Recent logs - FIFA STREET 2

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Game title Version Latest Report Message
FIFA STREET 2 v1.10.1 2020-07-13 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=2, text=2
FIFA STREET 2 v1.10.1 2020-07-13 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145634952
FIFA STREET 2 v1.10.1 2020-07-13 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145543488
FIFA STREET 2 v1.10.2 2020-07-11 sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1
FIFA STREET 2 v1.10.2 2020-07-10 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145269936
FIFA STREET 2 v1.10.2 2020-07-10 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145257684
FIFA STREET 2 v1.10.2 2020-07-10 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1082130432
FIFA STREET 2 v1.10.2 2020-07-10 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 13070
FIFA STREET 2 v1.10.2 2020-07-10 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142623468
FIFA STREET 2 v1.10.2 2020-07-10 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145106660
FIFA STREET 2 v1.10.2 2020-07-10 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000001, pos=0, access=1, data=2, text=2
FIFA STREET 2 v1.10.2 2020-07-10 sceKernelCreateThread(name=sceNetAdhocAuth_Service): unsupported attributes 00001006
FIFA STREET 2 v1.10.2 2020-07-10 Unknown syscall in known module 'ThreadManForKernel': 0x293b45b8
FIFA STREET 2 v1.10.2 2020-07-10 Unknown syscall in known module 'ThreadManForKernel': 0x616403ba
FIFA STREET 2 v1.10.2 2020-07-10 Unknown syscall in known module 'ThreadManForKernel': 0x7e65b999
FIFA STREET 2 v1.10.2 2020-07-10 Unknown syscall in known module 'ThreadManForKernel': 0xe9b3061e
FIFA STREET 2 v1.10.2 2020-07-10 Unknown syscall in known module 'ThreadManForKernel': 0x86255ada
FIFA STREET 2 v1.10.2 2020-07-10 Unknown syscall in known module 'ThreadManForKernel': 0x278c0df5
FIFA STREET 2 v1.10.2 2020-07-10 sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006
FIFA STREET 2 v1.10.2 2020-07-10 sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006
FIFA STREET 2 v1.10.2 2020-07-10 Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE.
FIFA STREET 2 v1.10.2 2020-07-10 Ignoring func export sceNetIfhandle/c80181a2, already implemented in HLE.
FIFA STREET 2 v1.10.2 2020-07-10 Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d
FIFA STREET 2 v1.10.2 2020-07-10 Unknown syscall in known module 'ThreadManForKernel': 0x39810265
FIFA STREET 2 v1.10.2 2020-07-10 Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff
FIFA STREET 2 v1.10.2 2020-07-10 Unknown syscall in known module 'ThreadManForKernel': 0xaf36d708
FIFA STREET 2 v1.10.2 2020-07-10 Unknown syscall in known module 'ThreadManForKernel': 0x89b3d48c
FIFA STREET 2 v1.10.2 2020-07-10 Unknown syscall in known module 'ThreadManForKernel': 0x56c039b5
FIFA STREET 2 v1.10.2 2020-07-10 Unknown syscall in known module 'ThreadManForKernel': 0x1fb15a32
FIFA STREET 2 v1.10.2 2020-07-10 Unknown syscall in known module 'ThreadManForKernel': 0x58b1f937
FIFA STREET 2 v1.10.2 2020-07-10 Unknown syscall in known module 'ThreadManForKernel': 0x4e3a1105
FIFA STREET 2 v1.10.2 2020-07-10 Unknown syscall in known module 'ThreadManForKernel': 0x3f53e640
FIFA STREET 2 v1.10.2 2020-07-10 Unknown syscall in known module 'ThreadManForKernel': 0x28b6489c
FIFA STREET 2 v1.10.2 2020-07-10 Unknown syscall in known module 'ThreadManForKernel': 0xd6da4ba1
FIFA STREET 2 v1.10.2 2020-07-10 Unknown syscall in known module 'SysclibForKernel': 0xb49a7697
FIFA STREET 2 v1.10.2 2020-07-10 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
FIFA STREET 2 v1.10.2 2020-07-10 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144940664
FIFA STREET 2 v1.10.1 2020-07-06 Ignoring func export sceDeflt/2ee39a64, already implemented in HLE.
FIFA STREET 2 v1.10.1 2020-07-06 Ignoring func export sceDeflt/e46eb986, already implemented in HLE.
