FIFA STREET 2 v1.14.2 2023-05-06 Unknown GetPointerWrite 00000028 PC 08a5cb18 LR 08a5cb58
FIFA STREET 2 v1.14.2 2023-05-06 Bad vertex address 0a02c738!
FIFA STREET 2 v1.14.2 2023-05-06 Unknown GetPointer 00000000 PC 00000000 LR 08a33f08
FIFA STREET 2 v1.14.1 2023-04-30 UI scissor out of bounds in GamePauseScreen: 163,40-101,2136 / 544,1088
FIFA STREET 2 v1.14.1 2023-04-30 UI scissor out of bounds in GamePauseScreen: 0,40-159,2136 / 544,1088