FIFA STREET 2 v1.9.3 2020-07-03 D3D error in shader compilation: info: Espacio de almacenamiento insuficiente para completar esta operación. / code: #pragma warning( disable : 3571 ) float4x4 u_proj : register(c0); float4 u_cullRangeMin : register(c80); float4 u_cullRangeMax : register(c81); struct VS_IN { float4 position : POSITION; float4 color0 : COLOR0; }; struct VS_OUT { float4 v_color0 : COLOR0; float4 gl_Position : POSITION; }; VS_OUT main(VS_IN In) { VS_OUT Out; Out.v_color0 = In.color0; float4 outPos = mul(float4(In.position.xyz, 1.0), u_proj); Out.gl_Position = outPos; return Out; }
FIFA STREET 2 v1.9.4 2020-07-02 sceKernelLoadModuleByID: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
FIFA STREET 2 v1.9.3-80-g73bf6098e 2020-07-09 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2
FIFA STREET 2 v1.9.3-80-g73bf6098e 2020-07-09 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1
FIFA STREET 2 v1.9.4 2020-06-26 Video out requested, not supported: mode=0 size=0,0
FIFA STREET 2 v1.9.3-80-g73bf6098e 2020-06-12 __KernelStopThread: thread 420 does not exist
FIFA STREET 2 v1.9.3 2020-06-07 Error in shader compilation: info: 0:55: L0002: Undeclared variable 'kemerahan' 0:61: L0002: Undeclared variable 'AvgLumR' 0:67: L0002: Undeclared variable 'AvgLumin' 0:69: L0002: Undeclared variable 'mixColor' postshader //===========================// //edit angka yang ada dibawah ini untuk mengatur tampilan #define warna 1.9 //normal: 1.1 #define cerah 1.2 //normal: 1.1 #define kontras 1.2 //normal: 1.1 #define kehitaman 1.2 //normal: 1.1 #define kehijauan 1.1 //normal: 1.0 #define kebiruan 1.3 //normal: 1.1 //semakin tinggi angka depan yang dirubah, maka akan semakin tidak baik ^,^ //===========================// //Black Screen HD //Build By Satria Mudafi //FB : Mudaffi Satriia //Email : [email protected] /////////////////////////////////// //dibawah ini tidak boleh di edit// /////////////////////////////////// #define sugoicolor 1 #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; uniform vec4 u_time; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; varying vec2 v_texcoord0; float overlay(float base, float blend) {float result = 0.0; if( base < 0.5 ) result = 2.0 * base * blend; else result = 1.0 - (1.0 - 2.0*(base-0.5)) * (1.0-blend); return result;} void main() {vec3 color = texture2D(sampler0, v_texcoord0.xy).xyz; #if(sugoicolor==1) float sat = warna; float brt = cerah; float con = kontras; float AvgLumR = kemerahan; float AvgLumG = kehijauan; float AvgLumB = kebiruan; const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 conRGB = vec3(0.5, 0.5, 0.5); vec3 brtColor = color.rgb * brt; vec3 intensity = vec3((brtColor.r*LumCoeff.r)+(brtColor.g*LumCoeff.g)+(brtColor.b*LumCoeff.b)); vec3 satColor = mix(intensity, brtColor, sat); vec3 conColor = mix(conRGB, satColor, con); vec3 mixColor = AvgLumin * conColor; color.rgb = mixColor; #endif gl_FragColor.xyz=color; gl_FragColor.a = 1.0;}
FIFA STREET 2 v1.9.4 2020-05-29 ReadFromHardware: Invalid address 16c1b212 near PC 16c1b212 LR 16c1b212
FIFA STREET 2 v1.9.4 2020-05-27 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771644
FIFA STREET 2 v1.9.3-80-g73bf6098e 2020-05-25 __KernelStopThread: thread 714 does not exist
FIFA STREET 2 v1.8.0 2020-05-24 Unknown GetPointer 00000028 PC 08a5cb50 LR 08a5cb58
FIFA STREET 2 v1.9.4 2020-05-24 Bad vertex address 0a00019c!
FIFA STREET 2 v1.9.4 2020-05-24 Bad vertex address 0a00111c!
FIFA STREET 2 v1.9.4 2020-05-11
FIFA STREET 2 v1.9.3-80-g73bf6098e 2020-05-08 __KernelStopThread: thread 322 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2020-05-08 __KernelStopThread: thread 323 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2020-05-08 __KernelStopThread: thread 335 does not exist
FIFA STREET 2 v1.9.3-80-g73bf6098e 2020-05-08 __KernelStopThread: thread 336 does not exist
FIFA STREET 2 v1.8.0 2020-05-08 BJUMP to illegal address 04876540 - ignoring! data=876543
FIFA STREET 2 v1.8.0 2020-05-08 Unknown GE command : 4e474953
FIFA STREET 2 v1.9.3 2020-05-07 ReadFromHardware: Invalid address 00000008 near PC 08834938 LR 08834938
FIFA STREET 2 v1.5.4 2020-05-03 Unknown GetPointer 00000014 PC 08a5cb18 LR 08a5cb58
FIFA STREET 2 v1.8.0 2020-04-14 Bad bounding box data: d97824
FIFA STREET 2 v1.8.0 2020-04-14 Unsupported alpha/stencil mask: 17
FIFA STREET 2 v1.8.0 2020-04-14 Unsupported RGB mask: r=fa g=34 b=66
FIFA STREET 2 v1.8.0 2020-04-14 BlockTransfer: Bad source transfer address e0000000!
FIFA STREET 2 v1.8.0 2020-04-14 BlockTransfer: Bad source transfer address 5d000000!
FIFA STREET 2 v1.8.0 2020-04-14 Immediate draw: Unexpected primitive 7 at count 1
FIFA STREET 2 v1.8.0 2020-04-14 Unknown GE command : fa83eabb
FIFA STREET 2 v1.9.4 2020-04-14 ReadFromHardware: Invalid address 01000900 near PC 01000900 LR 08a85120
FIFA STREET 2 v1.9.4 2020-04-13 Error in shader program link: info: LinkShaders: Too many uniforms. fs: 00000000:00000022 Tex TexAlpha TFuncMod #version 300 es precision lowp float; uniform sampler2D tex; 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; 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; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); vec4 outPos = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); gl_Position = outPos; }
FIFA STREET 2 v1.9.4 2020-04-13 Error in shader program link: info: LinkShaders: Too many uniforms. fs: 00000000:0000d000 AlphaTest > #version 300 es 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: 00000000:00010100 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; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; gl_Position = outPos; }
FIFA STREET 2 v1.9.4 2020-04-13 Error in shader program link: info: LinkShaders: Too many uniforms. fs: 00000000:0000d022 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) discard; fragColor0 = v; } vs: 00000000:00010150 HWX Tex TexProjPos UVMtx #version 300 es precision highp float; in vec3 position; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); vec4 outPos = u_proj * viewPos; v_color0 = u_matambientalpha; v_texcoord = (u_texmtx * vec4(position.xyz, 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); gl_Position = outPos; }
FIFA STREET 2 v1.9.4 2020-04-13 Error in shader program link: info: LinkShaders: Too many uniforms. fs: 00000000:0000d022 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) discard; 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; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; 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); vec4 outPos = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); gl_Position = outPos; }
FIFA STREET 2 v1.9.4 2020-04-13 Error in shader program link: info: (unknown reason) fs: 00000000:00000001 Clear #version 300 es precision lowp float; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0; fragColor0 = v; } vs: 00000000:0000000a THR C #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; vec4 outPos = u_proj_through * vec4(position.xyz, 1.0); gl_Position = outPos; }
FIFA STREET 2 v1.9.4 2020-04-13 Error in shader program link: info: (unknown reason) fs: draw2d #ifdef GL_ES precision mediump float; #endif #if __VERSION__ >= 130 #define varying in #define texture2D texture #define gl_FragColor fragColor0 out vec4 fragColor0; #endif #ifdef GL_ES precision mediump float; #endif uniform sampler2D sampler0; varying vec2 v_texcoord0; void main() { gl_FragColor = texture2D(sampler0, v_texcoord0); } vs: draw2d #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
FIFA STREET 2 v1.9.4 2020-03-18 sceKernelCreateSema(RealSignal) unsupported options parameter, size = 612
FIFA STREET 2 v1.9.3 2020-02-25 WriteToHardware: Invalid address 00000000 near PC 08998c5c LR 08998d78
FIFA STREET 2 v1.9.3 2020-02-25 WriteToHardware: Invalid address 00000004 near PC 08998c64 LR 08998d78
FIFA STREET 2 v1.9.4 2020-02-18 Error in shader compilation: info: 0:384: L0002: No matching function for call to 'mul' 0:388: L0001: else statement not preceded by if 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 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.5 //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 1 //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 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 #define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader #define brightness 1.0 //Default: 1.0 #define contrast 1.0 //Default: 1.0 //negative will be... well negative;p #define red 1.0 //Default: 1.0 #define green 1.0 //Default: 1.0 #define blue 1.0 //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 0 //simple gamma function after reading http://filmicgames.com/archives/299 #define correction 1.0 //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 2.8 //Default: 2.8 /brightens screen
FIFA STREET 2 v1.9.3-80-g73bf6098e 2020-02-16 __KernelStopThread: thread 288 does not exist
FIFA STREET 2 v1.9.4 2020-02-05 Unexpected SAVEDATA_PARAMS hash flag: 30
FIFA STREET 2 v1.9.4 2020-02-04 Unexpected SAVEDATA_PARAMS hash flag: fe
FIFA STREET 2 v1.9.4 2020-02-04 Unexpected SAVEDATA_PARAMS hash flag: ff
FIFA STREET 2 v1.9.4 2020-02-05 Savedata loading with detected hashmode 3 instead of file's 1
FIFA STREET 2 v1.9.4 2020-02-04 Unexpected SAVEDATA_PARAMS hash flag: 33
FIFA STREET 2 v1.9.4 2020-01-18 ReadFromHardware: Invalid address e58431e8 near PC e58431e8 LR 08a85120
FIFA STREET 2 v1.9.3 2020-01-13 ReadFromHardware: Invalid address 00000004 near PC 089c3024 LR 089c0124
FIFA STREET 2 v1.9.3 2020-01-13 ReadFromHardware: Invalid address 00000014 near PC 0896bdb8 LR 0896bda0
FIFA STREET 2 v1.9.4 2020-01-09 Inter-buffer memcpy 04000000 -> 04088000
FIFA STREET 2 v1.8.0 2020-01-01 Unknown GetPointer 00000000 PC 089b880c LR 089b880c
FIFA STREET 2 v1.9.3 2019-12-22 Unknown GE command : 4f4c6b7e
FIFA STREET 2 v1.9.3 2019-12-22 CALL to illegal address 04e10120 - ignoring! data=e10123
FIFA STREET 2 v1.9.4 2019-12-14 Render to texture with different strides 2040 != 512
FIFA STREET 2 v1.9.4 2019-12-14 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 150895216
FIFA STREET 2 v1.6.3-492-g9fddfff66 2019-12-05 Error in shader compilation: info: (unknown reason) 00000000:0e00d002 Tex StenToAlphaDual StenKeep TFuncMod AlphaTest > #version 300 es #extension GL_EXT_blend_func_extended : require #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; out vec4 fragColor1; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = vec4(v.rgb, 0.0); fragColor1 = vec4(0.0, 0.0, 0.0, v.a); }
FIFA STREET 2 v1.9.4 2019-10-27 ReadFromHardware: Invalid address 438fff46 near PC 438fff46 LR 08a863f4
FIFA STREET 2 v1.6.3-492-g9fddfff66 2019-10-25 Error in shader compilation: info: (unknown reason) stencil #ifdef GL_ES precision mediump float; #endif #ifdef GL_ES precision highp float; #endif #if __VERSION__ >= 130 #define varying in #define texture2D texture #define gl_FragColor fragColor0 out vec4 fragColor0; #endif varying vec2 v_texcoord0; uniform float u_stencilValue; uniform sampler2D tex; float roundAndScaleTo255f(in float x) { return floor(x * 255.99); } void main() { vec4 index = texture2D(tex, v_texcoord0); gl_FragColor = vec4(index.a); float shifted = roundAndScaleTo255f(index.a) / roundAndScaleTo255f(u_stencilValue); if (mod(floor(shifted), 2.0) < 0.99) discard; }
FIFA STREET 2 v1.6.3-492-g9fddfff66 2019-10-25 Error in shader compilation: info: (unknown reason) 00000000:00000000 #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; out vec4 fragColor0; void main() { vec4 v = v_color0 ; fragColor0 = v; }
FIFA STREET 2 v1.6.3-492-g9fddfff66 2019-10-25 Error in shader compilation: info: (unknown reason) stencil #ifdef GL_ES precision highp float; #endif #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
FIFA STREET 2 v1.6.3-492-g9fddfff66 2019-10-25 Error in shader compilation: info: (unknown reason) 00000000:0000d022 Tex TexAlpha TFuncMod AlphaTest > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require 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) discard; fragColor0 = v; }